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T H E S T O R Y

Ruby wakes up inside of a strange metal locker. She realizes she cannot remember most of anything. As she steps out, Ruby gets the feeling something is very wrong about her surroundings. Broken plaster and paint chips scattered on the ground all around her, she shakily begins her quest to ascend from the metal bowels she has been thrust into.

It soon becomes apparent that she is not the only one lost and that she may even have some sort of dark history in this strange place.

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E X P L A N A T I O N

Ruby Quest: Undertow is a personal rendition of the choose-your-own-adventure originally conceived by alias Weaver. It will feature additional scenarios/lore as well as changes to the storyline. One of the defining differences is that certain characters will play a bigger part in the dark tales of the Metal Glen, and most characters will become more personalized, as the source hardly tapped into actual spoken dialogue. A lot of moments from the original will still be implemented into the game.

The game sports an oblique perspective in the aesthetics department and completely custom, original graphics. There will be many different animations for characters and some cutscenes will consist of pictures.

Among the gameplay elements in Undertow are puzzles, exploration, fighting, and running for your fragile life. The Glen is filled with danger and invites you to brave them all. Prepare yourself for a unique horror experience from the developer of Death Proclaimed, the developer of The Longing Ribbon, and the developer of Home.

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C R E A T O R S

  • Jake "Fidchell" Springhorn - Art / Writing


  • Eric "Gibmaker" Hopkins - Programming


  • Felix "The Judge" / "Nitrosparxx" / "KeepListen" - Music


Latest Blog

A Sad Outcome

I thought that I had a game plan for creating this project, but unfortunately things have fallen apart, and both Gibmaker and I have dropped Ruby Quest: Undertow. Now allow me to explain what happened.

The game was a huge, ambitious effort from both of us but it proved too much. Production started a few years ago and a lot can change in that amount of time. I'm talking real life stuff, and sure enough, things changed for both of us.

In Gibmaker's case, since the beginning of this game, he was in a bad spot. In a sense, both of us were, but Gib was fighting his own demons, struggling with an obsession in progress and not feeling like he was getting much out of life. Just recently he managed to find someone that gave him a different outlook and practically changed his way of living. He does not have time much to work on the game anymore, and this is a critical blow, as he is the programmer and debugger. Not to say he had absolutely no time, but work was going slower than it ever has been, and things were beginning to fall apart.

In my case, there were a few factors in my loss of interest for this project. Firstly, while we thought RMXP was a sufficient engine for the game considering Gib and I were familiar with it, the further we went into production, the more I was realizing this engine wasn't up to snuff. At the point where we are with the game, it's basically being held together with duct tape, bursting at the seams. We've pushed RGSS to its limits here, and have encountered countless bugs and performance issues that marred my vision of the game severely. I've come up with the prospect of switching to software like Game Maker or even Unity, but decided against it, as that would mean we would have to learn an entirely new engine, code structure, and interface. It plainly wasn't going to happen. Another factor is just how ambitious I was with the graphical style. There was simply way too much for me to make, so much that I started asking Gibmaker for help with tilesets.

In retrospect, it would have been wiser to make a bigger team, but I thought the two of us could tackle it by ourselves. It was a mistake, almost an impulsive decision without much planning (I didn't even create a full script/outline for the game's plot until we released the demo). That's a personal demon I have to fight myself, my impulsive nature. I heavily regret dropping this project, as I'm sure a lot of people were looking forward to our iteration of the popular source material. We apologize very much for how the production of Undertow came to a screeching halt.

All that being said, we won't leave you guys with nothing. We have a newer build with more maps and events. It's about halfway through the game, but we won't be making anymore of it. We will release this build for you guys, but as it is incomplete in many ways, there is a high chance you will come across bugs, but hopefully nothing game-breaking. This is the least we can do for you guys who were sticking around since the start. We hope it provides some fun in the wake of this saddening blog. It also contains all of the music we have planned to use for the game. We've also included a bunch of fun pictures/plans that we've created in the production of the game. The demo will end while you talk to Tom in the hallway upon returning from the second dark world. It is not a game-breaking bug, it is simply where we stopped working.

Thanks again for taking interest in our project. I can't say for sure if we'll ever work on a game again, but you guys are free to check my and Gib's portfolio of games if you're ever curious for more completed works from us. Thanks for reading!

EDIT: Because RMN is being stupid, I've uploaded the demo to Mega. https://mega.nz/#!erJUBCJA!3v_CTxZzvr3HzLdQ8bqi1RZPDbQZCdIIBS7409x14K8

Posts

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Is everything going well ?
its so quiet that its spooky.
Hi Fidchell, not sure if this post thread is still alive but I have to say that I love this game and the effort you and your team put into it. Not only was I impressed by it's visuals, sprites and atmosphere but it's soundtracks within it. It's sad to see that this got discontinued but it's completely understandable considering the small team and the engine used must have been really hard to continue the game. Nonetheless the current demo was still amazing and scared a majority of my friends who've tried it. I hope that some day, this game can be revived.

I would to like to ask for permission if I could upload the game's soundtracks to YouTube, I will credit the original maker and credit you and Gibmaker as well if that's ok with you? Again Ruby Quest Undertow is a great and well thought rendition, I really wish more people knew about this. Thank you and have a good day :)
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Hi Miimii, Fidchell says it's okay.
:)
author=Gibmaker
Hi Miimii, Fidchell says it's okay.
:)

Ok thanks so much, I luv this game :)

Here is the link to the playlist: https://www.youtube.com/playlist?list=PLFKw5Sh-XhRSGE8nMXyvvkFro7VbvasoH

Lots of thanks again :D
I'm sorry if this isn't the place to post, but I'm not sure where else to ask.

Since the game was cancelled a few years ago, I was wondering if you would humor my curiosity and tell me the purpose of the Jay disks scattered throughout the demo; I understand if you didn't have a plan for them by the time development halted, I am just extremely intrigued by the potential intentions for these disks, and want to potentially find an answer.

I hope you have a great day,

Schmabadoo.
author=Schmabadoo
I'm sorry if this isn't the place to post, but I'm not sure where else to ask.

Since the game was cancelled a few years ago, I was wondering if you would humor my curiosity and tell me the purpose of the Jay disks scattered throughout the demo; I understand if you didn't have a plan for them by the time development halted, I am just extremely intrigued by the potential intentions for these disks, and want to potentially find an answer.

I hope you have a great day,

Schmabadoo.


The Jay disc was going to be usable with a TV later in the game and would give insight on Jay and his mental issues via interviews.
Pages: first prev 1234 last