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Progress Report

Middle of June Update - Plans going forward!

I have a few updates for all you good folks out there on this lovely internet! Today, I wanted to talk a bit about this project's development and what it will be like going forward.

Up until now in Crescent Prism's development, I have been lucky enough to commit a substantial amount of time to the project, though this is mostly due to being in and out of employment regularly. For the last six months in particular, I had only been working part-time, so I was able to dedicate several days a week to Crescent Prism.

Recently, I was fortunate enough to have had my hours increased at work, and may become full-time soon. This is great for a lot of reasons, but this also means two things:

1. I won't have as much time to work on the game, which means development is going to slow down a bit.


2. I'll be able to work on the game more comfortably, and will have the ability to continue regularly commissioning music and other assets I need. Which is good because I have been hoping to self-fund any of those extras I need and did not want to turn to any sort of crowdfunding.

So since I have a more stable outlook of what I can do going forward, here are a couple of development aspects I'm trying to put on solid ground:


As of now, Chapter 1 and 2 are finished, and work on Chapter 3 is already underway. My ultimate going for 2018 is to have Chapter 3 and at least half of Chapter 4 finished by the end of the year. I am TENTATIVELY looking at the first half of 2019 for release, but as with all of my projects, "It's done when it's done" and I won't be committing myself to an exact month or date until near the end.

That said, it's really just about building content and making additional assets at this point. The battle system, mechanics, etc are all established. Mostly everything is planned out in some capacity, and it's just a matter of, well, doing it.


This has been on my mind since the project started and though I've gone back and forth on this a few times, it's always been "leaning yes". I've been feeling more and more inclined to make Crescent Prism a commercial game. As to what capacity, such as price point, I have yet to determine. But I figure since I already have Soma Spirits on Steam, there's no reason not to give it the ol' college try. So from this point on, Crescent Prism will be filed under C for Commercial.


So things are still looking a fair ways off! But I hope you'll all continue to follow Crescent Prism in the coming months.

Progress Report

Chapter 2 complete. Golly gee!

When you really buckle down on something, you get a lot done. And it's with great relief that the first major pass at Chapter 2 is complete.

Though the game itself is not episodic, I've been approaching Crescent Prism's development chapter by chapter, meaning that I do virtually everything for an entire block's worth of content. Assets, battles, story scenes, you name it. As of today, Chapter 2 is largely done, minus some cleanup, a good round of proofreading, and replacing some placeholders that need to be fleshed out, most notably a few key character sprites and full-screen story slides.

As it stands now, the end of Chapter 2 is already averaging playtest times that are longer than a single playthrough of Soma Spirits. I guess when you go in for your "big" game, you really go all-in.

It's been quite a journey developing this game, and getting to the halfway (with an asterisk) mark is very exciting.

Let's keep going! (Well, maybe after some rest)

Progress Report

"It doesn't feel like the end of April" Progress Report

So we're already, like, halfway through the Spring. How did that happen?

So anyways, here's our old friend The Chart.

The second town and fourth dungeon area are now finished and fully functional. This includes all of the story and cutscenes that lead up to this point in the game. Dungeons 5 and 6 are mapped and evented, and encounters are halfway developed for each.

As I've mentioned before, the second town area is the largest city in the game, and plenty of events will be happening here, so I expect to be going back to touch this up quite a bit more as development progresses.

I've also been working on a few additional new gameplay features to give players more options.

The Remind Me Gem can be picked up at the start of the game and will sit comfortably in your key items just in case you need a reminder of what to do next. Personally, I'm trying to use things like quest markers as little as possible, but if you've been away from the game for a little while and are stumped as to what it is you're supposed to do, the Remind Me Gem should prove useful!

My goal is to have the whole of Chapter 2 finished by the summer time, and to start Chapter 3 in the latter half of the year. Since I'm only working part time at the moment, I've had extra time to dedicate to developing the game and hope to have the larger majority of its content finished by the year's end.

That's all for today! Let's keep going!


New Name, Same ol' Game!

So it looks like The Project Formerly Known As Crescent Eve has gotten a bit of a renaming! Say hello to Crescent Prism.

Giving this project a new name has been on a docket for some time, since I felt that the old name didn't quite play into the story as much as I had envisioned. While the term "Crescent Eve" does have a role in the plot, Crescent Prism more accurately reflects the themes of this project, which encompass both the moon and the many different colors of light.

Anyways, hope you guys like the new name. Let me know what you think!

Progress Report

The Middle-Of-Gatdang-March Progress Report

After a successful round of Chapter 1 testing late last month (a big special Thank You to my testers!), I'm excited to to have started work on Chapter 2 and have made a surprising amount of progress on such! Let's take a look at our friend The Chart to see where things are at.

This might look a little bit confusing! So let me explain what exactly it is I have done:

Town 2: I more or less have the features and planned facilities for this area laid out, but have not started on a tileset or most of the NPC graphics for it. This area is the largest city in the game and quite a bit happens here, so it will take some time to build.

Dungeons 4-6: The tilesets, monsters, encounters, and functionality of these areas are mostly complete and playable. However, it's worth noting that nothing beyond their gameplay has been done, meaning no cutscenes, story, etc have been put into the game yet. Once the second town area is completed, I'll be able to string them all together as intended.

Regardless, things are going smoothly and I expect to be finished with Chapter 2 sometime around June. But it's done when it's done!

Progress Report

Going into February: The deets

It's time for another exciting update blog!

Progress has been fairly steady since I released the demo back at the end of November, which featured the first 30-40 minutes of the game and brought you all the way to the end of the first dungeon. At the time of this writing, I'm getting all the details of the third dungeon area finished up: mostly everything save for the final set of scenes leading to the boss and conclusion of Chapter 1 is put in place. After that, it will be a matter of getting some placeholders filled in, as well as making some other odds-and-ends assets like battle animations and a few extra decorative tiles that I've needed to make for a while now.

Three full dungeons may not sound like much, but my average playtest times have averaged out at about 1.5 hours and that's with developer's advantage. Even at just a quarter of the way finished, Crescent Eve is already half as long as Brave Hero Yuusha or Soma Spirits!

Ultimately, my goal for this month is to get Chapter 1 wrapped up and sent to my playtesters. After which, I've been thinking about taking a short break from the project before starting on Chapter 2. Either way, the next few weeks will be all about hitting that big milestone and avoiding burnout!


Demo Update 1.1.0: New intro sequence. Plus other changes!

The Crescent Eve Demo 1.1.0 update is now live, and includes a new intro sequence that gets you into the action more quickly, a new track by Agent Ape, and also features a few notable changes and additions. If you haven't tried the demo yet, this is the one to play!

The patch notes for 1.1.0 are as follows:

New Features:
- A new playable sequence has been added to the game's opening.
- Changed font for damage pop-ups to be more readable.
- Made it more clear as to what the "Invoke" command does.
- Skill costs now denote what resource they use.
- Skills with cooldowns are now indicated in their skill description.
- Weapons and armor now have their stat increases listed in their descriptions.
- The demo's bonus boss now has a visible timer to indicate the next phase change.
- Maru's attacks now have a different animation than Lunita's.
- The duck now explains what AP does because ducks know these things, apparently.
- The font in some places have been changed to be more readable.

Gameplay changes:
- Soak no longer lowers the enemy's thunder resistance. This mechanic will be re-introduced later in the game, where it will be more useful.
- Lunita's spell damage formulas have been adjusted, and should do slightly more damage overall.
- Changed Invoke's damage formula to not scale as heavily with Lunita's level.

Bug Fixes:
- Fixed the Focus stat not applying the evade/critical bonus.
- Minor text changes and fixes.

I hope everyone enjoys what Crescent Eve has to offer. Don't forget to leave feedback!

Progress Report

Demo post-mortem: Changes to make, and what's next.

Hello everyone!

So it's been a little over a week since the Crescent Eve demo has been launched and between RMN and itch.io, we've had over 100 downloads! I hope you've all been enjoying what this little game has to offer.

Changes to Make!

I've gotten a fair bit of feedback, and it seems to be mostly good things. There doesn't seem to be terribly too much that needs to be fixed in the game so far, but from the feedback provided and watching some folks play the game, here's are a few of the changes that I'm looking to make in the future:

Lunita has a unique command called "Invoke", which consumes all of her AP and deals damage based on the amount used. but I think a few people were confused as to what the ability actually does unless they found its description in the status menu. Using Invoke will now show the above message, and I'm also looking to add an explanation of how AP works sooner in the demo.

I also plan to change the font used for damage popups, as the font I'm using now isn't terribly readable. This should help avoid a mental headache.

I have some other small changes to make, as well. Most of which are UI and QOL-related. For instance, abilities that have cooldowns (Astral Shift) now indicate their cooldown in the spell description.

Development So Far

At the time of this blog, the entire second dungeon is complete, as well as part of the third (out of the tentative 12 that I have planned). So things are still quite early, but since virtually all of the groundwork has been finished, I can put together these areas more quickly than I could several months ago.

Which brings me to another topic that I have been asked: When is Crescent Eve poised to be finished and released? And will the game be sold?

Right now, I'm looking at at least another full year of development for this game, possibly longer. So while it's tough to pinpoint an exact release date, I'm tentatively looking at Late 2018 or Early 2019. And this is largely going to depend on where I am life-wise in the coming year; since I'm between jobs at the moment, I'm able to devote a fair bit more time to the project than I could a few months ago. But rest assured that I'm not looking to make this a "rush job" in the least.

Anyways, the other question is: Will Crescent Eve be a commercial game? This is something I've been pondering since the project began, and I want to make a decision on this sooner rather than later. There are a few things I need to work out before I do (including a possible name change) so sit tight and I'll let you all know when I can!

So I suppose that's it for today! I hope the demo was as fun for you to play as it was for me to make. Any addition feedback is always appreciated!


Demo OST on Bandcamp

Agent Ape has all the tracks from the Demo version on his Bandcamp. Give them a look if you wanna give them a second listen!



Minor patch to the demo: v1.0.1

The demo of Crescent Eve has been updated to version 1.0.1. All this really fixes is the inconsistent location of Flayt's eye patch. The treasure chest that gives you the Leather Hat should now say the correct text, as well.

Updating is not mandatory, so feel free to continue playing 1.0 if you don't want to re-download! Save files will carry over from 1.0 if you do, though.
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