UTTER INVERSE Development Blog: Demo Demo Direction

It’s been a while since my last post, and I apologize for that.

Obviously, I’m far behind schedule. The last blog post even started with complaints about the same thing. I’ve gotten stuck in a cycle again that says “You’re taking too long. You’re a waste.”
I slow down. I stop. I hear those words louder. I turn inside out and disappear.

I vomited for a month straight, I started taking new pills, I stopped taking new pills, I started taking newer pills, I played MARATHON, I lay in bed alternating between apathy and futility for another month, I stopped taking newer pills, I cried for five days, I saw Ghost in the Shell for the first time, I ate chicken hearts, I painted someone’s nails, I told them I would try writing this.

Two or so months ago it was decided that development would pivot towards a limited public demo followed by a slightly less limited version for playtesting. For ease of understanding, I’ll call them Demo A and Demo A+.

The plan as of now is, loosely, that Demo A will be available only in-person at booths at game-related events.
It will be comprised of the first chapter of the game, excluding the very ending of that chapter. There will be something like three “zones” and a simple or restrained version of the “hub world”. There will be a fair number of items and abilities to find and use, and a fair number of monsters to kill and be killed by. The protagonist, May, will be alone, and the NEURON RIVER (world map) will be inaccessible.
Demo A will probably be between one and three hours long.

Demo A+ will be nearly identical to Demo A, but it will be a little cleaned up and will include the ending of the first chapter. Demo A+ will be available for download on PC, potentially with partially restricted availability, and will replace Demo A at any other in-person events.

As for localization, there is a possibility that one or both versions will be available in languages other than English, but that’s not at the forefront of my mind right now.

Before any of that, the battle system has to feel good. The user interface has to look good. I’ll be working on those for a little while.

– ANWN M.


But, without herself, how would she ever know what to do?
It wouldn’t matter, once the weapon touched her corpse’s hand. The trick is in the dying.