While our regular Saturday Updates still won't be resuming until next Saturday (May 31st), I'd like to discuss a little more about what We Shall Wake is and where we're taking it. I often get E-Mails and comments on YouTube asking what it really is. 

This has changed a lot since the last time I made one of these posts, so I'll elaborate on it carefully.

First of all, I'd like to mention that Circadian isn't just me, we're actually a couple of guys developing the game. I'm Brayden; the director, gameplay and logic programmer, sound programmer, and animator. My best friend and partner is Daniel, who is the graphics engine programmer (and his work alone amounts to all of the different things I'm doing for the most part).

We also have two modelers and a concept artist at the moment.

One of the things a lot of people complained about with Demo 5 was that it was hard to play. As in, the AI was too hard, the controls were difficult to understand, and it was a tad rigid. We also got complaints of the animations being too fast to really enjoy. I actually agree on a lot of this points, so I've gone back and touched up a few of the animations and even made some new ones to make the combat crazier than it already is.

So, what's my new philosophy on directing the game?

First of all, I need to make the controls less of a hassle to use. I want anyone to be able to come in and mash and be successful at playing - but I also want a high skill ceiling for anyone who actually dedicates themselves to learning the system.

This will be achieved with dial-based combos being used in cohesion with Devil May Cry's more "command-based" approach to combat. Which means certain attacks will be chained together, and others will always be available. So, in example, you do your new ground-based combos that can lead you into the air after about the fourth animation, or you can automatically activate your "high-time" move about two attacks into that ground combo.

It's like Kingdom Hearts meets Devil May Cry. At least that's what I'm imagining.

As for the movement, a lot of people also complained about the controls being too difficult, and that the game, in general, was too fast. I won't be changing MORS' running speed, but I will make the launch slower. Which means his speed is going to start off slower, but build back up into the max speed that was already set in place. That way he doesn't just explode off and make it hard for the player to adjust.

We Shall Wake is going to be an action game with exploration-aspects; each floor is generated with its own communities and events, and you'll be free to explore and watch the various AI personalities interact within these environments. There will be various factions at war, and it'll be up to you to decide which side ultimately wins. I want you to feel the combat, I want you to feel like an unstoppable force of nature unleashing its wrath - but I also want there to be a challenging aspect to the game. I'll just have to keep experimenting until I find this balance - but I will find this balance.


I'm not looking to do anything revolutionary with WSW, I just want to make a fun game that anyone can pick up and have fun with after a hard day at work. And that's all there really is to it.

Lastly, I've gotten some E-Mails and comments asking if we have a kickstarter. We do not plan to make anything of the sort, but I'm going to look into alternative methods of ways for anyone who's interested to financially assist the team. I don't believe in free handouts, so I'll have to think of a way to compensate you guys for anything you give to us.

Until next time, men.

Oh, and here's a little something extra.