Hello guys. I hope everything has been going well for you lately.

Here's what we've been up to:

  • bug-fixes on Tactics Customizer
  • five new attacks have been added
  • major fixes and improvements to physics engine
  • new animations for movement
  • added double-jump
  • added generated campsites, towns, and graveyards
  • added generated rocks and giant mushrooms
  • overhauled combat AI (more on that in a second)
  • underlying graphics engine improvements and optimizations, specifically for lower end hardware
  • we bought a domain for our dev-team and We Shall Wake
  • four new artists have joined the team
I've also linked Daniel to this blog, so hopefully he'll be making some posts soon to elaborate on his graphics engine optimizations and changes for you nerds out there.

As for AI, I've added a new personality and trait system. Each AI will have its own DNA that is randomly generated, and all sorts of facets such as confidence, bravery, combat smarts, common sense, respect for authority, and many more are taken into consideration during combat. Every battle will be different in We Shall Wake simply because some AI will opt to different styles of fighting. And this is simply on top of their randomly generated movesets (that follow the same rules as yours!)

You'll be able to memorize each enemies attack patterns, but it'll take some minor observation time if you don't plan on winging it.

The team is also now going to be called Nokoriware, or Nokori for short. We've made new emails that you can contact us at:


Anyway, that's all for now. Take care!!