Developer's Blog

Version 0.0.6 Released!

Posted on January 19, 2016 by Shibusuke

 We've just uploaded version 0.0.6 to, GameJolt, and indieDB - download the latest, here:

0.0.6 Patch Notes:

  • New and improved tutorial! Give it a whirl!
  • Initial implementation of the equipment system! You can now equip gems to your characters to enhance and alter their stats.
  • More on-screen gameplay reminders during combat
  • Gems now have their names and cost displayed underneath them before starting a combo
  • Combo Wheel now has a big, prominent cancel zone
  • Combo Wheel now turns grey once the player has used all 7 AP slots (you can't do any more than that!)

This is the final update before Kickstarter - once the campaign goes live, we'll be focused on fixing bugs and unlocking the debut of our community-driven story system to backers!

In the meantime, be sure to sign up to the mailing list and support our Thunderclap, which will announce the start of our Kickstarter on February 2!

City of the Shroud is coming to Kickstarter and Steam Greenlight on February 2nd!

Posted on January 15, 2016 by Shibusuke

City of the Shroud is coming to Kickstarter and Steam Greenlight on February 2nd!

We are launching both campaigns on February 2nd. Be sure to let all your game-playing friends know - to make City of the Shroud a reality, we need to get the word out! The more people who know about the campaigns, the better we’ll do!

To kick if off, we’ll be running the first-ever live community-driven story! Anyone who backs the game will get exclusive access to a 4-part story set in Iskendrun before the events of City of the Shroud. Each week, we will look at players’ decisions and write the next part of the story, then deliver it straight to our backers. Backing will be the only way to experience AND influence the story, so be sure to back us right away!

In addition to the Kickstarter, we’ll be running a Steam Greenlight campaign. When you vote for City of the Shroud on Greenlight, it will push the game to the top of the rankings and help us get approved for distribution - potentially before the Kickstarter is finished! When we go live, we’ll send you a link so you can vote for City of the Shroud - and point others to the page to help do the same!

We’ve also launched a Thunderclap campaign* to help get the message out when we go live, and we need your help to make it happen. Thunderclap is a coordinated message blast on Twitter, Facebook, and/or Tumblr that will trigger on February 2 when our Kickstarter goes live, letting people know about the campaign in a big, loud burst of messages. We'd like to ask for your help by signing up on our page:

         Support our Thunderclap!

Now, some more details about that Kickstarter! Here is what we’ll be doing:

  • Why: primarily to fund the remaining art production, but also to cover some staff salaries and business expenses (legal stuff, etc.).

  • Funding Goal: $45,000 USD

  • Platforms: Windows and OS X (we are approved for PlayStation development…)

  • Duration: 30 days (February 2 - March 2)

Some of the rewards we’ll be offering include an original short story collection by Moira, the opportunity to appear in a quest, designing a map to fight on, access to our character appearance modding system before anyone else, and a “making-of” book that will talk about the process of making the game (like an art book + production journal), to name a few.

All the rewards (and any stretch goals) will be focused on the game - we want to make City of the Shroud as quickly and to as high a quality as we can. We decided to forego physical rewards due to the strain it would place on the team, but if there is enough demand, we will look into putting something special together.

Thank you so much for signing up to help make City of the Shroud a reality! We wouldn’t be able to do this without your help. If you haven’t already done so, please help us share on Facebook, spread the word on Twitter, sign up for Thunderclap, and mark your calendar for February 2nd!

And if you’d like a sneak-peek at our Kickstarter page, be sure to sign up for our mailing list!

We’re super-excited, and hope you are too - together, we can make this game a reality!

Thank you,

*How does Thunderclap work? Essentially, it asks for one-time permission to post the message you see at the top of the page on Facebook, Twitter, and/or Tumblr on the day the Kickstarter launches. With enough people signed up for it (we need at least 100 people to make this happen), we can simultaneously announce the campaign, helping the game to get as many eyes on it as possible at the most important step - the first one! (It's also a good reminder!)

Version 0.0.5b Patch Released!

Posted on January 08, 2016 by Shibusuke

We recently got word of a nasty little bug that was preventing new players from starting the game... we're happy to report that we have solved the mystery, and with any luck, version 0.0.5b will allow anyone and everyone to try out City of the Shroud.

Download the updated version here:

For those of you inclined to learn more about this bug, here we go: it seems that something occasionally goes wrong when Unity builds the game, and something critical doesn't assemble correctly. As a result, once you get past the title screen, all of the UI ceases to function for reasons that are inexplicable, but nevertheless it happens.

The only time this occurs, however, is when you are a new player with no character data saved on our backend. So if you've played before, like all of the devs, you would never encounter this error. Meanwhile, if you're new to the game, you'd never be able to get in to create data, so you're effectively locked out. Exciting!

Thankfully, we've found a workaround and a method to test whether the bug is likely to occur, so future uploads should avoid this problem.

Thank you to all of the players who reported this bug and helped us track down what was causing it!

Version 0.0.5 is Out + Insomnia 56 Report!

Posted on December 23, 2015 by Shibusuke

We’re happy to announce version 0.0.5 of City of the Shroud is now available for download! Grab it here:


Scroll down for patch notes!


We had a great showing at Insomnia 56 in Birmingham from December 11-14. I had the pleasure of attending the show with the ever-wonderful Matt Gambell, developer of RPG Tycoon. Matt is not only a skilled developer and wonderful human being - he is also talented with a camera (both still and moving!). He has some great shots up on his blog, which you can check out here. Thank you to everyone who came by and played the game!

The feedback from players was tremendously positive. We got fan mail and people are also really enthusiastic about our community-driven story, which is super encouraging. Being a bit of a niche product, it is always rewarding to see the game ‘click’ with users.

We did learn a lot about how players are viewing and interacting with the combo wheel UI system. Contrast, movement, subtle directions - all of these things are playing a role in how people are using the wheel, and being able to see this up-close was extremely valuable. Our latest updated includes the UI changes we developed in response to what we saw!

Here’s one of my favorite shots from the show (RPG corner!!):

Following Insomnia (we’re getting enough sleep, don’t worry, Mom), we set about updating the game with some things we’ve had in the works for a while, namely our real set of Mage animations and an updated game camera. We’ve also added several new features, listed below:

Patch 0.0.5 Notes:

  • As mentioned, new Mage animations!

  • Special attack gems now use moving arrows to show you where to move the mouse next (thanks, Matt!)

  • Draw order for gems now keeps the first activated gem on top

  • Camera now rotates to a higher angle when characters are bunched together

  • We now have persistent player inventory, and items can be awarded from quests

  • Equip items to change your character stats!

  • Performance enhancements!

  • Saved games are now stored in our cloud backend, so they will be portable across platforms

  • Tiles that grant bonuses are now green so it’s clear that it’s good to stand on them

  • Corrupted tiles now have solid visual effects on them to be more obvious that you should not stand there

Did you notice the bit about player inventories? Just to geek out for a moment here, that means we have the fundamentals of our equipment system in and working! As the game gets built, more gems that have more dramatic stat effects will be introduced, so you can enhance and alter your characters to behave the way you want.

With that, we wish all of you a very happy holiday season! And we will be opening the new year with a very big announcement, so stay tuned!

We're Showing at Insomnia + Version 0.0.4 is Available for Download!

Posted on December 04, 2015 by Shibusuke

City of the Shroud has been selected for the Indie Zone at Insomnia 56! Come down to see us  at NEC in Birmingham, UK and play the latest version of the game!

We’re also happy to announce version 0.0.4 of City of the Shroud is now available for download! Grab it here:


A good deal of this month was spent preparing for upcoming features. A lot of them won’t be visible for a little while, but we’ll soon be able to start showing you all the cool stuff that the game will support in the final release!

In the meantime, we've put in a bunch of new toys for you to play with. First, we added a full set of new abilities for each character class. They really change the way each plays. You can even adjust each character's loadout, so you can find a setup that works for you.

We're also working on the tech to support customizing your character's appearance. While all characters currently support it, only the Brute is customizeable at the moment - there are a bunch of palette swaps for him - let your creative spirit soar!

We've also added lots of little improvements thoughout to improve the experience, and we've got more coming! We hope you like the build!

0.0.4 Patch Notes

  • Added a new main menu to the game
  • Added a new set of abilities for all 3 classes
  • Added ability to customize ability load-out for all 3 classes (go to Party > Customize)
  • Added character customization tech (only Brute palette swaps currently available)
  • Improved game synchronization in online play
  • Added tech for tiles that grant bonuses and power-ups; try out the AP-granting tiles in the market level
  • Changed the appearance of tiles in the map - now there are + symbols in the corners to identify boundaries and the ground is no longer grey
  • You can now log in and log out of your account from the pause menu
  • Updated audio solution to allow transitions between tracks
  • Mousing over a character highlights their UI portrait
  • Lots and lots of under-the-hood tech implementations… more info coming soon…

Try out the latest version of the game and let us know what you think - you can reach us from inside the game itself (magic!), @AbyssalArts on Twitter, through our Facebook page, and on our forums!