Well folks, here we are! The demo version of The Stifling Dark is now live in Tabletop Simulator, just in time for Halloween. We made a huge push on Tuesday night to finish up our remaining items and were able to get the demo version published that same night. We made the official announcement on social media yesterday, so we’re hoping to get some new (and old) playtesters in there to try out all of the updates.
“How do I find it” you ask? Simple – either search “The Stifling Dark” in the Steam Workshop for Tabletop Simulator, or just click on this link. The demo is free to play, and we encourage you to share it with your friends and family. While the demo version is really meant for five players, you can make it work with 3 or 4 by having people play multiple Investigators. We’ll come out with official rules for 3 and 4 players prior to Kickstarting next year, don’t worry! Oh – and if you need a few extra players (or you have a full crew but want to play with the developers) all you have to do is hit us up! We’d be more than happy to play with anyone that’s interested, we’re just an email away. We’ll be revising the demo version as we make modifications to the core game, so make sure you keep an eye on the change notes in Steam in case there are any major updates! Now that we’ll actually have some free time outside of the demo version, we’ll also be working on replicating the custom rotation values we saw a few weeks back and will implement those once we get them working on the flashlights in our test version. Coming out of the demo version, we’re turning our focus to developing the next map and Adversary. We already have quite a few details worked out on both of those fronts (and even have multiple ideas for maps and Adversaries beyond that), but we have yet to play a game with either of them. There are still some technicalities and minor details we need to work out with the Adversary, and we haven’t built the demo version of the map yet either. Now that we’ve been through quite a bit of balancing and have a solid framework for our existing map and Adversary, we’re hoping it will make the development process that much faster for the subsequent maps and Adversaries. Obviously there’s still going to be a ton of playtesting and balancing we need to do, but rather than developing in a void we have some guardrails to bump up against this time. Getting the demo published was a huge milestone for us, and we’re looking forward to many more milestones to come. Overall, I’d say it was a pretty successful week! Stay classy, Jeremy
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