Update Notes for Sep 7
Fixed credits scrolling background Fixed credits fading to transparency instead of black
Technical data

Fixed credits scrolling background Fixed credits fading to transparency instead of black

Extras menu bugs fixed

Added Steam Achievements to the game!

End credits had a bug where it was not showing character images correctly. This has been fixed

Small update that fixes an issue with Ren'Py's "vpgrid" which was causing an error when looking at the extras and scene selection screens

Typo fix in "Masks"

Fixed Grimalkin's eye colors in the Blackguard flashback scene

Fixed small details in various CGs: - Grimalkin's eye color was blue instead of yellow - Mistslayer had an extra finger (?!!) - Sabbatical's eye colors were wrong

Forgot to update the transition to the new main menu in "RECAP" — now fixed.

Hello! Catalyst Wake has finally been released on Steam! Hopefully the wait is worth it. To celebrate the occasion, I've changed the main menu — one of the very few things on my list of "potential future updates". I will continue to support Catalyst Wake with bug fixes and additi

Catalyst Wake has been finished, and is now available to play on itch.io! It will be coming to Steam on February 10th . Obviously I can't link to the itch page from Steam, since it's against Steam's policies. But I suspect that doesn't matter, since if you're reading this progres

We're one day away from Catalyst Wake's release!! Just in case you didn't know this already, the game will be coming to Steam on February 10th next year, but is releasing on itch.io tomorrow. This is because the end of the year is a bad time to release games on Steam. The past we

I completed 115 CGs this week, bringing the total CGs in Masks to 558. And with that, every CG in Catalyst Wake has been completed!! Even though I won't have time to extend the Summit fight sequence, I do want to go back in and revise some CGs I made. And I haven't post-processed

I completed 48 CGs this week, bringing the total CGs in Masks to 399! However, 27 of those CGs were only used on one particular shot. It's so many frames it's practically an animation, and took me about four days to complete. Once the game is out, you'll see why all that effort w

Ahhh the end is in sight!! I can feel it! This past week, I concentrated on the hardest scenes first. I'm currently halfway through what I've determined is the most difficult scene. I have four scenes left to complete after this one!! I completed 37 CGs this week, bringing the to

Well after last week's somewhat depressing post, here's a much more exciting one! I completed 54 CGs this week, bringing the total CGs in Masks to 314. Of course, because I did the action scenes first, it doesn't take nearly as long to play as the other two yet, despite having al

This past week, I had a somewhat sobering conversation with a marketing professional about Catalyst Wake . But it was also really helpful. I've thought about some things, and I'm going to make some adjustments to the release schedule — more on that later. First of all, I'm pretty

This past week, I finally reached the 1000 CG milestone. To be more specific, there are now 1012 CGs in Catalyst Wake . Now, quantity isn't an indication of quality by any means. However, when I started this project, I wanted to make a rather high number of CGs, and in the back o

Hello again! I'm back at it with the CGs again, currently working on the first scene in Masks . It's a big relief that I already finished the biggest scene, as the other scenes aren't nearly as long, and as I complete more and more of them, I'm hoping that will create a "motivati

Well, I'm about halfway through creating all the backgrounds I need. I also spent some time in the first part of the week working on another scene, which means Masks now has three scenes complete, out of twelve. The longest scene may be done, but I suspect it will take at least a