A whole year has passed since Vex Clock released and what better way to celebrate than a 25% discount on the game! While no update was planned for this year's anniversary, I am still planning on giving y'all something quite special soon! I'm working on a video that goes deep into
A whole year has passed since Vex Clock released and what better way to celebrate than a 25% discount on the game! While no update was planned for this year's anniversary, I am still planning on giving y'all something quite special soon!
I'm working on a video that goes deep into the game's development cycle, its early stages, scrapped concepts and more, so be sure to look forward to that when it comes out!
And with that, I bid thee adieu! Have a great weekend and be sure to spread the word to your friends about the game and tell them, John Vex Clock sent you.
A small content update for Vex Clock is now here, introducing the highly requested Freeplay Mode, accessible from the new game section of the mainmenu. You can unlock this mode by beating the game once, and will allow you to revisit any level from the game to collect any collecti
A small content update for Vex Clock is now here, introducing the highly requested Freeplay Mode, accessible from the new game section of the mainmenu. You can unlock this mode by beating the game once, and will allow you to revisit any level from the game to collect any collectibles you may have missed as well as to just practice on or ogle at!
Added: Freeplay Mode, unlocked after beating the game once Added: Failsafes for completing a boss stage in the event the player is somehow able to exit the stage without collecting the powerup Fixed: A few miscellaneous bugs
I hope you enjoy this small content update and if you haven't picked up Vex Clock yet, now's a good time to do it! The game is currently 25% off for a week, so grab it for yourself or for your friends and enjoy!
A small fix for a game breaking bug that was reported today! Don't worry, I still plan on adding that freeplay mode to the game sometime in the future! I've just been very busy with my current project, Dave.EXE, which I hope to give more details on its Steam release in the near f
A small fix for a game breaking bug that was reported today! Don't worry, I still plan on adding that freeplay mode to the game sometime in the future! I've just been very busy with my current project, Dave.EXE, which I hope to give more details on its Steam release in the near future, so stay tuned.
Added: The ability to unpause the game by pressing the Escape key when in any of the pause option menus
Fixed: A bug where entering the pause options menu, backing out and clicking resume would break the menus and not allow you to exit the pause menu.
A small patch I whipped up in short time. Hoping to get around to working on another update for the game in the future to include a freeplay mode for players who want to access any level to practice or play on for fun. Just been very busy with my current project, Dave.EXE and lif
A small patch I whipped up in short time. Hoping to get around to working on another update for the game in the future to include a freeplay mode for players who want to access any level to practice or play on for fun. Just been very busy with my current project, Dave.EXE and life itself.
Added: You can now pause and unpause the game by pressing the Esc key Changed: A tiny portion of dialogue in Lilian's Act 1 hangout cutscene to sound more natural Fixed: A bug where Chloe's head clips through her hair during an ending cutscene Fixed: A typo found in Katrina's Act 1 hangout cutscene Fixed: A bug where Katrina's model wouldn't apply a costume in the last segment of the Kingdom of Ruin ending cutscene Fixed: A bug where the cooldown sound for your Time Warp ability plays one second before you're able to reuse the ability Fixed: A bug where the icon that appears after you unlock the Kingdom of Ruin epilogue was using the Imprisonment epilogue icon Fixed: Some incorrectly placed double stacked crates in Act 4 Part 2
A small update that includes a visual health indicator option to the Game Settings menu. Should help with those who are color blind or want an easier way to tell how much health you have! Added: The option in Game Settings to enable an on screen health bar Fixed: A bug where the
A small update that includes a visual health indicator option to the Game Settings menu. Should help with those who are color blind or want an easier way to tell how much health you have!
Added: The option in Game Settings to enable an on screen health bar Fixed: A bug where the "Field of View" text wasn't fading out when exiting the Game Settings menu Fixed: A bug where the sound effect for breaking two stacks of destructible crates was too quiet
And that's a wrap! I would like to return to this game at some point to work more towards adding full controller support. Just been very busy lately and haven't had the time to look into it, but hopefully I'll be able to get around to it at some point! ' w '
A small patch, fixing a few small bugs and one glaring issue I overlooked with Iris! Fixed: An issue where Iris' bullets would not damage Emmeline in the Act 5 boss fight Fixed: A bug where the zones for Storming the Castle and Quiet Towers had the "Personal Mission" text swapped
A small patch, fixing a few small bugs and one glaring issue I overlooked with Iris!
Fixed: An issue where Iris' bullets would not damage Emmeline in the Act 5 boss fight Fixed: A bug where the zones for Storming the Castle and Quiet Towers had the "Personal Mission" text swapped around Fixed: A bug where you had to press spacebar instead of escape to skip the cutscene that plays after the first segment in Death's Door
A small patch adding some missing text and fixing a bug with pausing during Emmeline's mid-battle cutscene. Added: Names are now displayed for each ending that can be viewed in the Extras menu Changed: Updated one of the names in the credits as per request Fixed: A bug where the
A small patch adding some missing text and fixing a bug with pausing during Emmeline's mid-battle cutscene.
Added: Names are now displayed for each ending that can be viewed in the Extras menu Changed: Updated one of the names in the credits as per request Fixed: A bug where the player could pause during the mini cutscene that plays during Emmeline's transition to phase 3 in the final boss fight
Dropping a small patch fixing some bugs and adding a much requested feature to rewatch epilogues after completing an ending. This can also be used to track the endings you've gotten. Added: The ability to rewatch epilogues in the Extras menu Changed: The epilogue cutscenes begin
Dropping a small patch fixing some bugs and adding a much requested feature to rewatch epilogues after completing an ending. This can also be used to track the endings you've gotten.
Added: The ability to rewatch epilogues in the Extras menu Changed: The epilogue cutscenes begin as soon as the credits begin to scroll rather than 10 seconds into the credits screen Fixed: A bug where Chloe's talking audio would keep playing after clicking next during her personal mission cutscene in Act 2 Fixed: Updated a few patron names in the credits as requested Fixed: A bug where Deacon's (the boss's) hitbox was visible in-game Fixed: A bug that allowed you to pause the game during the short cutscene that plays in the middle of the tutorial
A small quality of life update based on feedback I've read that should hopefully bring the game to a much better state for everyone! Added: FOV sliders for both 1st and 3rd person to the Game Settings Added: Missing QA Testing credits to the credits screen Added: A reload checkpo
A small quality of life update based on feedback I've read that should hopefully bring the game to a much better state for everyone!
Added: FOV sliders for both 1st and 3rd person to the Game Settings Added: Missing QA Testing credits to the credits screen Added: A reload checkpoint button to the pause menu Changed: Spacebar to Escape for skipping cutscenes Changed: Increased the amount of health pickups that appear in Streetside Suppression's wave battle segment Changed: Decreased the amount of strong enemies that appear in Streetside Suppression's wave battle segment Fixed: A bug where some cutscenes could be skipped at any point when there should be a five second delay before you're unable to skip a cutscene Fixed: A bug that allowed you to pause during a level's intro cinematic Fixed: A bug where Deacon (boss form) would sometimes break due to not being able to navigate towards the player if they're in a corner Fixed: An exploit where Deacon (boss form) would always miss his attacks if you just stood still in the middle of a room Fixed: A spot where Deacon (boss form) could get stuck if he got under the stairs Fixed: Projectiles not being able to pass a spawn trigger in Fishly Land's Mechanical Constructs level Fixed: A bug where you could blast a blastdoor from the wrong side Fixed: An exploit where you could slip by the spinning fan in Quiet Towers's checkpoint zone Fixed: A bug where the Aerial Guards would leave attack hitboxes behind after death Fixed: Potentially fixed Emmeline getting randomly stuck in her first phase of the Act 5 final boss fight Fixed: A bug relating to the player's missile not colliding with a few enemies Fixed: A bug where player projectiles could be blocked by corpses Fixed: A bug where the player could use their slow time ability when the tutorial prompt for the slow time ability appears on screen
A small patch fixing some bugs that were reported recently. Will likely have another patch out tomorrow to address some other bugs and general changes I haven't been able to tackle on yet! Fixed: An exploit in Act 2's Flooded Metropolis level that allowed you to jump up on areas
A small patch fixing some bugs that were reported recently. Will likely have another patch out tomorrow to address some other bugs and general changes I haven't been able to tackle on yet!
Fixed: An exploit in Act 2's Flooded Metropolis level that allowed you to jump up on areas you shouldn't Fixed: A bug where the player could walk past the exit trigger in Siren City's Dark Backstreets level Fixed: A bug where Keith's outfit would switch to the next act's outfit when you are currently wearing a costume Fixed: A bug where the destructible crates hiding one of the computer chips were clipping into eachother in Act 1's Trainyard checkpoint area Fixed: A bug where Rosa's Gothic Rose outfit had glowing green skin in the introduction cutscene Fixed: An issue with projectiles not firing from the center of the screen where the crosshair is located Nerfed: The miniboss's health from 15 to 12 HP and speed from 1,100 to 900 in Act 3 level 2's wave battle segment
A quick hotfix, patching a game breaking bug and a few other smaller bugs. Fixed: A game breaking bug with "Hold to Aim" not functioning after acquiring the missile power up Fixed: Keith had Deacon's weapon description in the party menu Fixed: An exploit that allowed you to get o
A quick hotfix, patching a game breaking bug and a few other smaller bugs.
Fixed: A game breaking bug with "Hold to Aim" not functioning after acquiring the missile power up Fixed: Keith had Deacon's weapon description in the party menu Fixed: An exploit that allowed you to get onto bookshelves in Quiet Towers
A small patch that should address a few bugs and small issues that were discovered! Added: More context to Lilian's dialogue during the Act 4 personal mission cutscene Changed: Two voicelines for Deacon Fixed: A bug if you had Iris on your third slot in Newgame-Plus and entered A
A small patch that should address a few bugs and small issues that were discovered!
Added: More context to Lilian's dialogue during the Act 4 personal mission cutscene Changed: Two voicelines for Deacon Fixed: A bug if you had Iris on your third slot in Newgame-Plus and entered Act 5, you'd have both Garth and Iris' guns equipped at the same time Fixed: A bug where Storming the Castle wouldn't display that you had found the third secret chip on the level Fixed: A few typos throughout the game Fixed: An issue where defeating Emmeline too quickly in Act 4 would cause some enemies and actors to remain Fixed: A bug with the randomizer not despawning a Castle Maiden at the end of the cutscene on Death's Door Fixed: An issue where you could see into the void behind the castle gate in the Death's Door cutscene Fixed: A bug where the fountain on Winded Detour had collision, making bullets hit an invisible blocker Fixed: A voiceline was missing from Katrina's personal mission cutscene in the city
After almost three years of development, Vex Clock finally got its release date today along with a new trailer! Have you seen it yet? Check it out below! Whoa Slow Down Now, A Release Date? Yup, Vex Clock has gotten its official release date today. While the game was slated for a
After almost three years of development, Vex Clock finally got its release date today along with a new trailer! Have you seen it yet? Check it out below!
Yup, Vex Clock has gotten its official release date today. While the game was slated for a 2024 release, time and ambition got the better of me and it had to get pushed back. Now here we are, with the game now slated to release on February 21st 2025! It's crazy to think this game first started development on February of 2022, and after all these years it's reaching the big release. I've been dreaming of this moment and I'm so happy to finally get to this point.
So What Happens Now?
Now we wait! I have plans to start sending out pre-release builds to select playtesters to try and get as much feedback as possible. Want to make sure this release is as stable and good as possible for the public to enjoy. I am very anxious admittedly. This is the first time I've ever released something on the Steam storefront! But I'm confident y'all will enjoy what I've cooked up.
Thank you for reading this short little dev log. See you when the game releases next month. (^w^)
I'm back again? With another update post? Unfortunately so! I was hoping to make the next post the release date announcement post, but due to getting caught up with Dave.EXE's new major content update and personal life biz, I haven't had the time to make much progress on the game
I'm back again? With another update post? Unfortunately so! I was hoping to make the next post the release date announcement post, but due to getting caught up with Dave.EXE's new major content update and personal life biz, I haven't had the time to make much progress on the game since July.
What Have I Been Up To?
Since around early July, I got caught up working on Dave.EXE's second bi-yearly update, The Kern Kalamity update. Added a whole new set of maps, enemies, cosmetics and a brand new seasonal event. While I am a bit upset I lost a good three months of time I could've spent on finishing Vex Clock, it was a ton of fun to work on and I'm glad I got it done when I did. Got released back in September if you'd like to check out the launch trailer for that!
Apart from that, I got caught up in some personal life biz I had to take care of so I didn't have as much time to work on Vex Clock as I would've hoped. To fill in the gaps, I worked on and released a few updates to older games as a sort of Halloween treat and compensation for much of my silence and down time post Dave.EXE's update. I'm going to be taking time off this month to spend time with family. But come November I'll be back to work, full of energy and ready to tackle on Vex Clock for good!
So What About The Release Date?
Unfortunately my plans for a 2024 release is very unlikely, so I've updated the store's planned release date from 2024 to 2025. While it's a huge bummer, I don't want to rush out something I'm unhappy with. The game is pretty much beatable from beginning to end, but it's lacking all of its end cutscenes and a proper prologue. I want to be able to spend the time I need to animate all this and make the beginning segment build up the story in a much better way.
I hope y'all understand! I feel really bad for taking as long as I am to finish a game that is so close to completion. Hard to find the motivation to dedicate so much time on a project, but I will finish it! Until next time. (^w^)
We're finally reaching the finish line, so I've got some new stuff to share this time around in terms of what's been done and what's to come! What's Been Done The most important question of all, what's been done so far and how close is the game to being finished? Well good news i
We're finally reaching the finish line, so I've got some new stuff to share this time around in terms of what's been done and what's to come!
What's Been Done
The most important question of all, what's been done so far and how close is the game to being finished? Well good news is, every playable level is complete and a majority of the cutscenes have been finished. I'm currently developing the final level's boss fight segment and will soon be working on all of the endings to the game. After that, I should be able to officially say the game is "finished!"
What's To Come?
Once the final boss fight is finished and all the cutscenes have been wrapped up, it'll just be a matter of play testing and end-game implementation stuff. Planning on going back and polishing older parts of the game and it's storyline to keep it in line with the quality of the newer stuff I've worked on recently. I know I would love to spruce up and expand upon the Prologue to better establish these characters and their motives. The Patreon demo from 2022 didn't give the players enough time to really connect with these characters, so I want to improve upon that when I get the chance. Other than that, it'll just be sprucing up older areas of the game, touching up dialogue and finishing up some backend stuff before I'm able to officially announce a proper and concrete release date!
Development
To summarize this post, here's how far along the game is in terms of being completed.
Final Portion of the Game Gameplay = 90% Complete Cutscenes = 10% Complete Final Pass = Null
The End
And that's the end of this post. I'm very hyped to finish this project, been in the development pipline for almost two and a half years now and I'm so excited to get it out there and hear your thoughts on it! And in case you missed it, I uploaded a short gameplay segment of one of Act 4's levels two weeks back, so be sure to check it out if you haven't. With that, I bid you farewell and I hope you have a wonderful rest of your Sunday.
Been two months since the last Steam post, but thought I'd drop an update on how the game's shaping up before I take some time away next month visiting some loved ones. So to start, what's been done since the beginning of February? Well, I spent most of the month working on a big
Been two months since the last Steam post, but thought I'd drop an update on how the game's shaping up before I take some time away next month visiting some loved ones.
So to start, what's been done since the beginning of February? Well, I spent most of the month working on a big quality of life update for Dave.EXE, which took me a few weeks to get done but am very happy with. For those unfamiliar with Dave.EXE, it's an ongoing game I've been continuously updating and including new content for on my Patreon before I drop it on Steam in the future. Wanted to freshen the game up before I leave it dormant for awhile while I finish Vex Clock. As for March, I've devoted the whole month towards finishing the last few act 4 levels and am now in the final stages of it's development. A lot of cutscenes and the final boss fight is all that's left before I start preparing a playable version for a select few playtesters. Very anxious, and I know it's going to take me some time to animate and work on, but I'll do my best to get it all done in a timely manner!
What's Left To Finish?
To sum it up, I've got a whole load of cutscenes to make, a final boss fight and plenty of quality of life changes and additions before I'm ready to declare Vex Clock a playable game and send out keys to some playtesters. Here's hoping the next Steam post won't be too many months from now, where I'm able to finally say that the game is finished. Very excited for that day and I hope you're all looking forward to it.
For now, I bid thee farewell and I hope you have a wonderful rest of your evening.
It's been almost six months since the last progress update on this game, with three of those months being lost to the busyness of life. Still, I have made significant progress towards finishing the game and I intend on getting er' done in the coming months ahead! Last I spoke, I
It's been almost six months since the last progress update on this game, with three of those months being lost to the busyness of life. Still, I have made significant progress towards finishing the game and I intend on getting er' done in the coming months ahead!
Last I spoke, I mentioned how act 4 had barely been worked on and still needed plenty of time in the oven. Now, it's safe to say we're finally nearing the end of Act 4's development! Only a few levels still need to be worked on which shouldn't take much time, with a majority of the work that's ahead of me being cutscene related. I end up spending a lot of time on cutscenes and it really cuts into my time (no pun intended), which is why act 4 has been taking as long as it has to complete. ;w;
Some gameplay footage of stuff I had been working on last week:
I'm gonna try to finish the last portion of this game sometime in Spring and aim to release it as soon as I'm happy with the final product. While I may complete the game in the coming months, I may keep going back and polishing older areas of the game to flesh out it's story and gameplay, so I don't want to give a concrete release until I'm confident in the final product. Excited but kind of terrified about finishing and releasing Vex Clock this year, haha
Thank you all for reading and I hope you'll continue to look forward to seeing this game come into fruition. (^w^)
Hello howdy, time for another quick progress update on Vex Clock's development, talking about where I'm at, what I'll be doing and more! So last post I went over chapter 3's development and how much was left. Since then I've finished chapter 3 and been hard at work on the final c
Hello howdy, time for another quick progress update on Vex Clock's development, talking about where I'm at, what I'll be doing and more!
So last post I went over chapter 3's development and how much was left. Since then I've finished chapter 3 and been hard at work on the final chapter, chapter 4. This is where the story will conclude and will probably be the most time consuming chapter to work on. From all the story bits, to the cutscenes and all the more complex level designs, this is gonna be a very fun time for me and I hope I'll be able to do this final segment of the game justice.
Awhile back I posted a video showing off one of the abilities you unlock and how it'll be used throughout chapter 4. Many of the areas you'll come across will require a bit of platforming and good timing to make it through:
Act 3 is officially complete with everything fully implemented and play tested through. While I've been busy juggling this project and DaveEXE's content updates over on Patreon, A portion of act 4 is done. Check below for all the details!
I'm going to be going on vacation next month, but I'm hoping to have more time for Vex Clock after I finish Dave.EXE's next content update in September to be able to finish chapter 4 and ultimately build up on it's release. I hope you're all looking forward to this game, I'm very excited to see this project through!
Been awhile, eh? Last post I briefly went over the current state of the game, as well as some other nitty gritty details. I was hoping to get a post up two months ago, but I got just a little bit caught up in side project business. Some of you may already know what I'm talking ab
Been awhile, eh? Last post I briefly went over the current state of the game, as well as some other nitty gritty details. I was hoping to get a post up two months ago, but I got just a little bit caught up in side project business. Some of you may already know what I'm talking about, since Vex Clock isn't my only game being worked on.
So a brief summary; I've had a project on the sidelines that's been keeping the revenue flowing in through Patreon. That is, DaveEXE. I was working on an update to this game, expecting to finish it in roughly a month's time. But ended up going down a rabbit hole and spent four months on it. Reworked a lot of old mechanics, updated the UI, polished up a lot of rough spots and made the game look extra crispy, along with a ton of new content to boot! Unfortunately due to all of that, I was unable to get much done for Vex Clock. But now that it's been completed, I have all the time in the world to work on this game!
Now enough of that. What have I been up to since that update dropped? Well, I've been making swift progress on Act 3, finishing up all the gameplay segments, rewriting old dialogue and wrapping up production on a few cutscenes. All that's left is adding the rest of the story bits and then it's onto Act 4. It's been a long time coming, and I'm really excited to jump into the final act. So much has been planned for it and I've got quite a lot of work ahead of me. Expect more behind the scenes footage that'll be teasing new gameplay elements and such over on Twitter and Youtube.
Last but not least, we hit over 250+ wishlists for Vex Clock a little while back! Really happy to see folks are looking forward to playing this game. Gonna do my best to deliver a game you'll really enjoy playing through.
And that about wraps up this news post. Thank you for reading, and I hope you'll look forward to what's to come in the future! (^w^)
It's been a long year, my friends. It's crazy to think I started work on Vex Clock 10 months ago and we're already almost at the end of 2022! Time flies, but I look forward to what the future has in store. Now let's keep this post short and sweet, so here we go. Development Act 2
It's been a long year, my friends. It's crazy to think I started work on Vex Clock 10 months ago and we're already almost at the end of 2022! Time flies, but I look forward to what the future has in store.
Now let's keep this post short and sweet, so here we go.
Development
Act 2 is 100% complete with all of it's gameplay, cutscenes, etc all said and done. Act 3 is nearing the middle of it's development cycle, though I've yet to finish the last few gameplay segments and cutscenes. Once those are out of the way, work on Act 4 shall finally begin!
I'm very excited for 2023 and what it will have in store for this game and others! As usual, I will continue to update you all on Vex Clock's development every 1-2 months to try and stay as transparent as possible with what's going on. I'm usually juggling life, this game and my secondary project, Dave.EXE (Which you can also check that game out over on my Patreon and Youtube as well!), so I don't want to put any expectations on anyone. With that said, giving myself that motivator to post some news about what I'm working on every once in awhile will help me stay on schedule.
Thank you all for reading, Merry Christmas, hope you have a wonderful rest of your year and I'll see y'all later! o/