Hey all! I know this is VLT's page, but I just want to get the news out to people who enjoyed the game and are looking for more stuff of mine to play!
A Case of Missing Identity is getting a demo!!
HAHAHAHAHA! We’re at the home stretch! Literally all that’s left for me at this point is a ton of bug-testing! I’ve gotten it all done - art, scripting, writing, the whole works! I just have to make sure ACoMI’s demo doesn’t implode the moment you boot it up! From this moment forward, I feel comfortable to say that the demo for A Case of Missing Identity has a release date:
If, for some insane reason, I have to push this back, you’ll all hear about it as soon as I realize it’s impossible. But! As of right now, I’m on track to perfectly line up the release with VLT’s 1-year anniversary!
I’ve done so much this month, but let’s run through a little bit of what I’ve been up to, shall we?
Finally got a Steam page set up for the demo and got an official release date ready! When it goes live, you should get an email if you have ACoMI wishlisted, so don’t be afraid to hit that button! It’s quick, it’s free, and it’s the second-best way to support me!

Finished all the art in the demo! People, Distortions, CGs, everything!

Getting things set up for the grand release! There’s an option at the end of the demo to review it, and clicking on the button will actually open up the Steam page in your browser!
Hammered out a lot of the nasty bugs that bothered me on the backend but was probably negligible at best for the average player.
Did I mention I finished all the art for the demo?
Fun fact: it looks like July is generally shaping up to be the time I publish stuff on Steam. My first game, Veins Like Tapeworms, had both its cleaned-up Steam demo and the entire thing released mid-July. This wasn’t intentional, I swear!


Even funnier fact: VLT’s Steam demo released exactly 357 days before the full game. If I’d been a little more patient, I probably could’ve gone for the full year.
I’m probably not gonna make a July devlog, because I want to dedicate the rest of my time between now and release solely on bug-testing and making sure this thing won’t die on me the moment I get it Steam-ready. Those who were there for VLT’s full release know I had to patch a day-1 bug that locked you out of 4/6 endings, and I really don’t want a repeat of that for ACoMI.
Thanks for sticking around all this time! Development of the demo went a little slower than I expected, but that’s alright. There’s a good chance I’ll be taking a break post-release, but I’ll be right back to developing ACoMI once I get some rest.
See you at the demo!
Trinket
P.S. Don't think I've forgotten about VLT, either! I've had a little idea floating around in my head I'd like to implement at some point this year, but no guarantees.
