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ackkstudios.bsky.social
Developers of YIIK I.V Coming soon to Switch, PS4, and Steam. https://store.steampowered.com/app/2863840/YIIK_Nameless_Psychosis/
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YIIK by @ackkstudios.bsky.social has a whole bibliography it's fun
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this is a brand new YIIK merch design available on @ackkstudios.bsky.social store! www.ackkstudios.com/store/p86/Be...
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andrewallanson.bandcamp.com/track/frankt...
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Thank you for mentioning my game! It's so hard to get noticed in a sea of great games. If you have any questions about the game please let me know. I was very passionate about researching history, philosophy, politics, and religion with this project to try to explore the gap between reality and art!
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Big props to @ackkstudios.bsky.social for getting this fan-focused update out the door, and, of course, our pals at @ysbrydgames.bsky.social for feeding our Dragons yet another chunk of tasty text. And not to forget our amazing JP team, without which none of the Japanese text would exist at all! 🇯🇵🐉
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I worked on Japanese localization of #yiik I.V. I would like to express my gratitude to @ackkstudios.bsky.social for making this game even more sensational and @dragonbaby.bsky.social for supporting the awesome localization project!
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We'd be happy to discuss the extreme criticism we faced and share our experience returning to the project with that context. If you have any questions, feel free to ask!
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We highly recommend you try Nameless Psychosis on Steam. It will show you just how far the game has come. store.steampowered.com/app/2863840/...
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Additionally the battle system was really weak in the original. So we overhaled it for one that focused on strategy and cooler visuals. Every place where we felt the game could have been stronger we focused a lot of effort on improving it without ever throwing out the reasoning behind the original.
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3. We wanted to go back to the core idea of YIIK and present it in a way that sold the vision better. So we focused on making the cutscenes better. We focused on highlighting the supporting cast. And we added a new playable protagonist who tells a deviated perspective on the original story.
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Thankfully the game has found a sizable and passionate audience since release which allowed the game to be profitable. We're so thankful for the fans we have. Those who love it for it's eccentricities.
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2. We never expected it to be universally loved. We knew it was pretty out there and imperfect in many ways. However, the amount of hate it received was really surprising because it had been well-received at conventions. And the same content that was detested was shown at those cons.
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The town maps were redone because testers disliked how large they were. Essentia's Mind dungeon was redone because testers hated it. Same for the cave. We replaced the map with the Episode Prime demo because it was well received. Mainly it was gameplay and visual changes.
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1. The script was written between August 2014 and November 14 and then only had a handful of pickups done near the end of development. We couldn't change anymore because we recorded it that November and spent our budget then.
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This is the final major update.
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We'd be more than happy to clarify the history for you. There is a lot of misinformation circulating about the development, and the essay you posted contains several inaccuracies. If you'd like the facts set straight, we're here to help.
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We'd like to! Next year we'll be at more cons so hopefully we'll make that one. Hope all is well.
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going great! gathering screenshots for our steam page. You?
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Hey Nayan! I hope you're doing well. Been a while since we've seen you IRL. Any chance you could add us to the list?