1.0


Hey there everyone, I've never actually done one of these but I figured I should!

As you can probably guess from the title we've finally reached 1.0, a finished product!!


Thank you all so much for the support over the years, I know some years updates were a bit bumpier than others but I'm glad you all stuck around to see how it would go!

For those who said they had been getting stuck last update I made special care in writing down a full walkthrough to help you find everything you need to complete both of the games endings! And yes I said both! I was finally able to add both of the endings to the game.

And for those who aren't a fan of .txt files I also updated the walkthrough for the wiki page as well.

 https://yumenikkifg.fandom.com/wiki/%E3%83%AA%E3%83%BC%E3%83%81_(Reach)/guide


I kinda want to take the rest of this post to sort of just talk about Reach's development and how I came up with all of it.

It's honestly completely different from it's very very first draft, initially Sewa was planned to be a much younger protagonist and the worlds around them in the Limbo were meant to be a reverse of rooms in their house instead of the whole world outside. But at the time I figured that very young protagonists had been done so many times before, I felt it would have been a nice change to have a much older protagonist. 

Ironically two things that managed to stay extremely consistent was Sewa's bow being a totally different person as well as the endings for the beta version and the final version being very similar to one another.

Other than that things changed up considerably.


With the first update I wrote things to be more of Sewa finding their friends just to have a small part at their house, or maybe it would have been some kind of class that they taught.  And even in the second update it still followed much of that same plot, just finding their friends to have a nice party. A bit of a silly idea to balance out the scary feel of some of the worlds.

Though when it came to the third and fourth update the story ended up changing considerably, taking on a much more melancholy feel. It wasn't about some silly party anymore, it was instead written as a desire to escape a world that hated them, hunted them down, just because they were different. And true, I did have that sort of ostracization throughout the updates as development went along it turned into a more serious point instead of just a small little funny, 'haha, they have no idea the monsters live next door'.

Update three was probably the most rushed out of them all due to both the new writing ideas and my own health, and I ended up not being satisfied with how I ended up writing Sewa's dialogue for the tapes. Which is why with update four I went back and rewrote most all of the dialogue, giving it a less fearful read and now more of a daily life kind of feel. 


There's a lot to the story that did and didn't stay consistent, though it's something that happens when you only work on a game once a year. But I think the time between updates really helped me go back and think about what I wanted to do with this game.



Overall this game has been a huge step in learning how to develop games and use the rpg maker engine. And as much as I love VX ACE this may be my last time (for now) using the engine as MV has a few more option that I've found rather appealing. I'm really glad to have gotten to work on this game and see how people enjoyed it.




Once again from the bottom of my heart, thank you for playing Reach.

Files

Reach.exe 305 MB
Jun 18, 2022

Get リーチ (Reach)

Comments

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(+1)

Hey just a heads up! I'm pretty sure you can soft lock the game in the church by interacting with the dress twice. Unless I'm missing something I'm pretty sure it's a softlock lol

oop!!! Thought I got that, thank you for telling me!