Hi folks! We’re thrilled to announce the official release date of Road Not Taken! It’ll be coming to Steam (PC & Mac) and the Playstation 4 on August 5th, 2014 — just a little more than a month from today! And to celebrate this announcement, we’ve put together a new trailer! This one is a…
We’ve hit a snag while adding sound effects to the creatures in Road Not Taken. The problem is, we’ve got no idea what this critter should say: So… we’re holding a contest! Help us out by creating a sound effect that you think would sound good when the player bumps into this fox. If your sound effect…
Lately, we’ve been doing a ton of playtesting of Road Not Taken, particularly with fellow game developers. (If you’re ever looking for brutally honest feedback, other game developers are a good place to start.) In general, the feedback has been pretty positive: people love the game’s basic mechanics, art and audio. But one big issue…
In previous blog posts, we’ve talked about the procedural system we use to create the enchanted forests that serve as your proving ground in Road Not Taken. That system is what makes Road Not Taken a fun game to play repeatedly, and as with any good roguelike you’ll need to play RNT many times before…
As we’ve mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. You get a completely new experience every time you venture into the forest. When designing a game like Bioshock or God of War, a designer must hand-select the placement of every corridor, every object, and every enemy in the game. With Road…
Hi folks! Ray here, another member of the Spry Fox team. I do a bunch of different jobs for our studio, including making video trailers for our games, QA, and community management. Sometimes, just to have some fun and goof around a little, I make live action videos using my fellow Foxes as actors (or…
Hi everyone! Brent here again. We’ve gotten a lot of questions and compliments about the look of Road Not Taken’s main character, so I thought you might enjoy reading about the process I went through in creating it! First, I guess I should say that designing a game’s main character/avatar is always tricky. The avatar has…
This post is by Danny Simmons, the audio producer extraordinaire for our game Road Not Taken We recently added the first batch of sounds to Road Not Taken, and the team got really excited, like the game was finally coming together! It’s funny because it was such a small thing in relation to the huge…
How might a roguelike look like if it featured a thinker and explorer, instead of a traditional warrior? If being clever was more important than being strong? That’s a design challenge we’ve attempted to tackle with Road Not Taken. You play a ranger in a frigid, enchanted forest, trying to save lost children. You start with…
Over the past several days we’ve been polishing up and experimenting with lots of little different bits of Road Not Taken. Trying out new behaviors and objects, fleshing out the details of the player’s career; that sort of thing. We also made the mysterious forest a bit more, well, mysterious. Enter the ghost child:

