Tunic: A long-awaited update like the adorable Zelda on Xbox

The tunic has fascinated the IGN team since it was announced at E3 2017. Something like the adorable Zelda not only had a gorgeous art style, but also worked very well. However, the nearly one developer project led by Andrew Shouldice has been largely quiet for the past two years. At least until now, this isn’t the most important update. IGN talked to Shouldice. Shouldice sent me one new screenshot (see just below) and answered some questions about the status of the tunic.

New screenshot of the tunic (taken in December 2020).

IGN: It’s December. I think this is the first update at this year’s tunic. The silence only deepened my interest in the tunic. How is the game going?

ANDREW SHOULDICE, Tunic Lead Developer: Really really well. Tunic It’s been a lot of evolution since I first started it, but in the last few years things have really made their progress. The game started as a look and feel, but the larger comprehensive structure was a bit vague. Creating new content and adding sophistication is almost always like a click, as the game “knows what it is”. New audio from Kevin (Legamei). New music from Terence (Lifeformed) — I’m really happy to see this come together.

It’s like picking up a rental cartridge and jumping into a new world where you know almost nothing. I would like you to experience the tunic.


Some time ago I stripped off the level decoration (temporarily) -not because it was bad, but because I loved it too much. It’s easy to get lost in space, add details, put leaves on the grass, and so on. I was still grayboxing much of the game, but such details weren’t really the perfect place to spend my time. So earlier this year, Eric Billingsley (@SparseGameDev: Spring Falls, Cuphead) Helps build and decorate levels. I can still create a cool space and things are really gaining momentum with Eric’s help.Silence is tricky. I like talking about design and art, but I want to leave a mystery. I don’t want to be overly valuable about wrapping certain things — it’s about the feeling of going fresher. It’s like picking up a rental cartridge and jumping into a new world where you know almost nothing. I would like you to experience the tunic.

IGN: COVID-19 has influenced us all in many ways, including the development team. But since you’re (basically) a single developer, did COVID slow you down at all?

Andrew: As with some points, the fact that we are a small, already dispersed team has greatly reduced things. I had to move home last month. It wasn’t that much fun during the epidemic, as you might expect. Of course, there are always anxious basses, but well …

IGN: Has the size and scope of the tunic changed since you last saw it a few years ago?

Andrew: Production has evolved from a figurative whiteboard with lots of question marks to a more realistic and concrete to-do list. Now we are almost through it.

Honestly, I’m having a hard time making decisions about scale / scope! Whenever we put together playable chunks for testing, people always spend far more time than I would expect: exploration, secret search, build replay, etc. That’s good, but “how big is it?” Is a difficult question. answer.

IGN: Do you see the finish line of the game now? Can you be confident that 2021 will finally be the year we all can play it?

Andrew: There is no official official date yet, but I am very excited to finish TUNIC. Over the past year, the game has done more work than ever before and it feels great.
Ryan McCaffrey is the preview editor of IGN. Follow him on Twitter @DMC_RyanCatch him with unlock and dropship Taylor ham sandwiches from New Jersey whenever possible.

Back to top button