Taxi by Night has finally launch on early access, and just in time for the itch Halloween Sale!
You can get a 10% launch discount until November 4th!
If you want to know more about how the updates will work, and what do you get for buying the game early, we have a detailed FAQ post. In case you have any further questions, you can leave a comment here, on the game page or even through our channels on Discord, Twitter or even email email@example.com.
We have also set up a rewards program as a way for you to support the game in case you really like it, or even have a say or become a character in the game yourself. You can check all the rewards on the game page.
I hope you enjoy the game, and if you do, please let us know, and help spread the word about it.
If you don’t like it, leave a comment as well, we’re doing early access because we need your help to make the game better =)
At first I decided to add keyboard control to make testing easier and faster (also tendinitis), but then I realized it might actually be a better way to play rather than using the mouse.
For the regular gameplay, you can advance pages with the left and right arrow, and make choices with numbers 1 to 5.
The white font on the third choice means this option was already selected on a previous play-through, since the game has many different paths, I thought it would be nice for the player to visualize which options are new to him.
The SPACE key has a different function depending on the context. In most places it will act as a mouse click (advancing a dialog cutscene, maximizing/minimizing an image), but it is also used in the minigames. By the way, if you played the demo version, you will notice that the minigames are now linked to the relevant attributes, so they will be harder or easier depending on the value of your attribute.
And of course you can access the Map (M), File (F) and Options (O).
Besides that, I’ve also started working on polishing some aspects like adding fade in/out and adding some animation to tape-covered text.
It took way longer than I expected to finish this updated due to the fact that I was moving to another country and as you might imagine that takes quite a lot of time and effort.
But now about the game. If you played the previous version of blackout you probably noticed id had a 3by4 aspect ratio (aka iPad), because Blackout began as a mobile project. We have since then decided to change it to PC, in part due to the great feedback we got here on itch.io. To do that, we redesigned the whole in-game menu and character file. We also updated all the textures in order to have a more unified look and higher resolution.
In case it’s your first time hearing about the game, this is what it used to look like in the previous iterations:
What I think added a lot was the new “Folders” to represent the character file and options, as well as the Map. For this version the map is a placeholder, but in the final version you’ll be able to see the location you’re at and get some information.
The complete changelog for version 0.0.2:
– Added widescreen support (now default) – Added new in game menu with map and character sheet – Improved Textures – Improved Text quality – Text and Button animations now don’t have a delay if you’re seeing it for the second time – New sound effects – Small Text fixes
I hope you’ll enjoy the update, and meanwhile we’ll continue to work to finish the game. This is the first chapter, the final game will have 10, but which chapters you’ll see will depend on your choices.
If you like the game, please help spread the word, send the itch.io link to a friend, tweet about it, anything helps! I would also like to thank everyone that donate to the game and people who made videos on YouTube, this really helps with our motivation to finish the game =)