- Regarding Current Development on Walkerman - 10 March 2025
Development on Walkerman is currently on hiatus at the moment. John Conway, the head of development studio ScalemaiL is currently being incarcerated due to a situation involving an act of self-defense. Link: ABC7 Chicago More news on the state of development of Walkerman will be forthcoming once details are available. We appreciate everyone's patience and continued support.
- Patch 2.50 - 28 October 2019
We have released Act 2's final content patch (but not bugfixing patch). Added content includes: Revamped combat section with more routes, and revamped endings to each route Sigrid now has an optional side sprite Players no longer lose the shield item during every usage of it (but some uses will still destroy the item) Rewrote some of Sigrid's scenes, and added an optional one for if the player does not receive either the idol or golden bough Lots of editing and bugfixing
- Soundtrack available and patch plans, - 17 May 2019
We've released the soundtrack for Walkerman in high-quality .flac files for those interested in supporting our musician, Walker Peterson. All proceeds from soundtrack purchases go to him entirely. We are also working on a content patch. This content patch before Act 3 is going to expand the Act 2 combat/investigation segment similar to the 1.25 patch for Act 1. This is the final content patch for Act 2, but not the final bugfixing patch.
- Patch 2.10 - 26 April 2019
Patch 2.10 fixes numerous bugs and grammatical errors, and adds the option to hide Jorgen's side sprite. In Patch 2.25 we will be expanding and revamping the combat section for Act 2, which will include more paths through the encounter, as well as making the existing phases of the encounter more varied and interesting.
- Act 2 is Out! - 11 April 2019
After a seemingly endless development period, we have finally released Walkerman's second act. In the weeks to come we'll be improving it with: Achievements An option to hide Jorgen's sidesprite An expanded combat section The OST available for purchase Thanks everyone
- 1.27 and the Act 2 Page - 18 October 2017
1.27 is now live, here's some patch notes: 1.27: The track "Whistlin' Midgard" replaced by "Hoot and Holler" Prologue re-cut Slightly grayed emotes added to dialogue panels Further editing and bufixes The page for Act 2 is also live! Head to the main page to check it out. This second act is expected to release in early 2018.
- 1.27 and the Act 2 Page - 18 October 2017
1.27 is now live, here's some patch notes: 1.27: The track "Whistlin' Midgard" replaced by "Hoot and Holler" Prologue re-cut Slightly grayed emotes added to dialogue panels Further editing and bufixes The page for Act 2 is also live! Head to the main page to check it out. This second act is expected to release in early 2018.
- 1.26 Hotfix Patch Notes - 16 August 2017
This latest patch should fix any issues with players starting Act 1 after the Prologue demo. There are also numerous 'under the hood' changes in preparation for Act 2, which will be a smoother experience with multiple additions to how gameplay is handled. Additionally, Act 2's development is progressing smoothly and we're hoping to have the Steam page up within a month's time.
- 1.26 Hotfix Patch Notes - 16 August 2017
This latest patch should fix any issues with players starting Act 1 after the Prologue demo. There are also numerous 'under the hood' changes in preparation for Act 2, which will be a smoother experience with multiple additions to how gameplay is handled. Additionally, Act 2's development is progressing smoothly and we're hoping to have the Steam page up within a month's time.
- Choice & Consequence Design in Walkerman - 8 June 2017
This is going to be a lengthy post elaborating on C&C design and the nature of Walkerman's mechanics, followed by a spoiler-heavy detailing of the Act 1 C&C's in verbose. This entire post should be considered spoiler territory, but I will be blacking out certain sections anyway. I will later be re-posting this on our website's devblog here. What is Choice and Consequence Design? When a player comes across the merchant Canthar in Piranha Byte's cult classic Gothic 2, and decides to either accept his entry pass for a later favor or deny him, this is an early example of C&C. This decision has far-reaching effects on the player character, not just limited to their method of entering the game's main city. Many popular titles such as The Witcher series, Alpha Protocol, and The Age of Decadence incorporate this mechanic: players come across choices whose consequences have an explicit effect on…
- Choice & Consequence Design in Walkerman - 8 June 2017
This is going to be a lengthy post elaborating on C&C design and the nature of Walkerman's mechanics, followed by a spoiler-heavy detailing of the Act 1 C&C's in verbose. This entire post should be considered spoiler territory, but I will be blacking out certain sections anyway. I will later be re-posting this on our website's devblog here. What is Choice and Consequence Design? When a player comes across the merchant Canthar in Piranha Byte's cult classic Gothic 2, and decides to either accept his entry pass for a later favor or deny him, this is an early example of C&C. This decision has far-reaching effects on the player character, not just limited to their method of entering the game's main city. Many popular titles such as The Witcher series, Alpha Protocol, and The Age of Decadence incorporate this mechanic: players come across choices whose consequences have an explicit effect on…
- 1.25 Patch Notes - 5 June 2017
Lots of bugfixes and editing New musical track "Night Moves" from WD General editing work and minor bug fixes Notes System Added (Check Inventory) Act 1 Investigation Revisited Act 1 Combat Segment Expanded Dialogue System Overhaul (Nametags Added) General Combat Overhaul (E.Wounds Above the Textbox) Some Longer, Optional Dialogues Segmented into Menus with Early Exits Extra Achievements NOTE: If you replay Act 1, start from the Prologue's end. Mid-act saves will be broken from all the new content. *Saves from end of Act 1 will still be valid for Act 2 ** Want to skip to all the new choices? Here's a tip: select 'skip unread text' in the options menu and hold down CTRL to fast forward.
- 1.25 Patch Notes - 5 June 2017
Lots of bugfixes and editing New musical track "Night Moves" from WD General editing work and minor bug fixes Notes System Added (Check Inventory) Act 1 Investigation Revisited Act 1 Combat Segment Expanded Dialogue System Overhaul (Nametags Added) General Combat Overhaul (E.Wounds Above the Textbox) Some Longer, Optional Dialogues Segmented into Menus with Early Exits Extra Achievements NOTE: If you replay Act 1, start from the Prologue's end. Mid-act saves will be broken from all the new content. *Saves from end of Act 1 will still be valid for Act 2 ** Want to skip to all the new choices? Here's a tip: select 'skip unread text' in the options menu and hold down CTRL to fast forward.
- 1.05 Patch Notes - 26 May 2017
Here are the patch notes for this post-release hotfix. Some minor spelling and grammar edits. Fixed bug where many achievements would be granted on first launch. What's the plan for the future? First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP. But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas. Edit: After taking inventory of what's possible without taking artists away fr…
- 1.05 Patch Notes - 26 May 2017
Here are the patch notes for this post-release hotfix. Some minor spelling and grammar edits. Fixed bug where many achievements would be granted on first launch. What's the plan for the future? First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP. But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas. Edit: After taking inventory of what's possible without taking artists away fr…
- Learn the secrets of monsters to hunt em in Walkerman - 24 May 2017
Before you slay a monster, you must come to know the monster. Where does it hang out? Which bands is it into? How socially conscious is it? Does it have any allergies? Do your research and maybe you’ll lure it to a fake Kasabian charity bake-off where the secret ingredient is deadly, deadly peanuts. That’s how a Witcher would do it, and it’s about the same for a Walkerman. A visual novel starring a young monster hunter who must study his prey carefully so he’s prepared to battle them, Walkerman launched its first act this week. Have a look in this trailer: …