Created by Inglenook

IMPORTANT: Witchmarsh is delayed into 2019, and we do not currently have a release date set for a full launch. For a full statement on this, please check the latest update in the 'UPDATES' tab above. Thank you for your patience and support! Witchmarsh is an action RPG set in 1920s Massachusetts. Create and manage a team of investigators in a story-driven supernatural mystery. You can also pledge by PayPal: https://www.paypal.me/InglenookGamesLtd

Latest Updates from Our Project:

New Teaser + 2019 Progress Report
9 days ago – Sat, Jan 12, 2019 at 12:19:30 AM

Hey everyone!

I know a lot of you are concerned about development, so I thought I'd bring you up to speed. Before we get into the nitty-gritty, however, we do have an announcement to make. 

Witchmarsh's composer, Francisco, was awarded a grant with which to record some of the soundtrack with a live studio band. We love what we've heard so far, and have put together a teaser video featuring the game's combat theme, some new gameplay, and clips from the recording sessions.


It's not quite a new trailer or release date, but we'll hopefully get there before long. We hope you enjoyed it! :)

Why it's (still) taking so long:

In spite of some obstacles, made all the more serious by the small nature of our team; 2018 was still a good year for progress.

Looking at the screenshots, it's easy to forget that Witchmarsh is an RPG, and not a platformer with RPG bits tacked on. All of these databases (items, skill, spells, attributes, enemies/npcs, equipment) require heaps of dev-hours to put together.

On such a long project, burnout can creep in, too. There are times when it feels like something of a Sisyphean task. Lately however, we've tried to be more conscious of this, structuring our work and lives in a way which avoids over-stretching - like taking plenty of time off over the holidays, for example!

It also hasn't helped that we've remade elements of the game that were finished - like the smaller characters seen in the Kickstarter trailer.
It also hasn't helped that we've remade elements of the game that were finished - like the smaller characters seen in the Kickstarter trailer.

As we've touched on before, we understand the frustration going around, because we feel it too. We want the game out there, but we also want it to be right, while remaining loyal to the original concept.

Because of this, we've decided to wait a little longer before setting a release date. We hope to bring you more news on this soon! As always, thanks for your support and patience. We couldn't have come this far without the help of our backers and community.

We hope you'll stick with us. We think 2019 will be an exciting year for the project. :)


Inglenook Games

Checking in with Shrews n' Icons
10 months ago – Tue, Mar 27, 2018 at 10:09:35 PM

Hey everyone,

2018's been a busy year so far. We now have many of the status effects in-game, such as sleep, stuns, accuracy impairments and slows; in addition to three types of poison!

Tactical commands via the pause menu have been redesigned and improved, providing a greater sense of feedback when issuing orders to your AI followers.

Story-wise, we've now implemented character-specific dialogue choices. For example, let's say you're talking to an NPC, and you suspect them of stealing a piggybank. If you have the Moose on your team, you could have them pick the guy up and shake him to see if he jingles.

In short, we're making solid progress towards the beta, but due to the complexity and scope of the game, it's still taking more time than we expected. So once again, apologies for the long wait.

Yup, we're still working away.
Yup, we're still working away.

Dev Blog Summary

Just a reminder that we've been keeping a regular dev blog (58 entries so far). Here are some of the recent highlights.

  • Update 57: Skulduggery! Three types of poison are added to the game.
  • Update 56: A whole raft of status effects are added, and we answer a question about the 'nausea' status effect.
  • Update 47: Branching choices, character-specific choices and the game's PDF manual.

Thanks for checking in.

- Inglenook Games

The Marsh-Frog formerly known as Mondays, 13.
about 1 year ago – Tue, Jan 16, 2018 at 08:00:13 PM

Hey everyone,

A little later than expected but here's your Marsh-Frog fix.

We're still warming up after the holidays, but Rob's back and making progress with the game's systems. This week he's working on secret items and what we're calling Search Scores: hidden tests which can reveal objects in the game's scenery.

Bruiser Crab (Art) - The next enemy we'll be adding to the game's lineup of creepy crawlies.

Joe's animating some of the game's more brackish enemies, like this whack-happy crustacean. And Lou's been occupied writing dialogue, as well as building NPC encounters and cutscenes using Rob's handy GML script.

(As a reminder: Prior to this, Lou would pass his finished cutscenes/dialogue on to a coder, who would then dissect it in Game Maker. Thanks to a handy Script written by Rob, he can now create his own dialogue, branching dialogue and cutscene files externally - though the cutscenes still require assets and additional code to function. We believe this will save everyone a great deal of time.)

Dev Blog Summary

Here's a summary of the past few weeks of dev blog entries. You can browse them all here.

  • Dev Blog #24. Some quick Witchmarsh YES and NOs in bullet-point form, originally tweeted, as well as more dialogue and cutscene progress.
  • Dev Blog #26. Charmed dialogue and NPC exchanges. Lou talks about passing 'Charm' skill tests, and how certain NPCs' dialogue will change as a result. This ranges from subtle, to full-blown admiration, depending on the NPC.
  • Dev Blog #29. Some sample NPC dialogue, and our planned investigator-specific responses. In this case we used the Moose as an example.
  • Dev Blog #34. Yesterday's update. Starting work on the previously mentioned search system.

Until next time, thanks for following our progress. 2018 should be an exciting year for the project.

- Inglenook

about 1 year ago – Sun, Dec 24, 2017 at 09:08:09 PM

Hello everyone, and happy holidays!

Pardon the delay on this week's update. It was supposed to go up on Monday, but we've been busy getting ready for the festivities, battling cold germs the size of tower blocks, etc. You know, winter stuff.


Distractible terrain on the beach cave tileset.

The Witchmarsh Dev Blog is 1 month old! So far we've made 20 entries. Rob is still on vacation, so Lou (writer/narrative designer) has taken over. Here are some of the highlights:

- Rob created a script which allows Lou to convert his dialogue/cutscenes/branches directly into in-game code. This removes the need for a programmer to handle it manually, saving everyone valuable time.

- Joe finished work on another tileset for a location type, and he'll be converting it into new game levels in January. This was one of the last few area types with missing assets.

- Lou added some Moose-exclusive dialogue choices (sign language, etc).

- Lots and lots of bug fixes.

2018 will be Rob's first full year on the project, and with his help and expertise we just know it will be a productive one! We've got a lot to do, and we'll be going all-out to make up for this year's shaky start.

We'll return in January. Until then, we hope you'll have a happy holiday season and a wonderful new year,

- Your friends at Inglenook Games.

Marsh-Frog Mondays 12: The Return
about 1 year ago – Mon, Dec 04, 2017 at 08:24:19 PM

Hello everybody,

Things have been bumpy but right now our goal is to start posting more of these twice-monthly dev updates. On with the show!

He's doing his best.
He's doing his best.


Since last time, we’ve brought new programmer Rob on board, and he’s now up to speed. As we’re a handful of developers, expanding our core team has been great for productivity.

He’s also been posting up developer updates - seven so far - on the Chucklefish forums, recording his progress. Last week’s entries include a new cutscene system (the one Joe made was a bit buggy), and we’ve been testing it on a crypt-dwelling boss encounter. The boss itself will feature in the next backer test and is almost fully-functional. We’re aiming to get it done and tested this week or next.

Tonight’s dev update lists a few tweaks and bug fixes.

Improvements to the dialogue system include a way for Lou to create dialogue trees through scripting - rather than passing the dialogue in text form to a programmer, who’d then chop it up into code.

Joe has completed another one of the key environments. It’s a coastal cavern / underground beach area, populated by clumsy crustaceans. We've shown it off before, but now it spans several more zones.

Old screenshot (from September), ahoy.


We’ll be back on the 18th with more news!

- Inglenook Games

P.S. Our domain went down for a few hours today while we transferred it to another provider - we also forgot to confirm the transfer (whoops), which led to it expiring. In case you were wondering! We’re now back online.