
Cradle of Hatred "Hanna" - Early Demo "Ver0.70"
A downloadable game for Windows
Inspired by the epic adventures from classic Zelda games, the gruesome atmosphere and narrative from silent hill and resident evil environments, and the organic interactions from old and new western RPG's.
We bring with this project our best attempt to create a world of horrors and wonders, which offers both narrative resources to satisfy the most demanding reader, as well as mechanics and tools to entertain the most daring adventurer.
This is quite an epic task for our small and amateur studio, but with our love and appreciation for the process of making games, and hopefully a little bit of feedback and support I have no doubt we'll get there eventually.
In the mean time we offer this short demo, showcasing the main gameplay mechanics we've been working on so hard this last few months.
And the projected roadmap to take this demo to its final state:
🗹 Ver 0.5 - Main core mechanics: navigation, dialogue, questing, stealth, combat, items/inventory/equipment, cinematics, saving system, basic UI, and core progression. Working facial animations and reactions to real time and scripted events to main character and NPCs, as well as head turning to closest target. Prologue nightmare scene, horror hook context and supernatural elements.
🗹 Ver 0.6 - Optimization.
🗹 Ver 0.7 - All the main events, quests, mechanics, cinematics, character models and progression (around 1.5hrs of gameplay).
☒ Ver 0.8 - Add folly audio clips missing. Create setting adjustments for graphic, gameplay, audio channels etc. Create final UI assets, templates, sprites, icons and buttons. And final art resources and cover.
☒ Ver 0.9 - Add all environmental particles to wind, water, dust, footsteps, and general interaction feedback to vegetation and scene. Add all secondary models (birds, insects, animals, npcs, etc.). And hopefully wordless voice acting.
☒ Ver 1.0 - Add all complementary quests, and events, (exploration rewards, foreshadowing plot tools, environmental storytelling).
Once we get to this point which should represent about 1/3 of the total game length we intent to publish the free demos to steam as well, and then start working on the next more darker chapters. But we'll worry once we get there.
Hopefully you enjoy our project and consider helping us in make it better.
Best regards and wishes.
Marq & Ely.
YouTube: https://www.youtube.com/channel/UCu5Rg-Sx1ascAbEavsWZdjA
Discord: https://discord.gg/Kf2fdfk2JR
Twitch: https://www.twitch.tv/marqth
Twitter: https://twitter.com/TryHardMarq
Unity Asset Store: https://assetstore.unity.com/publishers/55637
| Status | In development |
| Platforms | Windows |
| Author | TryHardStudio |
| Genre | Adventure |
| Tags | 3D, Atmospheric, Dark Fantasy, Exploration, Horror, Medieval, Open World, Story Rich, Third Person |
Download
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Development log
- Update 0.70 Of The Early Demo Finally Out!!!59 days ago
- Hanna Version 0.5 UpdateSep 05, 2024
- Hanna Version 0.12 UpdateMar 01, 2024
- Hanna Version 0.11 UpdateFeb 09, 2024

















Comments
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In the prologue section, trying to swing the second platform to the other side to lower that side's drawbridge for the cart, the platform doesn't swing far enough to jump across. And not have the character slip off the platform.
Thanks for the feedback! Yeah that platforming section need to be more accessible... And somehow the physics behave differently depending on the frame rate. Should be fixed by next update along with lots of UI improvements.
I now know you want players to swing the vines on the cliff to climb over, they should be made more bright green to be noticeable, but not bright enough to still keep with the dark night. For driving the bandits away from the farm, it is not clear enough what the goal is completely, or that you can bring the chicken spirits to the circles to restore your health, and the spawning of the chicken spirits should be a bit farther away from the bandits, or how to really use the squid spirits against the bandits. And targeting foes should be made more clear as a tutorial for the player. In general, much of the text needs to be spell checked. Sorry for so much text. Looking forward to the next update!
Awesome feedback! Yeah we still havent solve the tutorial aspects, I will start working on it after completing the UI since the game mechanics will change a bit with the introduction of the inventory system (which is mostly done 😁). I would prefer to avoid being too precise with quest direction since ideally there would be more than one way to complete main objectives, we still need to create a pacifist way to get rid of the bandits but uncovering the solutions would be a core reward system for the exploration. We're a bit torn between making the progression accesible, and making the player feel the struggle the protagonist is going through, as expected in a dark fantasy setting. Honestly I would opt for the latter, make it feel just a bit cryptic and unfair. But getting it right is gonna take tons of trial and error, eventually we'll get there. But your comment's are super useful, almost everything needs polishing but knowing what's most urgent helps us get the game to more people faster. ❤️
Update 0.70 Of The Early Demo Finally Out!!!
Well this one took a while, almost 6 moths since the last update... Sorry for the delay but Its finally here and I can honestly say the wait was worth it.
Almost all the changes are in the "Farm house scene" but you can find improvements all around.
From improvements in core systems, to whole new enemies, cinematics, quest, mechanics and more importantly story progression.
It was really important for us to make an cohesive narrative and I believe we finally achieve it with the 0.7 update. There's still tons of complementary events, lore and interactions missing, but finally with this version one can see a glimpse of the whole picture.
Looking forward to keep improving the project with the help of your comments and feedback. Hope you guy like it, cheers!
Just optimized prologue/ nightmare scene, lots more fps same content!! New content coming soon!
New version 0.55 Out, Check out new nightmare scene!! Aiming and throwing mechanics, puzzles and much more. Any feedback would be awesome!!
Greetings everyone just uploaded "Version0.12" of our early demo to the itch.io page which includes:
• Changing the saving system to use 3 save slots. • Added skippable cutscenes.
• Added text animation to cutscenes.
• Added further compatibility to play with only gamepad or only keyboard. • Added UI notification when autosaving.
• Fixed several bugs with saving/loading task system, weasel spawners, NPC logic, quests etc.
Still a long way to go but we keep moving forward, please try the free complete version using the itch.io link above and help us in breaking the game in any way you can. Any help reporting additional bug will be greatly appreciated. Cheers!
Greeting everyone, just uploaded "Version 0.11 " of the early demo to the itch.io page which includes:
Still a long way to go but we keep moving forward, please try the new free version and help us in breaking the game any way you can. Any help reporting additional bug will be greatly appreciated. Cheers.
Really sorry it got stuck so early.. I honestly thought the UI would be working properly by now, or at least it was at some point... After January 1st I'll get back to the project, starting with fixing bugs. Sorry for the inconvenience.