Publisher Ysbryd Games and developer Necrosoft Games have delayed school life strategy RPG Demonschool from its previously planned September 13 release date to Q1 2025. It will be available for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC via Steam and itch.io.
Here is the full message from Necrosoft Games on the delay:
Hi friends,
We’re sorry to announce that we’re delaying Demonschool into the start of 2025. This is never fun, and we really didn’t want to do it, but it’s what’s best for the game, and for the team as well.
We did have the perfect release date in Friday the 13th in September, but given how the last years have been and how much we wanted to put into this game, we had to delay it if we wanted to really deliver the game we wanted to give you all. We really didn’t want to do it—it costs more money, which means we have to sell more copies to make that money back, and it means the team has to spend longer on the project instead of moving on to something new, which can be mentally taxing when you’ve already been working on something for so long.
But ultimately what matters is the final game. As players you probably wouldn’t have noticed anything was “missing” if we had put the game out as-is in September. But delaying allows us to add more life and liveliness to the world, so it’s more of a game you can hang out in, aside from smashing demons of course.
With the extra time we are:
- Starting to do devlogs every other week. You can see the first already. We even have tiktok versions.
- Adding a quiz section. one of our top requests at events like PAX has been more school aspects, so now you have to take weird tests at the end of the week!
- Adding more minigames. Won’t spoil the details there.
- Adding more relationship stuff. I won’t spoil this for now either.
- Brushing up the UI even further to make it cleaner and clearer.
- Adding Spanish localization. We’re targeting LATAM Spanish because we feel it fits the text best. We have noticed how many Spanish speaking fans there are and we wanted to reward them.
- Most importantly, finishing and finessing all the little sprite interactions during character dialog. This is what takes the most time, and what we would’ve had to cut down on if we had released on sept 13. but really, these are important. If you played the demo, you’d have noticed the rival character Kestrel hanging around eavesdropping on our team’s conversations before she drops some critical info. This little detail isn’t critical to the narrative but really helps to build out the world, and it would’ve been an extreme shame to lose it.
- Doing lots of other things you’ll never know about but will FEEL IN YOUR BONES when you play the game (we hope).
Thank you for your understanding—we don’t want to play on anyone’s sympathies but it has been a difficult year, not as a team per se, but for each individual team member. We’re really hoping to make a game you all will enjoy, and we hope you’ll continue to support us.