



Stove attendance today







I'm begging you
I like bare hands so much that the balance is off
Please nerf them more than now~~



📢 Inquisitor Shepherd June Development Log
Hello.
This is Narrow Deep, the developer of Inquisitor Shepherd.
In the June development log, we share news about the expansion of global publishing collaborations, the rebuilding of the demo version, preparations for Japanese voice dubbing, and participation in domestic and international events that took place in May.
Last May was a month where, alongside the ongoing development of Chapter 2, preparations to introduce Inquisitor Shepherd to more global users officially began.
In this development log, we will share news about the expansion of global publishing collaborations, the status of the demo version rebuilding, preparations for Japanese voice dubbing, the status of Chapter 2 development, and news about event participation and selections.
🔔 June Key Development Status Summary
🎮 Detailed Development Progress
1. Expansion of Global Publishing Collaborations
Previously, we had signed a co-publishing agreement limited to Asia, focusing on Chinese-speaking regions and Japan, with Neverland Entertainment.
Through subsequent discussions, we have decided to expand the scope of collaboration to global publishing for Inquisitor Shepherd.
Accordingly, we are preparing various tasks to better introduce Inquisitor Shepherd to overseas users, going beyond simply adding languages.
The main tasks currently being prepared include demo version rebuilding, Japanese and Chinese localization, Japanese voice dubbing for the demo version, new trailer production, new key visual production, and participation in overseas events .
These efforts are preparations to more clearly convey what kind of game Inquisitor Shepherd is to global users.
We plan to continue preparing localization, promotion, and event participation step by step with Neverland Entertainment.
2. Demo Version Rebuilding Underway
We are proceeding with the demo version rebuilding based on the currently available demo.
This rebuilding is an effort to launch a new demo version with Japanese voice dubbing and introduce Inquisitor Shepherd to more global users.
As Japanese voice dubbing is being added, we are refining the existing demo to be more immersive and complete accordingly.
We are adjusting some of the configurations so that the flow of evidence submission and judgment, which fully appears in the latter half of the existing demo, can also be experienced in the early part.
Additionally, we are organizing the flow of the initial story and key dialogue scenes, and adding the Codex system and evidence collection mechanics.
Hidden evidence can be found and acquired in the investigation sections, and acquired evidence can be checked in the Codex.
We are also improving the movement method and UI feedback in the investigation sections. We are modifying it so that players can move by directly clicking on locations on the screen, and visual feedback is provided on the phone UI when evidence, information, or evidence is acquired.
The 'Integrity/Rift' system, introduced in the April development log, is also scheduled to make an appearance during the demo rebuilding process.
Although it will not be fully functional in the demo version yet, it is being applied in a way that shows that the player's choices and judgments can influence Shepherd's future direction.
Through this rebuilding, we expect the demo version to become more immersive and add more gameplay elements than before.
3. Preparations for Japanese Voice Dubbing
We are also preparing Japanese voice dubbing for the demo version.
Since Inquisitor Shepherd is a game where dialogue and atmosphere are important, we believe voice acting greatly influences the character's impression and the scene's immersion.
This Japanese voice dubbing is not just about adding voiceovers, but is being done in conjunction with the demo version rebuilding to reintroduce the game to global users.
While we cannot reveal all the details yet, we are preparing the Japanese voice dubbing in a direction suitable for the demo version with Neverland Entertainment.
We will proceed carefully to ensure that the atmosphere of Shepherd and Hoshi Village is well conveyed to Japanese users as well.
4. Chapter 2 Development Status
Chapter 2 development, which was ongoing, was also proceeding smoothly.
However, due to the current need to prioritize preparations for the global relaunch, demo rebuilding, and new trailer production, the full-scale development of Chapter 2 is temporarily on hold.
Chapter 2 is a section where the world and main systems of Inquisitor Shepherd are greatly expanded in the official version.
The content currently being worked on is also directly connected to the core story, so we ask for your understanding that we cannot disclose detailed information yet.
Instead, we are sharing some of the Chapter 2 illustrations that were in development with this development log.
While we cannot reveal much yet, Chapter 2 is also being prepared step by step.
✨ Event Participation and Award News
- Participated in PlayX4, Game AiCON Seoul, BitSummit
In May, we participated in PlayX4 and Game AiCON Seoul.
At the events, we were able to directly introduce Inquisitor Shepherd to many people and hear their actual gameplay reactions and feedback.
In particular, we were able to reconfirm the flow of the demo version and the method of conveying the early part, which was very helpful in organizing the direction for the subsequent demo rebuilding.
We also participated in BitSummit, held in Kyoto, Japan.
BitSummit was an important opportunity to introduce Inquisitor Shepherd to Japanese users.
Based on the reactions and feedback received at the event, we will continue to meticulously prepare for future localization and global relaunch.
- Selected for PlayX4 Indie Award TOP5
Inquisitor Shepherd was selected for the PlayX4 Indie Award TOP5.
We are very grateful to have received such a positive evaluation among many excellent indie games.
This award has been a great encouragement to us and a catalyst for continuing our development with more determination.
This award has also opened up opportunities to participate in future overseas exhibitions and various support programs.
We will strive to leverage this opportunity to introduce Inquisitor Shepherd to even more users.
- Selected for Tiny Teams 2026
Inquisitor Shepherd has been selected for Tiny Teams 2026.
Tiny Teams is a global Steam online festival hosted by Yogscast Games, highlighting indie games developed by small teams and solo developers.
Among the diverse indie games submitted each year, selected games are introduced to overseas users and creators through Steam, Twitch, and YouTube.
While not yet widely known in Korea, we believe this is a meaningful opportunity to showcase games made by small teams to overseas users.
As Inquisitor Shepherd is a game developed by Narrow Deep, a two-person development team, this selection feels particularly significant. We will continue to leverage this opportunity to introduce Inquisitor Shepherd to more users.
✨ In Conclusion
May was a month where Inquisitor Shepherd began its full-scale preparations for global expansion, introducing the game to more users.
Concurrently, we are undertaking rebuilding work to present a new demo version along with Japanese voice dubbing.
As event participation, publishing, and localization preparations have increased, the development process has become more complex. However, we believe the most important thing is the quality of the game itself.
In June, we are also scheduled to participate in the Pan: PLAY — Gyeonggi Contents Korea Lab × IGGK × Gyeonggi Global Game Center Indie Game Exhibition. The exhibition will run from Monday, June 15th to Friday, June 26th.
Additionally, participation in BilibiliWorld is planned for later, and we will continue to prepare to introduce Inquisitor Shepherd to even more users.
We will do our best with the rebuilding demo and global relaunch preparations to repay the users who are waiting with a better product.
Thank you sincerely for your unwavering support.
Sincerely, Narrow Deep
X: https://x.com/narrowdeepgames
DISCORD: discord.gg/2r9cpBBZjg

Phew... Compared to Steam
STOVE developer registration is really easy and well made. Phew...
I struggled more than I thought with strange obstacles while translating and applying, but it seems almost done.
Everyone, fighting next week? This week?!!



Please listen to the voices of bare-handed users.













이전 글에서 노예 스타팅이 꽤 좋다고 말했었는데, 직접 플레이하고 탈출까지 해보면서 왜 좋은지 조금 알려드리려고 글을 씁니다.

결론부터 말해서 노예가 좋은 이유는:
1. 죽을 일이 없다
- 노역장 안에서는 간수에게 죽어라 매맞기는 하지만 절대 죽을 때까지 때리지는 않습니다. 사지가 절단당할 일도 잘 없긴 합니다 (운나쁘면 당함)
- 때리고 나서 치료를 해주기 때문에 쳐맞더라도 기분나빠하지 말고 맷집 키운다고 생각합시다.
- 허기도 100 이하로 떨어지지 않는데다 간수 음식을 훔쳐먹으면 채울 수 있습니다.
2. 초반 스탯 향상을 통한 스타팅 버프
- 근력, 자물쇠 따기, 잠행, 강인함 등의 능력치를 발달시킬 수 있습니다. 글에서 차차 설명드리겠습니다.
3. 목적 없는 오픈 월드 게임에서 '노역장 탈출'이라는 동기부여 제공
- 켄시는 특별히 게임의 목적이 정해진 게임이 아니다보니 이런 미션이 주어지면 동기부여를 얻을 수도 있겠죠?
그럼 시작하겠습니다.
슬기로운 깜방생활

시작 화면입니다. 초상화에 족쇄가 좀 불쌍하지만 뭐 어때요.
일단 이동 명령을 내리면 간수들이 명령 불복종으로 간주해서 때리러 옵니다.
여기서 그냥 가만히 냅둬서 노동 능력치를 올려도 되고, 아니면 이동 눌러서 쳐맞은 다음 수감되도 상관없어요.
쳐맞을 때마다 '강인함' 스탯이 오릅니다.

저는 쳐맞는 걸 선택했습니다. 머리에서 피가 나는군요 ㅜㅜ
매질이 끝나 기절하고 나면 저렇게 철창에 수감됩니다.
정신을 차리고 나서부터가 시작입니다.
우선, 캐릭터 우클릭을 꾹 누르거나 인벤토리를 열어 신발 칸에 있는 족쇄를 풀어줍시다. 철창도 풀어주시면 좋아요.
단, 나가지는 마세요. 나가면 또 매맞습니다. ㅜㅜ 불쌍한 인생.

족쇄와 자물쇠를 계속 해제하다보면 자물쇠 해제 능력치가 오릅니다.
켄시에서는 다양한 능력치가 있고, 자물쇠 해제는 게임에서 매우 자주 사용되는 기술 중 하나입니다. 여기서 능력치를 많이 올려서 나가도록 합시다.
족쇄의 경우에는 해제하면 간수가 다시 와서 친절하게 새 족쇄를 채워줍니다.
이 때, 해제한 족쇄는 인벤토리에 넣어주고, 새 족쇄를 풀어서 자물쇠 해제를 올립시다.
이걸 인벤토리가 족쇄로 가득찰때까지 반복해줍니다.
족쇄는 20kg나 되기 때문에 인벤토리에 족쇄를 가득 넣고 다니면 이동속도는 느려지지만 근력이 오릅니다.
인벤토리를 가득 채우고 나서 노역을 하며 돌아다니다보면 근력이 쭉쭉오릅니다.
밖에서는 인벤토리 무겁게 하면 이동속도가 느려지기에 절대 비추지만, 여기는 노역장이잖아요. 아무 상관없음.

인벤을 꽉 채운 족쇄가 보이시나요?
근력이 4, 강인함은 7까지 올랐습니다. 자물쇠 해제는 무려 21.
원하는 만큼 올려줍시다. 근력 10 정도가 적당하겠네요.

건물 안에 수감되거나 들어갔을 때 alt 키를 누르고 있으면 건물 내 물건들이 이렇게 뜹니다.
간수가 두 눈 시퍼렇게 뜨고 있을 때 가져가다 매맞지 말고, 밤에 잠행/은신을 키고 하나씩 훔쳐줍시다.
탈출 결행

노역장은 꽤 넓습니다. 근데 가끔씩 노역장 밖에 있는 광물을 캐러 나올 때도 있는데, 저는 이 때가 제일 좋은 기회라고 생각합니다.
어쩌다 여기로 오게 되었을 때가 탈출할 절호의 기회입니다.
두명 다 데리고간다는 생각은 버리세요. 한 명만 도망가도 감지덕지입니다.
노역장 밖에 왔을 때, 해제해뒀던 족쇄를 던지고 냅다 뛰면 됩니다.
간수 몇 명이 아마 죽어라 쫓아올텐데,
이 때 냅다 뛰기만 하지 말고 멈춤 - 뒤로 이동 - 다시 도망 형태로 도망가주면 간수는 헛방 날리느라 거리가 벌어지게 됩니다.
꽤 오랫동안 쫓아오니 인내심을 갖고 완전히 떨어져나갈 때까지 도망치세요.
탈출하고 나면...
여타 켄시 플레이와 동일합니다. 광물을 캐거나, 물건을 훔쳐다 팔아서 돈을 벌고 동료를 모아보세요.
대신, 능력치가 훨씬 뻥튀기된 상태로 시작하니 싸움이나 전투도 훨씬 수월하고, 잠행, 도둑질도 훨씬 쉽게 할 수 있게 됩니다.
개인적으로는 방랑자는 너무 맨 땅의 헤딩 같고, 노예가 그래도 요령만 알면 켄린이들에게 가장 쉬운 스타팅이 아닐까 하여 작성해봤습니다.
하지만 어디까지나 본인 취향에 플레이스타일이 크게 좌우될 수 있으니,
이런 틀에박힌 플레이 방식이 싫다! 난 내 갈 길을 간다! 하시는 분들은,
다른 스타팅과 다른 플레이스타일을 추구하셔도 좋습니다.

도움이됩니다~~~

노예 하다가 버리고 다른캐릭중이였는데 ㅋㅋㅋㅋ 맞으면서 성장하여 킹이되는... 주제로다가 한번 해보겠습니다.

2회차 하게 된다면 이렇게 해봐야겠네요! 초기 능력치 올리는 게 참 어렵던데, 좋은 팁 감사합니당+_+b

초반에 수련하기엔 노예 스타팅만한게 없죠 ㅎ

노예는 켄시에서 제일 첫 목적이 명확하긴 한데 그만큼 뉴비분들이 탈출하기엔 환경이 너무 가혹해서... 이 공략글 친절하게 올려주신거 보고 차근하게 해나가시면 좋을 것 같네요!

이 시대의 진정한 교육기관

친절한 정보글 감사합니다!

노예나 방랑자 추천요~

이ㅣ야././.초보자를 위한 팁 감사합니다

꿀팁이군요 플래이에 참고하겠습니다.