Furi

Furi Demake – The Chain – FAQ & Known Issues

Last updated November 30th, 2023

We hope you’re having fun with Furi Demake – The Chain. We have listed here some known issues and their work-around, frequently asked questions and some tips.

Bugs can be reported on Steam, on our Discord, or you can contact us at support@thegamebakers.com

Known Issues

Controllers don’t pair right away
Try rebooting your controller once or twice, this should fix it. If that doesn’t sort the issue, you can disable Steam input for your controller in: settings/controllers/toggle on/off

I’m changing the volume but nothing is happening
The game’s audio sometimes creates a new audio source. If that is the case, you can adjust volume using that entry. So head to Windows System / Sound /Audio Mixer and you willsee another application: “nwjs”. If you adjust volume on this entry, it will work.

FAQ

Does the game work on Steam Deck?
It sure does!

What are the threshold scores for rankings?

Will there be more bosses?
This is a bit of a unique game, created for free for all of you to enjoy. So we don’t have specific plans right now to add more content. Of course, while we were developing the game, it made us dream about the other Guardians, and we would certainly love to see them come to life. But first, we need to hear your opinion on this game.

Will the game come to consoles?
There’s no port planned at the moment.

Is it OK to Let’s Play, stream or monetize videos of Furi? 
Yes it is! We also made sure Furi’s music management is friendly to content creators.

Tips and tricks

  • Parry (back + attack) gives back some HP.
  • Parrying right before impact leads to a special combo.
  • Charged attacks stun the enemy and hitting while stunned lead to a special combo.
  • You can parry bullets.
  • You can double dash in the air, same for double jump.

Furi Demake – The Chain, out now!

Hi Furists,

We have a gift for you today: we’re launching a new game, inspired by Furi, and it’s entirely free! It’s an 8-bit-inspired version of Furi’s first boss fight against The Chain, with frantic controls, fast-paced combat and a mix of melee and ranged combat. In good old 8-bit pixel art and music from the 90s!

Ready to dive into some intense and fast Furi-inspired gameplay with retro controls and style? Check it out on Steam, GoG or Itch.io.

https://youtu.be/w9nTiXyKGhQ

To make this game come true, we’re partnered with Sylph, a solo dev specializing in 8-bit games. It’s been a passion project for the past few months, and we wanted to make this Demake completely free to thank you for your amazing support since the launch of Furi.

We’ll also be hosting a week-long community celebration, from now until December 6th. This week’s activities will include a dev stream of Furi Demake with an all-star cast from the dev team, Furi’s creative director fighting The Strap in Furi, a fan art contest, a Furi Demake speedrun competition, merch discounts, and surprises that will be posted here and on our social media during the week.

That’s not all! Furi and its DLC Onnamusha are discounted for the whole week – let your friends know they can get them at a low price and try out the Demake.

Participate and stay posted with our news by joining our Discord server or signing up for our very occasional newsletter from The Bakery.

Furi Demake – The Chain – Sylph’s interview

Furi Demake – The Chain is the intense 8-bit reimagination of Furi. With fast-paced gameplay, skill-intensive combat, and retro controls that feel good, it’s our way to thank the Furi community and spread the Furi love with an entirely free game.
But how did we get there?
Sylph is the developer behind Furi Demake. We found his work on social media and were impressed, we could already imagine Furi in his style. We asked him to come create his own version of Furi and he accepted the challenge! He agreed to share a bit more about the creation of the game, and to part with some of his mysteriousness, have a read.

Hi Sylph, you’re the developer behind Furi Demake – The Chain. Can you introduce yourself and tell us more about your work?

Hi! I’m a solo developer and I’m making 8-bit games. I taught myself because I’ve wanted to create games since I was a kid. I started off on Klick n’Play. Before that, I drew a lot and that helped, even though pixel art is different from hand drawing.

What tools do you work with to create 8-bit games inspired by the 90’s?

For the art I mainly use Microsoft Paint, it lacks a lot of tools but I’m comfortable with it, it’s a habit. To code I use Construct 3, because I started off without knowing how to code, it’s been perfect to kick off. But rest assured I learned how to code properly since then!


Sylph’s first game, Bad School Boy

What made you want to take part in the Furi Demake project? 

I love the original Furi game, for its gameplay and for its world. I’m very retro-oriented, so I thought about what a retro version could be, both for the art and the gameplay. The goal was to pay homage to Furi but still be different, with the same overall vibe. 

This isn’t your first game, was the creation process any different?

When creating my first games, I couldn’t even use a function in Construct, haha, so yeah the process was very different! This time I also got to know and work with The Game Bakers, a professional team and I learned a lot from them.

Sylph’s Garlic, an 8-bit platformer

 

What do you like the most as a dev when you’re working on a game? The art, controls, gameplay? 

Everything that has to do with the core gaming experience (art, gameplay, hero movesets) is my main thing. Everything else is a bit less fun (menuing, creating boss patterns’, level design…).

What is your gameplay philosophy?

Simple and effective. I like to have simple rules and controls, with patterns that get harder to push the players to their limits.

What’s your favorite part of Furi Demake – The Chain?

The Furier mode altogether, especially phase 3 and 4. They have extremely intense moments that are really effective in terms of gameplay.

What did you think of Furi, the game that inspired Furi Demake – The Chain?

Like I said, I really love the original Furi. It has controls that are more adapted to modern players, so a little bit harder for me, but it’s so satisfying to play once you’re used to it. It’s based on simple rules as well, with great boss patterns and it keeps the pressure on.

What’s your best score?

I think I once beat the Furier mode with an S rank in 4:30 minutes, but I’ve already lost some of my skill since then!

You’ve created quite a few games before this one, would you like to tell us more about them? Maybe a new one coming?

Yeah I’ve created 6 games so far, the latest being Garlic, a pretty hardcore platformer.
Right now I’m also working on my next game, Sword n’ Dragons, it’ll be a boss fight game with a fantasy style. It will launch on Steam in 2025, and you can support it on Kickstarter soon!

Sylph’s next game, Sword n’ Dragons

Is there anything else you’d like to talk about?

I really want to thank Emeric and the whole team at The Game Bakers for giving me this one-of-a-kind opportunity, and for supporting me through the whole process. You’ve been great, the QA did an amazing job and so did the tech support team. Emeric is a genius designer, and I learned a lot from him. I hope the players will enjoy this gift from The Game Bakers and look into the original Furi!

Furi Community Week – Fan Art Winners Revealed!

Hello everyone,

Thank you so much for participating in Furi community week and to the Furi fan art contest on the theme “Peace: what if Rider became friend with one (or several) guardians?”.

We received many submissions and we were very impressed with your work! It’s inspiring for us to see how you bring the characters from Furi back to life, in this peaceful alternative future that many of us have thought about. Thumbs up to some of you who sent fabric dolls or text submissions, a lovely variation from drawings and paintings. And a big thank you to all of you who made us smile or touched us with the subjects of your artworks!

Our judges consisted of:

  • Emeric Thoa (Creative Director)
  • Audrey Leprince (Executive Producer)
  • Anthony Beyer (Lead Artist)
  • Marjorie Deneux (Game Artist on Haven)
  • Mylène Lourdel (Marketing Specialist)

It was hard to chose, but, without further delay, here are the winners:

1st place: New kayaking buddy by Multi

2nd place: Peace by Afrosus
3rd place: A Friendly Game of Cards by ZowerLemon

For the Coup de Coeur, 3 entries got the same score, so we decided to award them all 🙂

Warm breeze by Aru53840337

Forgiveness by Vadanel

Fan Art by Esidisi-86

Furi Community Week – Interview with Chris, CG Animator

Hello everyone,

The community week is still going on! Today, we are happy to share an interview of Chris Hoareau, Lead Animator & Artist at The Game Bakers. To learn more about his work on Furi, read below!

Hi Chris, can you present yourself and your job on Furi?

Hello! I am Chris and I am a French CG animator and artist, living near Paris. I’m 33. I always drew and wanted to work in entertainment. Fun fact, according to my school teachers, I did my first flipbook at only 4 years old. In animation, I like moves that use the whole body (like fighting, you know). I also like to add unnecessary details, and I’m always the guy who’s late (I am sorry about this, truly). In life, I like speed, having fun, learning things – I actually want to learn everything – and, I’m also the guy who’s late.

For Furi I was in charge of the gameplay animations: that includes the long walk on the path, the fights, and some cutscenes. I also rigged* all the characters. I also storyboarded The Flame’s cutscenes. 2023, it will be my 10-year anniversary at The Game Bakers, so cheers!

Furi is about creating intense satisfaction to players, as Emeric Thoa, Creative Director, explains in a blog post. How is animation part of creating satisfaction? What were the keys to making Furi’s animation?

There are at least two categories of animations in the game that create satisfaction for players, without talking about cutscenes which make the story go forward.

First, the ones we call “Melee Attacks” (when the boss is stunned, and the player attacks to trigger a short cutscene) are very pleasant to watch. The player can appreciate the nasty blows the bosses have to swallow.

Then, Furi’s gameplay lets players do really quick moves to avoid, parry or attack bosses. Our animations just push up those actions to a next level, that makes them even more satisfactory. 

But I want to say it’s really the work of the whole team, animations alone wouldn’t be enough!

Furi is also a game about facing challenge. What was the biggest challenge regarding animation on Furi?

The biggest challenge was to make fighting animations that were fast but also readable to the human eye. It was my intention, but it was pretty hard to do, especially as I was a junior back then. I had not that much experience in animation. Some of the fighting animation length was something like 2 frames (Furi was animated at 30 frames per second, so that is pretty short in time). I hope players managed to see all the nice details we added!

Can you share some references you used to animate some of Furi’s bosses?

For sure!

First, Takashi Okazaki (character designer of Furi) drew some cool and original posings for Rider. I’m thinking about Rider’s running stance: holding his sword in two hands right in front of him while running at something like 50mph, haha.

I love and grew up with Japanese culture, mostly anime (precisely “shonen neketsu” like Dragon Ball, Saint Seiya, Hokuto No Ken, etc…) so I am imbued with these brutal accelerations, inhuman movements and iconic posings.

I also practiced martial arts for a few years, so I recorded myself with my smartphone smashing pillows in the living room of my previous apartment to reproduce and adjust my moves in the game. (Don’t ask, I will not share those videos).

Emeric, who has a big movie culture, shared some movie scenes that help me a lot, for instance from the Miyamoto Musashi movies. He shared ideas coming from fighting games like Soul Calibur or Metal Gear. He already had an excellent vision of the game before its conception.

Finally, I can tell that there was also a big part of “feeling”. I mean, the characters’ designs have strong personalities. Just looking at Takashi Okazaki’s artworks was often enough to know how to animate and give life to each boss.

What did you enjoy the most while working on the game?

To be honest, as an animator, Furi was the first game I worked on for PC and consoles. Just wow ! Secondly, this is a fighting game! I’m keen on fighting games. As I said before, I practiced martial arts and I really love them. It was just like a dream come true to animate all those incredible fighters! Thirdly, there was a big creation part. I was and felt really free to create some fighting moves. Every time I worked on a new boss, it was like entering a new world, with new feelings. It was enriching to try to imagine the mindset of each boss.

How did you proceed to animate Onnamusha, the new rider? What did you have to do to make her move as the rider?

I can’t reveal all the magic tricks, right?

Actually, Onnamusha uses almost all the same animations as Rider. The reason was that Onnamusha had to play correctly the existing cutscenes as the new Rider. To do this, I had to set up the 3D model (made by the awesome CG artist Anthony Beyer) so she had more or less the same body proportions to share the same rigged skeleton as Rider. In addition, Onnamusha had to keep her female shape, and that was the tricky thing: to have a female body share the skeleton of Rider. The more the two characters had the same proportions, the more the game and cutscenes animations fit.

Was there anything unexpected that happened during the development?

Developing a game IS a source of unexpected things! There is always something new to learn and something new to fix.

One thing that wasn’t really planned and gave me some trouble was that I had to animate (by hand) Rider’s hair and cape. For the first iterations of Furi, these parts relied on the physics of the game, and it was very beautiful. Then came the optimization pass (it was obviously very important to have a good frame rate to be able to play properly) and we had to make compromises.

Fortunately, I had already done that before on The Burst hat bands. It was already planned to animate the ribbons “by hand”, so I knew how to do it. At that time, we already knew that it would require too much resource to have her bands animated by the game physics, so, it was not an option. Everything was planned in the rig* and the animations of The Burst, and baked into her animations files.

So, I had to adapt Rider’s rig by adding bones to his hair and to his cape. To have something like a natural rendering, I simulated the physics of the hair and the cape and I created the animations one by one. I added wind effects and played with gravity when it was necessary. For example, when Rider runs, his hair and his cape had to go backwards. It meant I had to re-animate, re-export, and reintegrate the animations of Rider with the hair and the cape animations in the files. It was a lot of work!

Do you have any last word for Furi’s players?

For players: if you haven’t finished the game, please do!
For animators: don’t hesitate to do weird new things that can lead to great ones!
For me (how snooty): don’t forget to enjoy life!

* Like for a puppet, rigging is the creating the elements necessary to animate a character. First, we create a skeleton which will more or less influence the body parts that we want to move. Then, to animate it more easliy, we create “controllers” of the skeleton, which allow the bones to be moved as desired. A rig = skeleton + controllers on the CG model of the character.

Furi Community Week – Interview with The Toxic Avenger!

Hi Furist!

We know how much you love Furi’s soundtrack, as we receive a ton of feedback about it. And it’s keeps going strong, and we regularly hear from players who discovered the game through its music! This community week is the perfect time to share some up-to-date data on the success of the OST.

Thanks to the spectacular work of Danger, Carpenter Brut, The Toxic Avengers,  Waveshaper, SCATTLE, kn1ght & Lorn, streaming equals to over 600 years of listening 😱.

To celebrate the community week, we had a chat with The Toxic Avenger about his work on the OST.

Hello, you worked on Furi’s original soundtrack and composed two tracks and in particular Make This Right, that became emblematic of the game, and was in the launch trailer. Can you introduce yourself to those who don’t know you?
Sure! My name is Simon, I’ve been making electronic music for almost 25 years now, I’ve released 5 albums and participated in several movies and video games soundtracks.

What is your connection to video games?
I am 40 years old, I started playing with Galaga on NES, which means I’ve been playing for almost 35 years. At times a lot, at times a little, but there is always something to play near me. For the last ten years I’ve been able to see the behind the scenes of gaming and work together with video game creators.

For Furi, it was the first time you composed for a video game. How was the collaboration, and how did you approach this new adventure?
It was indeed the first time I composed original tracks!
My music had already been used in games like Need For Speed or Watch Dogs.
The collaboration went very well in the sense that I understood quickly what The Game Bakers wanted, and they also understood me very well, it’s always very nice to understand each other!
I took the work to heart because I know the influence that video games can have, and I was immediately charmed by the little I could see of the game before working on it.

In Furi, the music adapts to what is happening in the fight, especially the phases of the bosses. How did you manage this?
For me, it was a first! Composing differently. When a character moves from A to B, let’s say, B being a more tense moment in the game than A, the music has to adapt, become denser, and intensify.
For that, I had to compose in parts of tracks, with layers of layers and elements that can be assembled and removed if the player decides all of a sudden to go back closer to point A. I had to cut the track as in making different scenes, a bit like movie editing… but I don’t know if I’m very clear 😀

What was your biggest inspiration to compose Make This Right & My Only Chance?
I was lucky that The Game Bakers approached me and asked me to do what I am used to doing! So it was very easy for me, but obviously, the big inspiration was what I saw of the game. Graphically it influenced me a lot, it looked sumptuous!

What do you enjoy most about composing for video games?
To wake up the teenager in me (he’s never really asleep anyway). I also love to make music to the image.

Thank you! Do you have any news to share for our players?
Yes! I just released my new album, a double album in fact! It’s called “Yes future” and I’m pretty proud of it!

Furi – Community Week

Hello Furists!

It’s been a good year for Furi with the launch of Onnamusha, bringing a new fighter to the game, and the update of the game. We’re always impressed by your continuous support over the years, and we thought it was a good time to celebrate you and Furi in a new Community Week!

This Community Week, we will share some behind the scene about Furi and the Onnamusha DLC, our favourite fanarts, interviews with team members who worked on Furi and more! We are also hosting a new fanart contest on the theme “Peace: what if Rider became friend with one (or several) guardians?”, all the details are available here. Show us your best creations and win some Furi’s merch!

We will host two Ask Me Anything sessions. The first one will take place on Discord on Monday 7th at 6 PM GMT+2 / 09 AM PT, focusing on Onnamusha. It will be the perfect time to know more about the new Rider and the creative process behind the DLC. On Wednesday 9th at 10 PM GMT +2 / 1 PM PT, Emeric Thoa and Audrey Leprince will also hold an AMA session on r/Gaming on Reddit.

That’s not all! We are discounting the game this week, so you can encourage your friends to try it.

The game is available 70% off on SteamGOGHumblePlayStation and Nintendo Switch. And cherry on top, Onnamusha is discounted for the first time, with 30% off!

Make sure you follow us on our social networks and join our Discord server in order not to miss anything!

FURI – Patch Notes – June 21th 2022

Hello everyone,

We hope you are well and that you enjoyed fighting the guardians with Onnamusha, as well as the last free update. We would like to thank you for all your support on Furi, it’s amazing to see how much you are involved with the game 6 years after its release.

We just released this small update to fix some bugs, you will find the patch notes below.

————-

Furi – Patch Notes – June 21th 2022

Versions: PS4, Steam, GOG v1.1.224

PS5 v1.1.225

Common:
Bug fixes:
– Fixed a bug that permitted to skip the Edge fight in Practice mode
– Fixed a pattern in Furier difficulty during the Line fight
– Fixed missing feedbacks while tweaking the audio settings

Common except Steam
Bug fixes:
– Fixed several localization issues

PC
Bug fixes:
– Fixed the visual quality setting being reset after restarting the game

GOG
Bug fixes:
– Fixed a bug that may prevent achievements/trophies to unlock

Steam
Bug fixes:
– Fixed the loading screen on SteamDeck

PS4
Bug fixes:
– Fixed bouncing bullets against the shield of the Line

PS5
Improvements:
– Added V-Sync option in the visual settings

Furi Onnamusha DLC with a new Rider coming soon!

Hello everyone,

We’ve read all the Furi fans messages and this request really stuck with us: “I wish I could forget Furi to discover it for the first time all over again”. We asked ourselves: how could we achieve that? Is there a way for players to rediscover Furi?

A couple of weeks later we were working on Onnamusha.

The Onnamusha DLC will let you play as Onnamusha Rider, a powerful fighter that alternates between two stances: fast and agile or slower but lethal until she’s able to unleash the devastating power of the Star. The new gameplay mechanics bring new challenges, for a complete rediscovery of the game.

With Onnamusha Rider, the game can be played again in Story, Speedrun and Practice modes.

The studio will also publish a free update to the base game on all platforms, that includes all paid and free content available for Furi: One More Fight DLC and all the improvements made since the release (Invincible Mode, Furier Speedrun, Alternate controls…).

The DLC ($6.99) and the free update will be available on May 17th on PC (Steam, GOG), PlayStation 4 & 5 and Nintendo Switch

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