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[Released] Stygian Snakewood, a Pokémon Snakewood remake

Ruby:
# Pokémon gain more Exp from trainer battles
    exp = (exp * 1.5).floor if trainerBattle?
    # Scale the gained Exp based on the gainer's level (or not)
    if Settings::SCALED_EXP_FORMULA
      if pkmn.level>level # player is higher than enemy -66% exp per level
          exp /= 7
          exp = (exp*(100+66*(level-pkmn.level))/100)
          exp = exp.floor
          exp += 1 if isPartic || hasExpShare
      elsif pkmn.level==level # player level is equal to enemy level (+5% exp)
          exp /= 7
          exp = (exp*(100+5*(level-pkmn.level))/100)
          exp = exp.floor
          exp += 1 if isPartic || hasExpShare
      elsif pkmn.level<level # player is lower than the enemy +75% exp per level
          exp /= 7
          exp = (exp*(100+75*(level-pkmn.level))/100)
          exp = exp.floor
          exp += 1 if isPartic || hasExpShare
      end

This is the current exp formula in the scripts, the values are subject to change.
I have gone back and taken the time to actually study this and I see how it is.
Albeit a little frustrating (I am like more than half a level from evolving my Kirlia into Gallade but being at the end of the content I have nothing left that is higher level than my team) this is a unique system that aids the challenge without making it ridiculous. I can appreciate that.
 
The dev blog I promised but that I never actually delivered is here yay!

First of all, thanks for all the support on the first demo even with all the struggles. I'm honestly quite surprised so many people saw this thread and how many people played it in their channels, I know it wasn't very polished (trust me when I say this, during beta testing it was a lot worse, it wasn't the lack of beta testing but instead the sheer amount of problems)

But what does the future bring to Stygian Snakewood? Well, for one the next update (0.6) intends to improve a lot of what was lacking in the original demo such as designs, inconsistencies and specially the maps. One thing that deserves mention is the "Zombie Redesign Project", basically a way to rework many of the old designs both from the original Snakewood and from other sources such as XtraSnakewood and Snakewood DX in order to give them a more interesting look, specially since a thing that I slowly started to realize: Do all of the "zombies" need to be zombies? Such way would be quite limiting so we've decided to expand upon and beyond the concept of zombie, exploring stuff such as other pieces of modern culture and myths, creating more of a Halloween experience than anything really. And someone that was essential to it was our new spriter, Raffs (also a sprite of his that I couldn't fit with anything else so it is there)!
Spoiler: Raffs stuff

Of course, it's not going to be some .5 update or whatnot, it's intended to add content as well, not as much as the release demo but enough to feel like meaningful project. Currently the plan is for it to go up to Route 119 and the Security Vault (previously Weather Institute), going on with content such as the final Alicia battle, Fallabor and the second S.S Cangrejo visit along the way but anyway here are the images.

Spoiler: le images


Anyway, reminder that any screenshots here are subject to change but be free to give feedback on the game overall and these changes for it is of utmost importance! Also, we are recruiting! Look for the Recruitment Section on this respective forum for more info.
 
Last edited:
Hi, can someone point out what the controls are? is there speedup? Interesting to play, as snakewood many years ago. Thanks
 
Hi, can someone point out what the controls are? is there speedup? Interesting to play, as snakewood many years ago. Thanks
same controls as most other fangames, dont recall if there is speedup, but if there is its either left alt or m, and its just the old snakewood plot but made better (still very much wip however)
 
Hi, can someone point out what the controls are? is there speedup? Interesting to play, as snakewood many years ago. Thanks

same controls as most other fangames, dont recall if there is speedup, but if there is its either left alt or m, and its just the old snakewood plot but made better (still very much wip however)
You can Speed Up with the Q key, it goes up to 5 times (the title changes to show) and W lowers the value (for example, if you are at 3x speed and you press W it goes back to 2x speed)
 
The dev blog I promised but that I never actually delivered is here yay!

First of all, thanks for all the support on the first demo even with all the struggles. I'm honestly quite surprised so many people saw this thread and how many people played it in their channels, I know it wasn't very polished (trust me when I say this, during beta testing it was a lot worse, it wasn't the lack of beta testing but instead the sheer amount of problems)

But what does the future bring to Stygian Snakewood? Well, for one the next update (0.6) intends to improve a lot of what was lacking in the original demo such as designs, inconsistencies and specially the maps. One thing that deserves mention is the "Zombie Redesign Project", basically a way to rework many of the old designs both from the original Snakewood and from other sources such as XtraSnakewood and Snakewood DX in order to give them a more interesting look, specially since a thing that I slowly started to realize: Do all of the "zombies" need to be zombies? Such way would be quite limiting so we've decided to expand upon and beyond the concept of zombie, exploring stuff such as other pieces of modern culture and myths, creating more of a Halloween experience than anything really. And someone that was essential to it was our new spriter, Raffs (also a sprite of his that I couldn't fit with anything else so it is there)!
Spoiler: Raffs stuff

Of course, it's not going to be some .5 update or whatnot, it's intended to add content as well, not as much as the release demo but enough to feel like meaningful project. Currently the plan is for it to go up to Route 119 and the Security Vault (previously Weather Institute), going on with content such as the final Alicia battle, Fallabor and the second S.S Cangrejo visit along the way but anyway here are the images.

Spoiler: le images


Anyway, reminder that any screenshots here are subject to change but be free to give feedback on the game overall and these changes for it is of utmost importance! Also, we are recruiting! Look for the Recruitment Section on this respective forum for more info.
YUS! This is all looking so rad! I'm stoked!
Is there any chance we might get Fly earlier than in the original? I thought it took way too long in the original and having to do that damn ice puzzle every time I want to access Lavaridge again is annoying.
 
YUS! This is all looking so rad! I'm stoked!
Is there any chance we might get Fly earlier than in the original? I thought it took way too long in the original and having to do that damn ice puzzle every time I want to access Lavaridge again is annoying.
Probably not, one of my favorite aspects of the original was how you were locked from half the region for a while BUT I do intend to make Dive much earlier, just after beating Winona + Veracity (I'm probably having fun with that battle, I'm a sucker for battles that break the mold and make you do stuff like fight more than 6 foes) in fact. With the intent of adding some Dive spots (such as one so that you can return to S.S Cangrejo earlier) although none will let you go back to West Hoenn.
 
Probably not, one of my favorite aspects of the original was how you were locked from half the region for a while BUT I do intend to make Dive much earlier, just after beating Winona + Veracity (I'm probably having fun with that battle, I'm a sucker for battles that break the mold and make you do stuff like fight more than 6 foes) in fact. With the intent of adding some Dive spots (such as one so that you can return to S.S Cangrejo earlier) although none will let you go back to West Hoenn.
I'd prefer earlier fly, that was one of my LEAST favorite aspects but all opinions are valid. Added Dive stuff seems cool as well.
 
- Made with Essentials 20.1 -
Disclaimer: This project has no affiliation with Pokémon Snakewood made by Cutlerine and it's but a tribute to the original work, it intends in no way or form to replace it but to build upon and expand.

Hoenn has been invaded by a zombie plague! Revive the experience of the iconic 2010 ROM Hack by Cutlerine once again as you are the younger sibling of Brendan, who woke up without memory on a devastated region, trying to find the whereabouts of their brother and the origin of the zombie outbreak with the help of Professor Birch while meeting an almost unrecognizable Hoenn, facing zombies, new characters and uncharacteristic humor!

Features

Update for the zombie Pokémon: Many zombie Pokémon are available for the player from the previous only two, furthermore many have also been added from many media such as XtraSnakewood, Snakewood DX, RetroNC's video and our own zombies! Furthermore you can only catch one using a previously unused item, the Necro Ball. Zombie Pokémon are powerful but be careful with your choices as Necro Balls are hard to come by.
High Difficulty: For those who want a challenge, the game has a considerably higher difficulty that was carefully worked to be as fair and competitive as possible, both with trainer battles and a few AI tweaks (Vanilla mode also available! Hopefully more fair than the original game, I think).
A new type, Plague: Derived from the original Disease-type of Pokémon Snakewood (renamed due to UI issues), its main feature is that they do more damage, but are unable to switch (might change in the future)! Plague is also followed by a new weather, Soot.
Pokémon rebalancing: While there are still power differences between Pokémon and some are mostly a second thought after the early game, we've made sure that even if it's specific niche, every single one of our >360 Pokémon have something unique to them, while not bloating the game nor deviating much from the original version.
Lack of grinding: EVs and IVs have been removed, furthermore DemICE's EXP gain system enables for a fast and smooth level curve without requiring level caps (considerable increase/decrease in EXP based on the level difference between the opponent. The game has been adjusted accordingly to all those features. You're encouraged to have a lot of Pokémon early!
Increased exploration: While not required, the player is often rewarded for not going on a straight line, maybe check that rock or behind the tree, a surprise may wait for you!
Ability changes: Giving love to some irrelevant abilities, Stall now skips every other turn, Sand Veil increases Defense during Sandstorm while Damp sets Water Sport on entry!
Graphic overhaul: Most original Fakémon and characters have been redesigned in order to have a more modern look while trying to retain the silly core Snakewood essence, not everything was redesigned though, some familiar faces are unchanged and have (hopefully) just received a higher quality sprite.
Limited resources: (SUBJECT TO CHANGE) One complain of the original Snakewood was how it didn't feel enough like a dystopian scenario. Your decisions matter, use your consumables wisely.
New stuff: As mentioned before, Stygian Snakewood gives it a more modern look to the original game and such adds countless new features such as QoL, physical/special split, Fairy-type, new Zombies, new evolutions for some regular and fake Pokémon and Pokémon that weren't previously available in the original game. And as a bonus, certain unused Pokémon like Demoneon, Toxeon, Crazymadio and Zombified have sprites, regional forms have been added that *kinda* fit the game i know regional forms are overdone at this point but it wasn't me that came up with them and they look good so take it and a few secrets!

Screenshots may not reflect upon the final release, the title screen is a placeholder (template by RegalSword)
View attachment 157325
Spoiler: FAQ


Disclaimer: Credits might not reflect the final version and are subject to change. If any of the current features or screenshots shown contain any stuff that you believe it's yours and has no credit, please contact ASAP me on Discord #aaleven.

Spoiler: Credits


Yoooo I'm happy to see this become a reality and I only learned of this by Youtube of all things lol XD

Currently playing the game right now!
 
Yoooo I'm happy to see this become a reality and I only learned of this by Youtube of all things lol XD

Currently playing the game right now!
Will say you might miss a thing or two that was mentioned in Snakewood like Barquesh which is like some sort of deity that happened to look like an Aerodactyl but Biblical angel or something
 
Will say you might miss a thing or two that was mentioned in Snakewood like Barquesh which is like some sort of deity that happened to look like an Aerodactyl but Biblical angel or something
yo I remember you thanks giving me permission to use your zombie ideas and designs some years ago! so far no, I'm making sure to include everything from the original snakewood in some way or the other, at most i might remove kamina as a catchable pokemon. but speaking of legendaries I did add a very niche mon that was barely mentioned then mixed it with an iconic snakewood gag
 
I wish I had known about the release a lot sooner! Currently in Dewford at the moment. Also from seeing some videos that were likely the earlier builds the tileset was a lot different. I like the grim gloomy atmosphere so far with the remake, looking forward to spending my time with the current build. I'm excited to see what the future has in store!
yo I remember you thanks giving me permission to use your zombie ideas and designs some years ago! so far no, I'm making sure to include everything from the original snakewood in some way or the other, at most i might remove kamina as a catchable pokemon. but speaking of legendaries I did add a very niche mon that was barely mentioned then mixed it with an iconic snakewood gag
 
fun fact: I only discovered that recently. that glitchlett originates from a lost media snakewood mod (which had their pokemon imported to Wack of all places) so I had no idea it was based on that creepypasta
I still have it up it is just a Google Drive link. It's merely a mod for Snakewood that tries to make everything catchable but I had no idea how to romhack a gen 3 game but was able to edit the encounter tables at best. while also was merely a personal project of mine when I was getting into romhacking mainly the spriting scene. Since I wanted to mess with Snakewood for fun and make horror-inspired fakemons or random ideas.
For the Xtra snakewood fakemons, they are being redesigned.
also fun fact about Zombicater and Deaderant, they weren't made for Snakewood Xtra at first it was for some silly Rattata and Raticate-only Kanto romhack cause I was bored. I found their original sprites which could be useful for Deaderant's redesign touch-ups. I have also been redesigning some of the OG snakewood mons as well to be more in line with their names or such like
Spoiler:



[PokeCommunity.com] Stygian Snakewood, a Pokémon Snakewood remake [PokeCommunity.com] Stygian Snakewood, a Pokémon Snakewood remake
 
I still have it up it is just a Google Drive link. It's merely a mod for Snakewood that tries to make everything catchable but I had no idea how to romhack a gen 3 game but was able to edit the encounter tables at best. while also was merely a personal project of mine when I was getting into romhacking mainly the spriting scene. Since I wanted to mess with Snakewood for fun and make horror-inspired fakemons or random ideas.
For the Xtra snakewood fakemons, they are being redesigned.
also fun fact about Zombicater and Deaderant, they weren't made for Snakewood Xtra at first it was for some silly Rattata and Raticate-only Kanto romhack cause I was bored. I found their original sprites which could be useful for Deaderant's redesign touch-ups. I have also been redesigning some of the OG snakewood mons as well to be more in line with their names or such like
Spoiler:



View attachment 168601 View attachment 168602
Oh that's an interesting take on the Polihag line line. So far we haven't tried to redesign it yet but the ideas I pitched so far are either the spirals from Uzumaki or the frog-mutating Flatworm (Ribeiroia ondatrae), that is known to do grisly stuff to the legs of frogs (search it up, it's kinda disturbing).

Anyway I think it's interesting to mention that Zombicater and Deaderant are also starting to get somewhat iconic on Stygian Snakewood as the first zombie the player has access to and how it was very broken during beta testing, appearing in Youtube thumbnails and in a lot of people's teams so I definitely need to do something about it design wise.
 
Oh that's an interesting take on the Polihag line line. So far we haven't tried to redesign it yet but the ideas I pitched so far are either the spirals from Uzumaki or the frog-mutating Flatworm (Ribeiroia ondatrae), that is known to do grisly stuff to the legs of frogs (search it up, it's kinda disturbing).

Anyway I think it's interesting to mention that Zombicater and Deaderant are also starting to get somewhat iconic on Stygian Snakewood as the first zombie the player has access to and how it was very broken during beta testing, appearing in Youtube thumbnails and in a lot of people's teams so I definitely need to do something about it design wise.
The zombie rats being iconic for Stygian Snakewood brings me joy lol
 
Spoiler:
This is rad. I dig the idea of re-designing the Zombified fakemon to aesthetically fit their names.
Spoiler:
 
I wasn't going to bring this up, but I felt like some of Cutlerine's names for the Zombiemon were as creative as a crowbar.
Dirtkrow? Poliworm AND Charmeworm? I mean come on, Scarmeleon was right there! People love to s*** on Snakewood
Zeta, but some of the name changes were lit. Like Murderow. Not only is it not junk, but it's even fitting with the species. (A
flock of crows is called a murder.) But eh, not important. Thanks for coming to my Heel Talk.
 
I wasn't going to bring this up, but I felt like some of Cutlerine's names for the Zombiemon were as creative as a crowbar.
Dirtkrow? Poliworm AND Charmeworm? I mean come on, Scarmeleon was right there! People love to s*** on Snakewood
Zeta, but some of the name changes were lit. Like Murderow. Not only is it not junk, but it's even fitting with the species. (A
flock of crows is called a murder.) But eh, not important. Thanks for coming to my Heel Talk.
What the hell is an Electabugs? But yeah some names are really dumb, I guess Dirtkrow is because Murky can be used as a synonym for Dirty? Regardless of it it's unlikely that I'll change any vanilla names as dumb as they sound (specially if the player already has one because I would only be able to change the regular name and not the external name.

Dev blog next month i think
 
I wasn't going to bring this up, but I felt like some of Cutlerine's names for the Zombiemon were as creative as a crowbar.
Dirtkrow? Poliworm AND Charmeworm? I mean come on, Scarmeleon was right there! People love to s*** on Snakewood
Zeta, but some of the name changes were lit. Like Murderow. Not only is it not junk, but it's even fitting with the species. (A
flock of crows is called a murder.) But eh, not important. Thanks for coming to my Heel Talk.
Scarmeleon holy crap that sounds so much better than the original name.

Also, I was so confused that Cutlerine never made a zombie Charizard, so I made Lichizard, the zombie Charizard.

also likely Some zombie mons hell the starters could do with some resprites since their sprites are merely just recolors of the Original in either gen 4/5 styled sprites. sure they were probably creepy back in the day but nowadays should be made to look more like actual zombies with some gore here and there or infected at least.

maybe touch ups on the original snakewood sprites and mons could help. like Sticher which was a cool snakewood mon being made of both eon pokemon but they could do with a remaster eventually.
 
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