Would you please tell me the gist of how to mod We Know the Devil?
Great question! Actually, I’ve just released a public version of my mod installer/launcher: https://github.com/TheDevilsWork/TheDevilsWork/releases/tag/v1.0
It’s relatively self-explanatory to use. However, creating mods is entirely different, and a bit more of an involved process (for now).
Essentially, WKTD stores its game files (media assets like images and sounds, Javascript to load them, and the scripts for the narrative and choices) in an asar file, a kind of file format sort of like a zip file but that can only be opened with specialised tools. You can find a tutorial on extracting an asar file here, or just use 7-Zip; I think it’s included by default now.
Once extracted into a new directory (I recommend something like wktd-sourcecode), you’ll see a bunch of files. If you just want to change the appearance of an existing character, or replace sounds/music, you can go to the images or audio folders, respectively. If you want to edit something like dialogue or character appearance, you’ll want to go to scripts/wktd/scenes/wktd.tw in that folder. What to add/change to achieve various things is a bit more complicated, and I’ll have a wiki page on the Github repository up on that soon.
Finally, to finalise the mod, copy only the files you changed into a zip file, making sure to put them in the right folders! If you’ve ever seen a Skyrim mod, it works a lot like that.
Then, you can just give someone the zip file and they can install it with the mod installer linked above.
Soon I’ll have a tool to do the last step (create a zip file with the right structure) along with an extra patching step to allow mods to, hopefully, be compatible with each other instead of overwriting each other. Currently you can make patch-based mods, but there’s no tool for it so you have to do it manually.
I hope this helped! The modding community is basically brand-new/nonexistent to my knowledge, so I’m glad to see people getting interested in it!












