Thanks to your incredible support, we were able to recently announce Endzone 2! We want to create a true successor with many new features and we are eager to shape the game together with you, our dedicated community! So we love hearing from you and what you would like to see. So, if you find the time, check out our Discord server to share your voice, and get exclusive development insights!
But wait, there’s more!
In just a few weeks, we'll be launching an additional Kickstarter campaign for our new title, offering exclusive rewards and helping us to realize several additional features that we have in mind for the game, and also helping us to raise our marketing funds, to grow the community around Endzone 2 even more!
Fear not!
Endzone 2 will be developed and realized to its fullest extent either way! But if you want to support the development even more, by backing the Kickstarter (and getting some lovely rewards), we think this could be a win-win.
While developing and planning the creation of the successor of Endzone - A World Apart, we came across several features that we would love to see in the game but where we could benefit from additional support.
If you're interested in becoming a part of this exciting new chapter of Endzone, you can sign up on Kickstarter here. When you sign up, you will be automatically notified when the campaign goes live.
We would like to express our heartfelt gratitude to all you Survivors out there. Your unwavering support and dedication have been the driving force behind Endzone, and we couldn't be more grateful. We are excited about what lies ahead and look forward to continuing this incredible journey.
Hey machinists! I am glad to announce the release of Update 15, dedicated to the redesign of the robot dog, combat and auxiliary turrets and improvements. Now you can create a real combat companion and assistant in your travels. A Halloween-themed event has also been implemented, giving players access to Halloween decorations for the train. The Halloween event will be available during the Halloween celebration.
CHANGES LOG
Improvements
Redesign of the dog robot.
Added sounds of the robot's reaction to various events.
Added 5 gun turrets and one crossbow turret.
Added 3 auxiliary equipment for the robot.
Added 9 improvements for the robot.
2 remote robot attack modes.
Stealth robot attack mode, if the player moves crouching, the robot will not attack zombies until the zombie notices the player.
Reduced the chance of bad weather, especially fog.
Reduced fog density.
The number of maximum recipe items for crafting has been expanded from 4 to 5.
After loading, the selected fast slot is saved.
Changed the thirst icon from a drop to a bottle to avoid misleading the player about bleeding.
An item or weapon torn out by a toad zombie is now marked with a mark.
Increased invisible walls for some locations, so that the player would have less opportunity to visit empty areas of the location.
Boss key now has a description.
Changed the arrow model for the bow.
Expanded save text field.
Implemented decorative items for Halloween and a special event for opening them in a workbench.
Significantly increased the chance of finding plastic in trash cans and car trunks.
Edited elements of tunnels to avoid cracks in the walls.
Improved player notification system.
Corrected mistakes
Fixed impossibility to install painting #5.
Fixed several objects that caused a bug related to the non-interactivity of the train.
Fixed the possibility of getting stuck in the trunk of a pickup truck.
Explosives no longer fly through zombies.
Category text in the build menu is no longer cut off.
Zombies get hit by the train when moving backwards.
Fixed several bugs of zombies appearing in front of the player.
Fixed a bug where, after loading a save, it was impossible to get a bag and a lever in the boss zone if the zombie setting was at 0%.
Now a modern fireplace saves the burning resource after loading.
Items no longer disappear when moving between inventory and quick slot when inventory is full.
When a toad zombie rips out a consumable item, the consumption UI no longer freezes.
Fixed a bug where the player did not get the lever and key from the boss if he played on 0% zombies.
Fixed not being able to move AI on floors in several high-rise buildings in the city.
It's been a long time since the game was released... Thank you every one. Now, the character Zogzo is available as a T-shirt! You can buy it from my Booth website below. https://fuming.booth.pm/
The t-shirt is inspired by the scene in the game where Zogzo is sitting on the cross. I hope it will make a great memento for you. Pre-orders are available until 20. Sep, don't miss out!
Hi Everyone… It's been a while since I gave you an update on how the development of Last Time I Saw You is progressing, so I wanted to share a little something with you!
This is taken from the notes that I create when delivering milestones of the game to the publisher. The report provides an overview of what we have been working on over the previous months (basically since the previous milestone build of the game) and highlight what’s going well and where we may have some challenges 😬
What is a milestone some of you may be asking? It's a way for us as developers to provide a scheduled status update to the publisher, Chorus. In a nutshell it's a regular delivery of the game, including the content originally promised in the production plan - or hopefully something close to it! 😅
Here’s the last one we wrote that I want to share with you:
"At the end of the previous milestone (April 2023) we decided to spend some time revising the save system, fixing the issues with the original one we built earlier in the year. Now you can save and load at the numerous checkpoints scattered throughout the game (Ayumi's desk and the small shrines in town and the forest). This allows you to play from the beginning of the game to the end without having to do so in a single run (like was happening before having this new system).
It may seem rather obvious, but having this system in place as soon as possible is incredibly important for anyone that needs to check, test and playthrough the game while it's being developed!
We have also completed Day 6 (the game is separated by days), which is the longest and most complex of the entire game due to the large number of events and ramifications it has. This has meant that we’ve had to dedicate an entire milestone to a single day (along with the save system, the notebook menu and numerous bugs and errors that occurred in previous scenes reported by both Chorus and ourselves). This doesn't delay development, but rather has been a matter of moving one thing that was planned for later in order to do it now.
Apart from what we’ve included in this build, the animators are already working on Day 10 animations and, in terms of writing, we have already written all the main story dialogues of the game and they are approved (both by me and the narrative consultant) until we check them in-game. Apart from that, we’re currently working on sidequest dialogues.
Day 7 is already fully assembled in Unity and I’m starting to work on Day 8 asset implementation. As soon as we finish and deliver this build, the programmer will start working on Day 7.
Conclusion After the huge number of hours we have spent fixing stuff that was present from the beginning, the game now is much more stable and enjoyable. The new music and sound effects really add a lot and make everything feel more cohesive and final!"
I hope that you have found it interesting to find out a bit more about how we approach the game development and what goes into a milestone report. Soon I will also start sharing DevLogs with you with more insights about the game and what inspired me to make it :)
If you have any questions, drop them in the comments or via Twitter @MaboroshiArt.
Oh! And apart from this, we’ll also be at Tokyo Game Show 2023, which will run from September 21st to 24th at Makuhari Messe in Chiba, Japan. If you happen to be there, please come to the Chorus booth at the Indie Game Area in Hall 9, booth 09-E67 and say hi!