更新内容: 1.6月8日—6月21日开放“618排行榜”活动,全区排行榜第一名可额外获得“iPhone 13 Pro Max 512G”的实物奖励。 2.6月8日—6月21日开放“五折狂欢真给力、寻仙护符惊天动、仙侠录双减YYDS、寻宝奇兵众人夺、仙侠狂欢乐无穷”活动。 3.6月8日—6月14日限时出售“壬寅虎年锦盒、虎虎生威锦盒、白色恋人锦盒、御剑山河锦盒”。 4.红包商城取消道具“静心丸、洗红丹、替身娃娃、太极护心丹、强效护心丹、特效护心丹”出售。
The program will no longer count towards steam time except when the configurator menu is open. To go back to the old style of time tracking enable the option in the settings menu.
The games ambitions are high and we are making a lot of improvements, ai tweaks, combat, and model overhauls! This project began as a simple project made via a tutorial to now a self-taught game with concepts from others.
The game will be given lighting, environments based on the map, and eerie designs to keep the player on edge during explorations. You aren't on your own. When playing solo you are provided with ai bots that follow you and take down threats that stand in your way The infected aren't the only threat you will face. Prepare your ammo for a mercenary organization and other parties that come into the area.
The game is constantly being developed as we speak and we could expect a big build by next year! Prepare for containment
Today we will show you this concept art on different dresses and hairstyles inspired by historical evidence as well as contemporary communities.
The base of the common everyday clothes of pre-Columbian people was a cueitl, a long rectangular cloak held at the waist with a nelpiloni (either a rope or a belt). Cueitl could be plain or decorated with lavish shapes depicting flowers and/or elaborate geometric designs.
These hairstyles were also specifically for women. The one we know the most of is one that historians have dubbed as “hornettes”, which consisted of braiding the hair over the side of the forehead along with colored cotton thread, forming one braid on each side of the head, each ending with a small point on the top.
Legends, myths, facts, history: Mictlan has it all! We're aiming at including in our game the most incredible stories, and we will continue updating you with news, concept arts, sneak&peeks of our creative process, so make sure to follow us on our social media channels to stay updated!
I hope you guys are all as excited as I am about the Early Access release of the full version, "20 Minutes Till Dawn"!
With the release of the full version, "10 Minutes Till Dawn" will come to an end, and be shut down. I am so grateful for everyone who's tried the game, and especially to those have given me great feedback on the direction of the game.
I hope you guys will all continue to enjoy the game in the full version! I'm so excited to take the next step of development with you all.
Hey everyone, we’re hard at work on the next patch + devlog video right now but we’re also trying something new. We used to post written updates on the game’s development on our newsletter, but since starting YouTube devlogs it’s gone quiet. We thought it might be fun to share some of the less, uh, visual aspects of gamedev.
I’ve included the intro to the article and a link to read the rest :)
Performative Marketing
I’ve been developing commercial indie games and trying to get people to care about them for over a decade now. Marketing is a known thorn in the side of pretty much every indie dev but, sorry, this post doesn’t give you any cool tips and tricks. In fact, I think the vast majority of game marketing activity is performative (and by extension, useless).
It’s been a minute since the last email we sent out, we’ve started a YouTube devlog for The Song of The Fae (SoTF) and that’s mostly replaced what I was writing here. So, I’m trying something new. Devlogs and open development are more popular than ever but I find that most developers prefer to present the “pretty version” of game dev.
Our videos show my raw thoughts on the current state and design, and show how uncertain the direction of a game is at any given point in its development. Similarly, I want to share posts (like this) that illuminate both the “creative” and “business” side of the studio, showing our vulnerability and lack of understanding.
I’ve realised we are not on track in terms of marketing for The Song of The Fae (buy/wishlist plz ❤️). All is not lost, we’re still in heavy development etc. but we’ve already made quite a few blunders:
Overscoped the game
Prolonged development
Unclear vision from the outset
Shared public demos too early
Entered Early Access too early
But, in fairness, we’ve done many things right with SoTF compared to our previous title The Thin Silence (also buy/wishlist plz):
Grew audience + wishlists throughout development
Feedback from players early
Building a community
Heavy market research
Strong core mechanic
Learned to tweet/post interesting things
Looks good in GIFs and screenshots
A somewhat interesting devlog to follow (still learning this)
We’re doing better than we ever have before and to some extent that’s the only signal that matters, but being who I am… I want to do better. I am still slipping into performative marketing habits and I aspire to be much more strategic.