Boxel Golf can now be played on all of your favorite devices! If you've ever had the urge to play with your friends while using your work Mac, simply connect your Steam account to your Google Chrome extension and play until you clock out of work.
Cross-platform multiplayer allows you to connect with your friends anywhere in the world. Earn rewards together and compete in the ultimate golf experience!
Here is a news to announce the continuation of the next 4 months
Hello, Adrien here, there will be no quarterly article next month. Indeed, it will be moved to the first of October 2022, in order to introduce all the content that you can test during the demo which will be available during the Steam Neo fest of this period.
For those who want to follow the evolution of the game closely, I started to be more and more active on Twitter:
You can subscribe to the Kickstarter page which has been available for a few weeks. The participatory campaign will begin in October and it is during this period that your support will be crucial for its success:
You can also come and follow the news and come and chat with the community on discord, some new information will also be given sometimes, useful for the progress of your character if your goal is to be at the top of the game rankings:
A small progress report to keep you all updated on what's going on:
- The world map is now 80% fleshed out. Most of the mapping has now been completed. - The main story is about 65-70% complete. - Ran into a roadblock due to the way the RMMV engine handles the map limit. Apparently, there is still no easy workaround for the 999 map limit. I'm still able to make room for the new maps by deleting the older E1 maps that won't be used in E2, it might pose a problem in E3 when transitioning between the two world maps. As always, I will look for a solution. - A change of plan: I won't be releasing any more tester builds until I at least finish writing the main story. This is mostly to avoid the extra effort since I am changing a lot of things as I keep remodeling the game. Expect something around the end of the year.
Hello, I am Suzuki, a producer at LOST EPIC. I would like to share with you a comment from Mr. Tomokazu Sugita of AGRS Inc. whom we asked to cast the voice actors. ---------------------------------- What I did was to help with how to implement the voice needed for the game. I introduced the sound production company, and then we came up with a list of potential voice actors to appear in the game. For Artoo only, they said, "We still want to audition and make a selection. I submitted several candidates, and One or Eight selected the best one based on the audio tapes. All I could do was to add a positive comment, "If this actor is chosen, this part of Artoo will be improved. When a voice is added to a character, I get the impression that the story begins to come to life. Thank you all so much for your help. ---------------------------------- Thank you for introducing us to these wonderful performers. Having their voices infused into the film added color to the characters and depth to the world.
We look forward to working with you in the future! In addition, Marie Miyake, who plays the role of the ""beautiful and noble female knight,"" will be broadcasting a program today to celebrate the release of LOST EPIC. The guest will be Honoka Inoue, who plays the role of the knight (female).
I will also be participating as a producer. If you have time, please check it out!
ABOUT THIS GAME Delivery personnel headed to a condominium building to deliver a package. The delivery personnel completes the delivery but realizes he cannot leave the condominium building. As he explores the building, he finds out shocking truths.
This is an exploratory, third-person horror game.
Playtime 30 to 90 minutes
Save The content will be saved automatically.
Low-load setting Settings for low-load gaming are available to allow you to play on computers that do not meet the recommended specifications.
This game was developed using Unreal Engine 5. It is recommended that you update your graphics card to the latest version whenever possible.
Whether you are an individual or a corporation, you are allowed to play the game live, stream it, or gain profit in conjunction therewith.
Hi everyone, I'd like to highlight some of the biggest changes we've made in the last year, and give you some updates on what we've been up to this last month.
But first, a quick announcement - we won't be releasing a patch this month. We're in the middle of overhauling our battle system, which has ultimately impacted how the first hour of the game is played. We want to make sure the game is in a good spot before we release any major changes.
The 5 Biggest Changes we've made this year
Now, Lets go over the 5 biggest changes we've made since Early Access
1. A sense of purpose
This morning I went back and played the first hour of our original Early Access build, and it was very clear how unclear the objective of the game was. We also noticed this in our original playtests, but just didn't know how to properly deal with this.... until now!
We've recently been experimenting with the "Project H.U.M.A.N." map. A high level overview of your mission and purpose. We rolled out a prototype this month to our private test group (join the discord if you'd like to be a part of it) and have seen amazing results.
This, in tandem with the fuel depot update, makes it clear as to what your objective is, and better ties in with the core gameplay loop.
2. Fuel Depot
Speaking of the fuel depot, this was certainly the biggest change. Automating fuel as the core focus of the game has really solidified the game and given a clear purpose as to why the player needs to automate right from the start. Even though I loved spamming the fuel depot button, this change makes a lot more sense.
3. The Pickerpal
After changing focus to the fuel depot, we needed a way to automate fuel, so we added the pickerpal - a lumbering creature that picks plants for you.
They alleviate the pain of constantly having to manually refuel, and you can get straight into the automation portion of the game without having the learn about factories and ore harvesters. We've also noticed most playtesters have a lot less trouble getting through the beginning section of the game thanks to this more natural progression of gameplay.
4. Fixing our worst feature - Battery Death
The biggest complaint we got was the 14 minute death timer. In fact, most of our negative reviews come from this death timer. Because it's core to the premise of the story, we couldn't exactly take it out of the game, but we've done a couple of things to alleviate the frustration. This upcoming patch, the battery shows up only for about 10 seconds before you die (most players tend to just stand there and wait to die if we show it any earlier), and the respawn is wicked quick (no loading screen, just straight respawn)
These two simple changes have turned the general reception of the feature from mostly negative, to almost all positive (or at least neutral).
5. Fixing our second worst feature - Tall Factories
The second biggest complaint was that you couldn't see behind any of the buildings! (A massive oversight by us when we started designing the world of Atrio.) But thanks to Early Access, your feedback steered us in the right direction and we "squished" the factories down, making them wider and flatter.
In addition, we gave them the ability to pull from automation lines, simplifying the automation process. After playing both the old version, and our newest internal build, I cannot believe how much better the game plays! I'm so proud of how far we have come.
New Features
Let's talk about some new features on the way
Battle
As per our last post, we started to experiment with "delivery pods" that attract creatures when they're busy retrieving helpful items for you. We've now officially named them "Underground Supply Pods", and they'll be scattered throughout the world. Do note the art is placeholder, but the functionality is coming together nicely. We're still experimenting to figure out what's fun and not fun, but the supply pods are definitely staying, as they provide a way to acquire the pickerpals, and give a secondary objective to the player. They also let you choose when you want to enter combat, as opposed to our random spawning of pickerpals in our original build (people HATED that.... hooo wee)
In addition, we're prototyping out the wall healer and the stun turret. If you provide fuel to these, they will automatically heal your walls, or shock incoming dangers. These are definitely still quite raw, and their designs are all in the early stages, but hopefully these will end up staying.
We've also decided that they both pull from assembly lines, which means in order for them to be effective, you have to automate their fuel lines!
Buffs
Lastly, we've added buffs into the game. After you unlock the ability to consume battery's, you get the ability to choose from a variety of batteries, each with their own unique buffs (healing over time, damage resistance, water resistance). Oh, and you can now die from standing In the water (you're an android… what were you expecting!)
What an amazing year, and we can't wait to release this bad boy in 1.0 (sometime this year!) Hopefully you'll love the battle update when we release it in the next couple of months. Stay tuned and thanks for all the support!