A historical detective visual-novel sequel to The Shell Part I: Inferno that spans Japan's pre-war and post-war eras to present a decades-spanning mystery.
5+ hours of story
Multiple endings
Full Japanese voice acting by seasoned professionals
Fully remastered with new HD assets
In the years before Japan went to war and the world went to hell, amidst the deep snows of the mountainous north, there was a small hamlet known as Hitogata where by ancient custom the residents were prone to worship clay dolls. One night, during their festival, a woman was murdered, and the people came to speak of this as their god's curse—divine retribution for trying to take the power of their god into their own hands.
Yes, it's me, the sole developer behind Creo God Simulator. To get things cleared up, the development of Creo is indeed in progress. There certainly has been a large gap of time from the previous update, and I wanted to thank you, and the over 50,000 Creostriders, for your patience, suggestions, and reviews of the game so far.
The purpose of this first dev diary is to help bring you all up to speed on the progress I've made with Creo, on the upcoming large content update, and on the future release of the game, so let's hop right into it!
Where have you been?
I wanted to get this question out of the way first. As many of you know, I graduated from university earlier this year. Shortly after graduating, I was extremely fortunate to get a stable job as a product manager at an AI startup. I've got a wife, several children, and a tail-less cat to help take care of.
My job has proven to be extremely demanding, and though I've learned a tremendous amount in the space of project management, AI, and innovation, my time to dedicate to Creo has been very limited.
I'll be honest with you all, during these times when I haven't worked much on Creo, a deep part of my mind was troubled: it's as if an integral part of my being was neglected. Call it what you will, but for me, Creo has been my creative outlet, and is certainly the magnum opus of my life. I've been working on Creo for 5 years, and have spent thousands of hours on the game.
In recent months, I couldn't neglect this part of my life any longer, and taking much of what I've learned in my job in regards to project and engineering management, I'm trying my best to establish a regular pattern of work on Creo in the late evenings, when my kids are in bed and I've got a few hours of freetime.
I'll be working on Creo using a new sprint structure: meaning every few weeks (2-3), I will try to release a game update or at least a progress update if the content is too much for one sprint. I'm hoping doing this will create a more regular pattern of progress, and will help you all feel more informed as to what's in the pipes for our little game.
The Future Release of Creo God Simulator
As I've resumed work on Creo for a few months now, I've explored the possibility of re-releasing the game for purchase on Steam. I would like to hire a few individuals to help with the development of the game, but need to have the game generating revenue in order to fund faster development of Creo, so that it can be finished in a reasonable amount of time.
Unfortunately, I recently realized that I had made a mistake when I made the game free while in Early Access on Steam. According to Steam developer guidelines, once made free, an Early Access game cannot charge for purchase until it's out of Early Access and fully released.
This means that I need to fully release Creo God Simulator, out of Early Access.
The full release will not be the finished version, rather, it will be a solid base for continued development. Here are a few notes surrounding the future full release of Creo God Simulator:
Though I'm not certain of the date yet, I would like to put a rough estimate of re-release in Q4 of 2024, perhaps around October or November.
I'm thinking of a US$ 11.99 price for the full release version of the game.
The full release of Creo will have significant improvements to the game, including Steam achievements and trading cards, additional god powers, quests, and disasters, and a clear path to "beat" the game.
My biggest focus on Creo will simply be making it more fun, and making it more satisfying to play. This means I'll be working on improving the gameplay loop, and adding in more mechanics to make your average play session more fun.
Progress Update - What's Being Added
As you can see in the GIF above, I've been making some pretty significant updates to the game. I'll list some of the large updates being built out during this sprint, which should be pretty significant:
- Added Physics-Enabled 3D Villagers
While I was playtesting my game, I felt that previous 2D pixel-art villagers—while certainly being charming—were really lacking a certain "oomph" when it came to their presence in the game world. Previously, destroying them simply made them disappear. I fixed this by replacing the 2D villagers with 3D ones. This allows me to make them have much more realistic physics applied to them, and I'm talking about destruction physics. Additionally, replacing them with 3D villagers added a slight performance improvement to the game as well.
- Added New Building Construction System
As seen above on the right, there is a new Construction Workshop building which is necessary in your city in order to build structures. Your skilled builders will get right to work building any new structure you've placed in your city, and there will be upgrades you can unlock that speed up construction of your new buildings.
- Various Bug Fixes and Small Changes
In addition to the several significant changes I'm making to Creo, there's been numerous bug fixes and smaller updates made to the game. Here's a selection of changes from my long list of updates which will be released in the next update:
Updated build/effect area projection method to not project on terrain mesh - improved performance dramatically when many projectors are active.
Upgraded saving/loading system in game, which should make adding new buildings types/building functionality much easier in the future. *This breaks all prior saves unfortunately*
Improved navmesh accuracy for all building models.
Added explosive force physics to the meteor and lightning god power.
Fixed bug where prayer icon collision shape was too small to click.
Added work area projector to water well, which was missing for some reason.
Fixed Spawn Trees god power not spawning trees in exact position player selects.
Building the World of Creo - Step by Step
Progress on Creo continues, and now in a more organized and regular fashion. I'm looking forward to communicating better in the future to keep everyone in the loop.
I really want to thank you for your patience while I've been building Creo God Simulator. I'm not a perfect developer, and I make mistakes, but I really do want to build something awesome and fun. So please, continue to build your cities, smite your villagers, and share Creo with your friends as we continue building out the Creoverse together.
A small patch has been applied to Eternamine, it handles the following fixes and changes
A more sophisticated inventory management system has been put in place. You can now sort your inventory, quick-stack items, trash items as well as shift-clicking in the inventory to instantly move items to/from your hotbar
The threshold for being banned from the contest has been increased, false flags should be much less frequent
Fixed an issue which would cause some crashes/other issues in the first few deep mines
Dear anglers, Our team has been troubleshooting a game server issue that has been causing frequent reboots recently. At the moment, we have achieved game server stability and continue to work to eliminate the remaining problems. We thank you for your patience! All players who entered the game from January 20th, 00:00 UTC+3 until February 19th, 23:59 UTC+3 will receive a token for 7 days of Premium. Players who had an active Premium subscription during this time will receive 2 additional tokens for 7 days of Premium. The tokens will be added to the backpack, in the “Gifts” section.
Hi everyone! This is a small update. I have fixed the following minor issues.
v0.5.1変更点
Fixed a mistake in gamepad input settings.
Fixed a problem where the control mapping description was not in Japanese when the language is Japanese.
The game is currently in the final stages of development and is expected to be complete once I create the remaining few levels. I hope you can look forward to it, as I expect to be able to release it on schedule this summer.
JR EAST Train Simulator - Development Staff(JR East)
Thank you for playing JR EAST Train Simulator!
In conjunction with the release of the JR East Train Simulator DLC Vol. 14 "Takasaki Line" , a live YouTube distribution will be held on Tuesday, February 27 at 7:00 p.m. Japan time to talk passionately about the latest DLC "Takasaki Line" and the update. In addition to the usual members, the main line drivers and conductors of the Kagohara train crew depot who actually work on the Takasaki Line will also participate in this time. Please come and watch!
*Products are available for overseas sales to 228 countries and regions around the world through "WorldShopping BIZ," a cross-border EC compatible service, by accessing from the links provided.
JR EAST Train Simulator - Development Staff(JR East)
Thank you for playing JR EAST Train Simulator. Thank you for your patience, we have started to distribute the 14th DLC, "Takasaki Line" today, February 27 (Tuesday)!
About the Route
The Takasaki Line is a 74.7 km long line connecting Omiya Station in Saitama City, Saitama Prefecture to Takasaki Station in Takasaki City, Gunma Prefecture. This DLC includes the Tohoku Main Line section between Ueno and Omiya stations, for a total length of 101.4 km. The line has a relatively long history among Japanese railroads, with its predecessor, Nippon Railway Company, starting operations between Ueno Station and Kumagaya Station in 1883. The following year, in 1884, the line was extended to Takasaki Station and opened to full service. It was not until later, in 1909, that the line was officially named the "Takasaki Line". Until the opening of the Joetsu Shinkansen in 1982, the Takasaki Line was the main transportation link between the Tokyo metropolitan area and the Niigata and Hokuriku regions, with many limited express and sleeper trains operating on the line. Currently, most of the long-distance transportation role has been handed over to the parallel Joetsu Shinkansen, and as of 2024, only "Akagi Limited Express" and "Kusatsu-Shima Limited Express" trains regularly operate on the Takasaki Line as limited express trains. The Takasaki Line has been used as a key interregional transportation line for commuting to work and school, etc. In 2001, the Shonan-Shinjuku Line started service directly to the Tokaido Line via Ikebukuro and Shinjuku Stations, and in 2015, the Ueno-Tokyo Line started service directly to the Tokaido Line via Tokyo and Shinagawa Stations, allowing passengers to travel between the northern Kanto region and Kanagawa Prefecture without changing trains. The new line allows passengers to travel between northern Kanto and Kanagawa Prefecture without having to change trains. On the way from Ueno Station to Omiya Station, the line runs parallel to the Keihin-Tohoku Line and the Shonan-Shinjuku Line, and continues through the Tokyo bedroom community. After leaving Omiya Station, fields along the line become conspicuous near Konosu Station, and near Fukaya Station, you can see the fields of "Fukaya Negi" green onions, which are famous throughout Japan. We hope you will enjoy this DLC as you ride along the Takasaki Line at speeds of up to 110 km/h while gazing at the ever-changing scenery.
Points of Appeal
[h4]
The "Rapid Urban" can be operated!
Capable of operating at a maximum speed of 110 km/h!
Actual voice broadcasts by the current train conductor are implemented! (Broadcasting is handled by the Kagohara Train crew depot.)
[/h4]
Route Information
Section: Takasaki Line Outbound Ueno(Horizon platform) ⇒ Takasaki
Total length: 101.4 km
Number of Stations: 24
Security equipment: ATS-P
Train schedules that can be operated
Train Number:829M
Type/Destination: Local train to Kagohara
Section where you can drive: Ueno(07:11)→Kagohara(08:28)
Type of train: Series E233-3000 10 cars
Responsible for real voice train announcements: Kagohara train crew depot
Train Number:831M
Type/Destination: Local train to Takasaki
Section where you can drive: Ueno(07:32)→Takasaki(09:20)
Type of train: Series E233-3000 10 cars
Responsible for real voice train announcements: Kagohara train crew depot
Train Number:3922E
Type/Destination: Rapid train "Urban" to Takasaki
Section where you can drive: Ueno(09:28)→Takasaki(11:05)
Type of train: Series E233-3000 10 cars
Responsible for real voice train announcements: Kagohara train crew depot
The following features have been added and modified for the release of the DLC.
【Common】
User-defined driver's cab viewpoint settings saved The user-operated cab viewpoint for each car model is automatically saved at the end of operation.
Implementation of electronic sound for digital train radio channel switching Target lines: Chuo Line Rapid Service DLC (Yotsuya Station), Joban Line DLC (Tokyo Station, Ueno Station), Sobu Line (Rapid) DLC (Chiba Station), Takasaki Line DLC (Omiya Station, Jimbohara Station - Shimmachi Station)
Addition of miscellaneous sounds during station stops To enhance the realism of station stops, noise has been added to the following line DLCs. Target lines: Keihin-Tohoku Line, Negishi Line, Chuo Line Rapid Service, Joban Line, Nambu Line (including Nambu Branch Line), Takasaki Line, Keiyo Line (Soga Station to Shiomi Station), Sobu Line (Rapid) (Kinshicho Station to Narita Station), Saikyo Line and Kawagoe Line (all stations except Omiya Station)
Improve HUD visibility (trial implementation) Red and orange letters: Add black border Other color letters: add shadow right next to the letter
Replacement of sound material for platform door closing sound Replace the material to improve sound quality.
【Keihin-Tohoku Line, Negishi Line】
Implementation of platform door opening/closing sound to Akabane Station Implement platform door open/close sound at Akabane Station, where platform doors are installed on the video. As a result, the stopping position tolerance will be ±35 cm at Akabane Station, regardless of the difficulty setting. Please note that the TASC function will not be implemented as a result of this update.
【Joban Line DLC】
Implementation of level crossing sound while the train is stopped at Uchihara station Implement the sounding of a railroad crossing located at the end of the platform.
【Shin-etsu Line DLC】
1327M: Expand operating time between Kashiwazaki Station and Ibarame Station by 15 seconds. With the expansion of the operating time, arrival times after Ibarame Station will be pushed back by 15 seconds.
【Koumi Line DLC】
Correction of incorrect gradient setting between Usuda Station and Tatsuokajo Station. Near the level crossing just after departure from Usuda Station Before correction: 20‰ downstream → After correction: 3.0‰ downstream
If you like this update and the Takasaki Line DLC, we would appreciate your review ratings. Your reviews are the driving force behind our work.
We will continue to update the software based on the reviews and comments we receive.