Few Warframe fans could ever forget the surprise reveal of Warframe: 1999 during last year’s TennoLive demo — and in particular the shocking emergence of our very first Protoframe, Arthur.
We’re now pleased to share with you a special look at the second Protoframe, Aoi! Unveiled during Devstream 178 from the Main Theatre at PAX East, our hosts treated their audience to a quick video clip that also included the ultra-sleek Atomicycle. Take a look for yourself below:
We’ll have much more to share with you regarding Warframe: 1999 at TennoLive 2024. Stay tuned.
Welcome back to another development diary, I'm Christian and I'm here to tell you the news about the development of Beacon of Neyda.
Future Demo
Every day that passes brings us closer to the planned launch of our demo along with other news (coff cough Kickstarter). The Demo announcement it is completely official and will be available in a maximum of a couple of months.
What will this demo cover? The introductory level of the campaign, where all the basic mechanics will be taught and a little of the internal Lore of this universe will be explored, leaving enough crumbs of history so that there is interest in seeing the following chapters.
We want it to be a playable experience of about 30 to 45 minutes but that depends on how much time each player takes to explore and want to search for all the secrets.
Development Status
As we mentioned in the previous Dev diary, we continue working on the enemy Spawn system, not only refining the formulas to use but also moving on to the more practical part of animation for the enemies.
The interfaces and internal menus are being updated, again if you saw our social networks we have shown new sections such as a codex, a space for the information that the player finds to be saved and can review it more calmly later.
New scaffolding systems were created for each of the buildings and their upgrades, as well as rework of the main tower of the tower stations (Main base). Currently, restoring the main tower will not only be the main goal to achieve but will also provide a practical improvement to the player for each level restored.
Finally, the specific upgrade system for each building offering one more layer of strategy is already created, these annexes will offer temporary or specific improvements. The simplest example to explain this concept is that of the defensive wall, it can be improved with an extra barricade that will accept the integration of the different cores, giving two effects, first it will give some extra life points to the defensive wall and secondly by combining it with a core, when destroyed, it will generate an explosion that will affect the enemies with the effects of the core it had inside.
Future plans?
What does the future hold? At the moment we just want to finish our games in development, and in our short-term future we want to be more active on social media again.
We do not rule out the idea of possibly adding vlogs on YouTube and other platforms to spread more about our experience and the development of the game, although this aspect is less oriented towards our audience of players and more towards other developers or people interested in that type of thing.
We also plan to participate in digital events, although for reasons of budget and focus on finishing our game we believe that this year we will not participate as actively in in-person events. It is true that they can be very interesting but they generally have a high cost in terms of finances and in terms of time.
And that's all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.
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Hey all, we have our first full release patch (1.0.1) ready for you!
- Disabled host migration for now to prevent corrupted migration issues - Fixed collision issues on School and Ghostship - Fixed prop placement problem that allowed bots to clip outside of the map on Theatre - Fixed some localization bugs
Thanks for your overwhelming support so far with our 1.0 release, see you on the hunt soon! - Team MGH
With the AIMSEX release drawing closer, we'd like to share some of our future plans for the game at this initial stage:
Addition of more waifu characters. Enhancements in character animations. Introduction of new game modes, including a roulette feature. We want to express our gratitude to everyone who has supported the game thus far. As a token of our appreciation, all DLCs will be completely free, and we're committed to continually improving your experience.
Debauchery, battles and collections are waiting for you! As promised, to all players who will play in the first week from March 25 to March 31, to everyone who supported us and helped us with the release on Steam - we give a strong Waifu card.
Thanks to your support we will be able to develop the game and delight you with even more twisted stories and new mechanics.
Already soon in the game will appear:
New PVP mechanics for battles with other players!
Screen of Honor, which will be visible to all players - collect a collection of cards faster, because your Screen of Honor should be the most depraved!
Skins for cards.
And much more for a great time! The game has taken its rightful place on Steam and we won't disappoint you.
Thank you! And thank you for your feedback. This is what injects life into our project!
as the Meme hotel gave more issues than it solved, i have decided not to invest more time into that as it was not super well recieved. The meme hotel was to experiment and see how such a unique concept could do but it was not what i wanted nor the players of the game.
As i want to make the funniest game i can, i have considered a lot of stuff.
And this means that i will go down a slightly different road from now on.
I want to not think about what could trend and rather want i want in SaiBorRai as this game still have TONS OF potential.
So the meme concept is slightly going to change.
This means the first place to start is by minigames.
Minigames are fun, easy to make and this allows me to more quickly update the game with new content as well as bugfixes and changes.
the Main game is always going to be FPS of cause but there is going to be third person minigames and and other stuff such as weebclicker but the updates are going to take longer and feature more content.
I have also realized that 100% self-funding a game is hard and this means i cannot update the game as frequently as i would like since i also have a lot of other things to do such as making more youtube videos to increase my exposure.
I still will aim to have the full game done by Q4 of 2024 or early Q1 of 2025!
As always, i hope you will enjoy the new update dropping soon :D
Hello Sweeties! We are excited to announce that we have again joined forces with Makeship to bring you another adorable companion from the world of Little Misfortune – Morgo the parasite!
How it works:
Makeship launches the campaign on their site.
During a limited time, the fans can go and support the campaign.
If the campaign gets 100% funded, the plushie is guaranteed for production but if a campaign doesn't reach 100% during the campaign time, the supporters get their money back.
Support the campaign in the hopes of getting your own Morgo plushie to snuggle with 👉https://www.makeship.com/products/morgo-plushie👈 After the campaign ends, the Morgo plushie will not be available for purchase.
Your support means the world to us, and we can't wait to see Morgo finding new homes and bringing joy to fans worldwide. Let's make this campaign a fantastic success together!