in 2023 We released Maxix Robotics. While it was our first game and there were certainly a lot of things people liked, there was much to be improved upon. There was a lot behind the scenes to try and get it out and elements appeared rushed and unpolished. We love the game/genre and wanted to make everyone enjoy what we had coming out.
If you follow our socials @BelfrostStudios you can see that there are a LOT of changes coming to the game with a complete rework of systems, monsters, gameplay and more. This is in conjunction of us changing the old game model from an old paid game to a free game. This is a way to say thank you and allow friends, family, and fellow gamers easy access. The paid version of the game will be slipping away and be released with the new version that is free at the request of many on our community discord. It is still Maxix Robotics, but in a much better way. Animations, Music, Voice Acting, and more.
COMING SOON
We will be debuting the Trailer VERY soon, and we will release the new update/build soon. This is in conjunction with the announcement of a MUCH bigger sequel game that is planned to be 10+ hours in completion and will greatly expand upon the genre we want in 2025.
We love gaming, we want to make better games. We do this while working full time jobs so we try to fit this all into our busy schedules. Thanks for everything and we are excited to see you in the new game.
We are looking forward to the release of âSpace Dropâ on July 12, 2024. We have already uploaded the final version to Steam, so we can start right away on Friday.
The game's store page recently got a big update with a fantastic new main artwork created by the amazing Igor Wolski; as well as a brand-new logo designed by our friends over at Makaki Studio. The same team was in charge of doing the key art / logotype for Railbound and we're thrilled to have them back.
We've also prepared a wallpaper version of the artwork below:
Pup Champs - July development update
Aside from that, the team's been hard at work on new content and improvements for the game.
One major feature we've wanted to add to the May demo (but unfortunately we ran out of time) was keyboard and gamepad controls. We're big fans of the Steam Deck as a gaming platform and the way you currently interact with Pup Champs there is... lacking, to say the least.
In the new build we've got both keyboard and gamepad working across the whole game, though there are still improvements we want to make to these systems before the new demo. (you might spot the good ol' Railbound crosshair in the screenshot above - we often borrow assets from our old games when working on features for the new ones).
Something we're also tackling is improved backgrounds for the puzzles. The demo used a system for randomizing prepared sprites; this allowed us to quickly create variant backgrounds (Railbound uses a somewhat-similar system!) but when used for 2D art it made the sprites look a bit out of place.
Since then we pivoted to more hand-drawn backgrounds (you can see a comparison above) to which we'll be adding some elements to make them feel more alive:
If you've seen our Steam store descriptions you might've spotted mentions of a "retired football coach" and "the underdog's tale" - that's because we're also working on adding a story to bind the game's campaign together.
In Pup Champs we're taking what we learned from creating a story for inbento to craft a simple-yet-heartwarming tale of neighborhood pups coming together through the fun of playing soccer, told through textless comic strips. We'll have more info to share with you in the future, but for now I'll leave you with the above sketch as an appetizer.
We're currently planning to release an updated demo of Pup Champs with these new features (and more!) in mid-August, but if you'd like to play the current version or wishlist the game, you can do it on our Steam page:
We also visited our local gamedev student competition - ZTGK (ZespoĹowe Tworzenie Gier Komputerowych) - to see some budding talent, give out awards for their great work and also to do a test run of our new booth for Pup Champs with tablets, stickers & mascots inspired by the game.
These small fellas were handmade by Liskowe Crochety and we're super happy with how they turned out :)
That's all we have for now - thanks once more for reading the whole newsletter and we hope to see you again when the new demo is out! Until next time!
which must be expressed with a certain art style. In the modern game dev industry, you can see that even indie studios can produce beautiful games with thoughtful gameplay - look at Hades 2 and Balatro from this year's launches, for example!Â
But still, those games were produced by relatively big teams either creator alone made the game himself, which gave him freedom in fine-tuning his creation.
We, on the other hand, are trying to create something in a limited time, with a team that previously worked in different technologies and engine, with limited resources. Great.
Fortunately, there are places for creators like us, where we can find art which accelerate our work!
ASSET STORES...
...such as Unity or Unreal one. Our supermarket location is a perfect example of such a thing, where first day we had the almost perfect location for our game, which we began to tweak to fit our needs. We donât have much 3D workforce, so assets from this pack were a handful. The whole atmosphere of the supermarket also fit our concept, so it needed only little changes to distinguish it from the base one.
We have started slow and easy, from changing 2D assets and textures around the supermarket.
Those are small changes that still can affect the overall reception of the level and we will continue to do that which Ill present to you with pleasure in future progress devlogs.
And remember doors from our previous devlog? One day it will work the way we want it to, but unfortunately, it is not that day yet.
That's it for the day, thanks everyone and stay tuned for more content!
Our new patch (focused on spint) for Pro Cycling Manager 2024 is now available!
Version 01.03.02
Fixed sprint train, the problem with the ACCELERATION attribute: When the next rider in the train started sprinting, he took a long time to reach his max power, so he went slower than his pilot who already reached his max. The time to reach the max power was decreased, to fix the issue.
Fixed sprints in auto mode. In bunch sprints, with player's team on auto, sometimes sprinter was left alone.
Fixed ai sprint, sprinters were losing too often their sprint train