Monmusu Gladiator collab stage added to "Yuri Sword Saga"!
As part of a collab with Monmusu Gladiator, the new stage "Starving Gladiators" has been added to sword-fighting action shoot 'em up game "Yuri Sword Saga"!
Shiba Inu and Alisa (Dragonewt) stand in the way of Kuroyuri and Shiroyuri after getting lost in the world of Yuri Sword Saga! Go ahead and try taking them on!
*As "Yuri Sword Saga" features adult content, it's required that you be logged in on Steam to view the store page.
Also, currently at Blaise Tacos in Akihabara, any transactions of 1,600 yen or higher will include a bonus Monmusu Gladiator sticker! They're only given to those interested, so please mention it when paying!
Try out the test mode to make the game harder, and let me know what you think of the changes ːsteamhappyː Don't forget to read the new tips to figure out how to find those new rooms
///NEW -new test mode: Activate in the room left of the starting room
///BALANCE -reworked event: Chaos Altar -event Lose One Item now has an option to try and bypass it -event Lose One Stat has an option to try and bypass it -event Healing Machine can now give shield type hearts -event Healing Machine now has a cap on it's success chance, but has a higher base success chance -event Hygeniust price is cheaper now -event Hygeniust has new a option now -event Bandits has a cap on success chance now -event Snake Salesman weapons are cheaper
-god Memory has a new mechanic: ---using memories gives +2 HP, MP, or AP. 5x value for bad memories
-reworked injoyable Lusid: ---only gives a new relic every 3 taken
-prison Boss is slightly harder now -made some cards more rare -status Wounded deals damage to current health instead of max health -status Wounded takes more damage to re-apply now -relic Pineal Release now has a chance to not give INT or FAI -xp growth past level 10 is now uncapped, making it require more XP for higher levels -early stage multi-wave combat rooms have less waves -injoyable Vitamin Gummies now give Disease Resist -status effect weapon mods are less common to not hog up weapon mods -god Medicine gives Disease Resist per God level -weapon Chop Shop has reduced damage and scaling -weapon Bubble Gun does more damage -weapon Tesla Rifle does more damage but costs more AP -weapon Cross-Spear does more damage -weapon Hook Sinker does more damage, but has longer reload (thanks FadeShock) -weapon Sir Spellington does more damage and attacks faster(thanks FadeShock) -revive vendor is more rare -relic Deep Wounds damage increase reduced to 10% per tick -relic Scammer Toolset has a cap of 80% now -reduced amount of relics you can get out of Relic Printer -hub world Slot Machine is slightly less in player's favor (sorry Naldrel Airim)
///TWEAKS -secret rooms are never combat rooms anymore -added hold to level up (thanks pnok) -made Memory God description more clear (thanks dave) -Sun God has a generous cap on their XP/FP gain from burn damage (thanks dave) -boss skull difficulty enhancer affects boss damage again
///FIXES -fixed relic Chrono Speeder sometimes giving infinity attack -fixed crash with relic Book of Babel tooltips (thanks Tainted Forgotten) -fixed crash with enemy Cannoneer dying (thanks dave) -removed relic Book of Babel from hub world shop (thanks shmuck) -fixed relic Hypochondria Psy sometimes not working (thanks dave) -fixed injoyable Cola with Death God crashing game (thanks Capriestsun) -fixed crash in main menu Settings (thanks Benjula) -fixed crash with Slapstick (thanks IronParrot) -fixed picking a god cancelling Buck Naked achievement (thanks Capriestsun) -fixed relic Uncanny Resemblance not using cap (thanks pnok) -fixed memory An Old Friend crashing game (thanks pnok) -fixed using Save NPC saving to previous stage (thanks pnok) -fixed crash in tutorial with using cards (thanks reysupremo)
- Updated AI health (slight reduction) - Updated player health (slight increase) - Updated lighting - Added more ammo pickups - Added more medipack pickups - Fixed NPC conversation selection bug - Fixed medipack bug during Infiltration mission - Fixed marker not showing on Trap House mission
. Fix a bug that make possible growing new flowers on top of old ones . Garden made a more clear view with locked plants being more discrete and fruit upgrade on center of the screen . Fix a bug with end game screen where success screen overlayed with defeat screen when losing a game
. Change flying creatures calling with the button turning on/off auto spawn of flying ones
I’m Cem, the solo developer behind Once Alive. After three years of development, I finally released my game last week, and I’m incredibly grateful for every response I’ve received. It’s amazing how this project connected me with people I never even knew existed. So far, most of the feedback has been positive, with some constructive criticism—mainly on the technical side—which I’ve already started addressing in updates and will continue to do so.
But today, I’d like to share something more personal: the story behind the development and how my life shaped this game.
A Journey That Started with a Question
When I first started, I didn’t know a thing about game development or storytelling. All I had was my love for narrative-driven games and a fragment of an idea, just a question and its answer (yes, the 57-year thing). I’ve always been fascinated by post-apocalyptic worlds. Anytime I’d find myself alone on a quiet street for a few minutes, I’d pretend to be the last person alive, wondering what I’d do next.
I’m drawn to old villages, simple lifestyles, and fictional cults, settings that feel peaceful yet eerie. When Unreal Engine 5 dropped, its new features got me so excited that one morning I thought, Why not try making a game? I had no idea this would turn into a three-year journey, a rewarding but extremely challenging one.
(Me knowing nothing about game design and building HaustVille with bricks)
A Personal Story Hidden in Fiction
A huge part of what kept me going was making the game personal. I envisioned myself as the protagonist, Jim, and asked myself: What would drive someone to leave everything behind to explore the unknown? That’s when I decided to include my brother in the game, not just as inspiration, but as a literal character. Using 3D scans, we became Jim and Daniel.
But also, Daniel needed motivation. That’s where my family history came in. In my teenage years, my parents divorced. My brother grew closer to our dad, while I stayed with my mom. As a teenager, I harbored anger towards my father, believing the separation was his fault, and didn’t speak to him for years.
This became the core of the brothers’ conflict in Once Alive. Daniel, being forgiving and hopeful, he is willing to leave everything behind for even a slim chance that their father might have survived. On the other hand, Jim is being more pragmatic, refusing to risk what little they have for someone he believes isn’t worth it. His stance is fueled by anger. Daniel tries to make him empathize by asking, “What if it were Mom?”—but this only escalates the tension. For a brief moment, the brothers -who haven’t seen another living human in 16 years- are ready to part ways, maybe forever.
I’ll stop here to avoid spoilers for those who haven’t played yet. But the question remains: Will Jim reunite with Daniel and can he forgive their father?
To reflect our family tragedy, every face and body animation you see in the game was captured by my brother and me.
I aimed to tell a deeply personal story set in a mysterious, fictional town where people resort to different approaches to survive.
Looking back, I know I wasn’t a experienced storyteller, and I made plenty of mistakes. Some I managed to fix; others, I couldn’t. But this game represents a vision I had three years ago, and still, I’m proud of how I managed to pull this off.
Family and Growth
Now, about my family: we’re in a much better place. My dad and my dog, Gold, are in a neck-and-neck race to be my biggest supporter.
Dad watches every Once Alive stream and walkthrough, constantly asking if there will be a sequel. I’ll never forget his reaction when he saw our family photo in the game, an emotional moment.
As for my brother? He had the easiest job: Letting me scan his face! Yet he enjoys all the recognition.
My mom, though, played a crucial role behind the scenes. I lived with her and relied on her support during development, which is why I credited her as the Producer alongside with my publisher. Despite our communication gaps, she’s a pillar in my life.
And this project wouldn’t have reached you without the involvement of my publisher.
From Engineer to Game Developer
Quitting my electrical engineering job to pursue game development was a leap of faith. It’s a well-worn indie developer story, but it’s my truth.
I’ve experienced every emotion since the release, both good and bad. What started as a hobby has now become a path filled with the pressure of making this game successful enough to support me financially. Thanks to you, it’s doing okay, and for that, I can’t thank you enough.
Looking Ahead
Once Alive taught me invaluable lessons. I hope to bring these learnings into future projects, finding the financial and motivational support to create better experiences.
Thank you for reading and for being part of this journey. Now it’s my turn to wishing you all the best!