I'm back to developing Leo: The Square after a break. The game will participate in the upcoming Steam Next Fest. I'm currently working on a demo, which will be available very soon.
I'll share more details about the demo's content later. For now, I just wanted to let you know that development is ongoing, and this project is moving forward. I believe the demo will give you a better understanding of what this game is all about.
This will be my first experience releasing something on Steam, and I hope everything goes well. It's like a small rehearsal before the full release. Plus, it will help the game reach a wider audience. I'm also starting work on the trailer and other materials. There’s a lot of news ahead!
Wouldn't you believe it, we're already nearly a month into the new year! Our team is currently testing a small patch that will hit you within a couple weeks to continue smoothing out the combat experience. Progressing alongside this, we're deep in production of our Sisters of the Deep update coming early Q2. We're excited to start sharing more teasers of that content in coming months.
For now, we return to our audio series to discuss another feature of the roadmap! For your weekday listening, check-out this episode where community manager Monday chats with Game Director Tony and Art Director Dwight about "biome-based survival," as well as some general thoughts surrounding Early Access. The YouTube video is marked with chapters for anyone looking to skim! In this episode, we address:
Our thought process around picking features for our roadmap, and how we use player feedback without losing vision for our game.
Why select features are or aren't on our roadmap.
Why we chose to structure our updates around the biomes.
How physical map changes may affect existing players.
Our PvE design for biomes and teasing environmental hazards
The purpose of the locked portion of the map.
We started this series to help you all have a better understanding of our vision for each planned roadmap feature and to provide transparency on our development in between major content updates. So if you are itching for info, please take a listen:
In coming days, I will post a forum on Reddit, a thread in Discord, and a discussion post here on Steam to source questions for our next episode's talking point. If you want to toss our developers a question, please join us in those places so you can be notified.
Hey everyone, it's been a long time! I recently bought myself a Steam Deck and was feeling inspired so decided to do one final update on Oraxum Trials, which adds controller support and fixes a couple things that were preventing the game from running on Steam Deck. This will be the last update to Oraxum Trials (barring any critical bug fixes) so if you're reading this, thank you for playing! I'm planning on releasing a new game this year, so join the Discord server and be the first to hear updates about that: https://discord.gg/pf22PYr
Added
Controller support (joystick = mouse, A button = left click, B button = right click, see new help article for complete list of bindings)
Support for SteamOS (using Proton) and Steam Deck
Endgame screen that pops up when you buy the final Oraxum Size talent level
Changed
Update engine to Unity 6
Fixed
Removed non-functional "Spend Points" button on Acclimations panel
The Galaxy is celebrating the Lunar New Year! We are excited to announce a major update to Expansion VR, our popular virtual reality game, just in time for Lunar New Year!
This update includes a variety of new content and features, such as:
New Chinese-themed decorations for your space ship.
New Chinese-inspired items and decorations at battlefields
New avatars of your foes in battle.
Log into Expansion VR during the event period to experience the perfect blend of Real Time Strategy and Lunar New Year celebration. Celebrate with us and make this season truly out of this world!