Before we get started, recently we put out our announcement teaser and as of this writing it has gained over 100k views!
Check it out, here:
How did we get here?
Interdimensional Gas Station was inspired by us witnessing a lone ice machine in the middle of nowhere on a late night walk. It's vibrant glows radiating in otherwise complete darkness, a transitionary point for travelers looking to grab some ice. The feeling of this atmosphere sat with us, marinating over months until it formed the setting of the game: a gas station sitting upon a rock in the middle of a dark void, the only source of light within this abyss.
We love telling stories and for us, this game was to be our outlet and soon dozens of ideas were brainstormed. Normally, all these ideas could not be incorporated, but rather than focus on anyone of these ideas, we realized that we can tell these various stories through all the characters that visit the gas station. We went from dozens of story ideas to hundreds, with some of these being complex, branching narratives with several outcomes that can impact how the game can end to simple and short ones, serving to build and breathe life into the world.
Now we just needed a solid gameplay loop to tie the setting with the stories. We had ideas of what we wanted in the back of our heads during our initial idea phase and we drew inspiration from games such as “Papers, Please”. What if each alien ship that came in had their own unique needs and requirements? What these ships got more complex and required new tools as time went on? These questions formed the basis of the gameplay loop, but what if the gameplay shaped the story, rather than just being the mechanics that continue it?
Originally we considered having a dialogue system, but instead we let the player actions not only progress the story, but actively contribute to it. For example, someone is trying to chase a person who had previously gone through the gas station. You could give them the coordinates of where they were headed or you could give them directions to somewhere else entirely. How this affects the story and the relation of those characters is for you to see in the game.
At the end of it all we had Interdimensional Gas Station. A game in which players operate a gas station perched atop a drifting asteroid in the emptiness of space, frantically filling gas of increasingly complicated alien ships, living vicariously through the stories shared by the travelers they encounter, and shaping the fate of the galactic stage through their choices.
What are our plans moving forward?
Next month we plan on releasing a playable demo so stay tuned for news about that! The demo will include full storylines, win/lose conditions, ending cutscenes, as well as a full and complete gameplay loop. Beyond that, we are working hard for the full release sometime Summer 2025.
Wishlist the game now to get notifications on important updates (like Demo and Game release)! Also, join the Discord if you're interested in giving feedback on the Beta / joining the community.
New Features: If a character's dexterity is two times greater than the opposing team's average, that character will receive a hidden +25% accuracy, evasion, and attack, as well as be 25% less likely to be targeted. If a character's dexterity is four times greater than the opposing team's average, that character not only receives the previous bonus again, they also receive an icon showing that they can perform an additional action per turn.
Balancing: Increased enemy dexterity by 25%. Removed additional mana from Morphing Sticks and Morphing Branches. Increased weight of Morphing Sticks and Mana Sticks from 10 to 25. Increased weight of Morphing Branches and Mana Branches from 25 to 50. Blind now also reduces dexterity by 50%. Doubled the attack and defense bonus to larger enemies. Small enemies gained 10% dexterity. Large enemies lost 10% dexterity. Giant enemies lost 25% dexterity. Collossal enemies lost 50% dexterity. Increased enemy evasion from -100% to -40%. Increased damage to Greatsword's basic swing from 1.6 to 2.0. Tripled the dexterity aspect to Greatsword's Leap. Increased Greatsword's Heavy swing from 2.5 to 3. Increased damage to Mace's basic swing by 20%. Greatsword's Cleave, Whirlwind, and Double WhirlWind now use an equal amount of dexterity for damage. Increased Greatsword's Giant Slash from 5 to 6. Greatsword's Giant Slash now uses some dexterity. Increased Violent Swing and Violent Flurry from 3 to 4. Violent Swing and Violent Flurry now uses some dexterity. Quadrupled dexterity aspect to Violent Leap. Greatsword's Pommel Strike now uses some dexterity. Increased defense and magic aspect of all Greatsword magic skills by 1. Increased Giga Slash and Omega Slash by 20%. Increased attack aspect to Mace's slam skills, wide swings, and strike skills by 1 tier. Increased spirit aspect to Mace's holy swings by 1 tier. Increased magical aspect to Mace's electric swings by 1 tier. Increased paralyze chance to Mace's electric swings by an overall 33%. (description now display chance) Increased defense aspect to Mace's rock swings by 1 tier. Increased attack aspect to Giga Slam and Omega Slam by 1 tier. Spear's Post now gives 100% attack instead of 25%. (no longer improves chance to hit) Spear's Post now gives a hidden 50% resistance to stagger and knockdown. Spear's Post now halves dexterity. Jingoism now increases attack and dexterity by 25%. Jingoism no longer increases spirit by 20%. Redesigned Third Eye to increase spirit, dexterity, and evasion by 50%. (was also given a tier 2 mana cost) Increased damage of Spear ultimates by 40%. Increased Flinch chance of Spear ultimates from 10% to 50%. Lowered stamina cost to most Spear attacks. Scythe's Ritual now also increases dexterity by 25%. Scythe's Blood Shield now increases health by 100% instead of 50%.
Misc: Cleaned up Greatshield and Magic Rifle learning screen. Improved coloring to some Entropy descriptions. Slightly made dark blue text a bit easier to read. Fixed multiple altars not applying to enemies.
edit: fixed typo that stated electric swings were increased by 2 tiers.
HAELE 3D - Portrait Studio Lite - Drawing References - geolwe
I am happy to let you know that the demo of HAELE 3D - Hand Poses Pro goes live on 3rd of February!
Hand Poses Pro is going to be the upgraded version of Hand Poses Lite with the many new possibilities: updated posing and camera system, multiple hands, various highly realistic skin tone textures, props and items, expanded environment and lighting editing options and many more.
I am happy to let you know that the demo of HAELE 3D - Hand Poses Pro goes live on 3rd of February!
Hand Poses Pro is going to be the upgraded version of Hand Poses Lite with the many new possibilities: updated posing and camera system, multiple hands, various highly realistic skin tone textures, props and items, expanded environment and lighting editing options and many more.
HAELE 3D - Hand Poses Lite - Drawing References - geolwe
I am happy to let you know that the demo of HAELE 3D - Hand Poses Pro goes live on 3rd of February!
Hand Poses Pro is going to be the upgraded version of Hand Poses Lite with the many new possibilities: updated posing and camera system, multiple hands, various highly realistic skin tone textures, props and items, expanded environment and lighting editing options and many more.
HAELE 3D - Feet Poses Pro - Drawing References - geolwe
I am happy to let you know that the demo of HAELE 3D - Hand Poses Pro goes live on 3rd of February!
Hand Poses Pro is going to be the upgraded version of Hand Poses Lite with the many new possibilities: updated posing and camera system, multiple hands, various highly realistic skin tone textures, props and items, expanded environment and lighting editing options and many more.
HAELE 3D - Feet Poses Lite - Drawing References - geolwe
I am happy to let you know that the demo of HAELE 3D - Hand Poses Pro goes live on 3rd of February!
Hand Poses Pro is going to be the upgraded version of Hand Poses Lite with the many new possibilities: updated posing and camera system, multiple hands, various highly realistic skin tone textures, props and items, expanded environment and lighting editing options and many more.
HAELE 3D - Portrait Studio Pro - Drawing References - geolwe
I am happy to let you know that the demo of HAELE 3D - Hand Poses Pro goes live on 3rd of February!
Hand Poses Pro is going to be the upgraded version of Hand Poses Lite with the many new possibilities: updated posing and camera system, multiple hands, various highly realistic skin tone textures, props and items, expanded environment and lighting editing options and many more.
🔔 Closed Beta Extended! More Time to Play & Test! 🔔
Hey,
We’ve heard your feedback, and we’re giving you extra time to enjoy the Closed Beta Test! 🦟💥 The testing period is now extended until February 3rd at 10:00 GMT+3 to ensure everyone gets a chance to experience The Mosquito Gang and help us fine-tune the game before launch.
⏳ What This Means: ✅ More time to explore, test, and share your feedback ✅ Another opportunity to earn exclusive in-game rewards for participation 🎖️
📅 New End Time: 🕙 February 3rd, 10:00 GMT+3
If you haven’t jumped in yet, now’s your chance! Register via our Steam page and be part of shaping the future of The Mosquito Gang!
🐛 Keep those bug reports & suggestions coming—every bit of feedback helps us improve the experience.
Thanks for being an amazing community—see you in the game! 🚀