Ho, ho, ho! Santa's here. Or the easter bunny or who cares.
This little fellow brings you a completely redone game win experience! Now, there are two dozen different variants of the ending cutscene! (Wait! This means we have an ending cutscene now?!?) Expect more to come. Try to find out the conditions for each variant, and let me know in the discord if you think you found some, he!
This update also contains some visual sugar, and various quality of life improvements. See, exempli gratia, this shiny effect to the Overhead UI of invincible units: Or this visual effect when Iron Knights or Lead Knights push something: Added a marker in the tutorial at the "Cube Face Turns II" Stage for units that were not killed after a rotation: Added help tips when all your units are dead, all units are stuck or the player has been playing the same cube for a very long time, to clarify that the game is not immediately lost, but that the player has to decide when it is considered hopeless to continue.
And some other things:
Winning a game now grants you 5 extra unlock score points
Fixed Spinning Wheel event beeing able to be clicked while wheel is spining.
Removed one frame of lag when winning a cube (hopefully)
Fixed Aranthos and Xuhivan Levels spawning units that were not yet unlocked instead of substituting them with unlocked units
Fixed a bit of unit jittering on the first cube of act 2 (Cow Dome)
Greatly increased sized of click hitboxes in the following events (all have no choice that needs to be made): Magic Portal, Ice Blocks, Magic Mirror, Dragon Statue, Shrine of Theris, Upgrade Unit Event.
In the DEMO, we can play as the Lycurgus Corps for about an hour, including the tutorial and some core gameplay demonstrations.
From now until the end of the Next Fest, I will read all player feedback in the Steam community, Discord, the reviews of the Demo, and other channels. Bugs in the game will be fixed as soon as possible. Suggestions on the game itself will not be reflected in the DEMO immediately, but will affect my subsequent thinking on the direction of this game. I will read and think carefully about everything you say, but please don't be sad if your opinions are not adopted.
Thank you for your support! My old friends and new friends!
I sometimes nibble on blue cheese. Occasionally paired with crackers or a glass of wine, but not always. In fact who knows, I could be doing it at this very moment. I'll never tell.
First and foremost, thank you. Your support, feedback, and passion have been invaluable on this journey. When we first launched The Living Remain in Early Access, we had a vision of the game we wanted to create—but it was your input that helped shape it into what it is today.
Over the years, we've worked tirelessly to enhance the game, rolling out numerous updates, improvements, and bug fixes to refine the experience. And now, the time has finally come: The Living Remain will be leaving Early Access on March 27, 2025!
But we’re not stopping there. We have one final update planned for launch, bringing even more polish and improvements. And beyond that, we’re already working on another post-release update that will introduce new content—more details on that will come later.
At the same time, we’ve been hard at work on something else: bringing The Living Remain to Meta Quest 2 & 3. We wanted to make sure the standalone version captured everything that makes the game immersive and intense, and we’re thrilled to announce that it will launch on the same day—March 27, 2025!
This has been a long road, and we couldn’t have done it without you. Whether you’ve been with us since the beginning or just joined the fight for survival, we truly appreciate you being part of this journey.
Stay tuned and make sure to follow us on Discord for more updates and upcoming contests!
I hope you're all as excited by Steam Next Fest (25 Feb - 4 Mar) as we are!
Journey Up will be participating later this month but if you can't wait we're also exhibiting at the web based Nova Game Expo which runs from February 15th – March 2nd
You can check out our booth and play a web demo there along with many other indie games in a virtual game expo.
In other game news we've implemented all the suggestions and feedback from the steam community and other forums including auto-run and multiplayer exploits.
Please keep sending us your thoughts about the game so we can keep polishing it for release!
Since it's release last April, the game has seen many improvements and additions: new mini-games, graphics, skills, lore, and, of course, characters to date♥~ bringing the total number of hand-written dateable characters to 12! But like the bakeries of old, why not throw in just one more and make it a baker's dozen?
Development has begun on Sylvie, the Painter. You can expect to find her painting something from nature once per season, culminating in a fifth & final date before you finally return home.
This will likely be For One Year's last big update for a while. Bug fixes and other tweaks are always on the table, but work has ALSO begun on Hushberry Games' next major game. It's still in the very early exploration stage, so not much can be said about it yet. Pixel graphics, a CRT filter, and Intiface Central integration are almost certain. Current explorations include a modern-day setting, and more arcade-y mini-games, but even saying that much is probably saying too much - a complete 180 is still very possible!
First of all, a huge shout out to Two and A Half Studios for hosting the festival again this year in a commendable effort to give spotlight to games that shine in the art of storytelling. It is so wonderful of them to feature games that are upcoming as well as games that are already released.
Having Boba Monsters included in this year's selection is an honor, and we are endlessly grateful to have the opportunity to reach a wider audience.
✨Updates✨
Many of you have been following Boba Monsters since we announced it last summer. We are happy to report that we have been making major progress on the game, including near-complete designs and programming for the boba crafting. This has gone very smoothly, which is incredible news considering these developments are very new territory for our team of two.