Valkyrie Saga - Public Void - Bosco

Hi team!!

I'm still working hard on the game, and it's coming along nicely. I finished a big performance patch and wanted to update the demo for anyone who enjoys the game!!

There's also a lot of the other stuff I've been working on floating in the distance. Not much more to interact with, but it might be fun to look at and wonder. There's also a more finite ending, so you know the demo is basically done.

Please keep looking forward to the final release!!!!!

Miscrits: World of Creatures - Miscrits

Shack is now open in Mount Gemma! Capture Grimm Kiloray, Rocker Octavio and other special Halloween Miscrits. A special new boss is also waiting for you!

Find the list of all changes here.

Bulken - spa

Alpha 1.57

Starting areas on upper decks, as well as secret dungeons, are now procedurally generated featuring new (WIP) artwork.

  • These PCG spaces grow in size and challenge with the game progression.

  • Secret dungeons now have a "quick exit" ladder that brings the player back to the secret entrance ladder to prevent back tracking.

  • Entry areas now sometimes have enemies!

Updated info- (stand alone) and mainframe consoles so they dont act as "room" consoles (doesn't get blocked by enemies, doesn't go into alarm mode. doesn't show safe zone on radars etc.)

Added dynamic cables & belt straps to the pilot char that react to movement.

Fixed issue with items not being removed correctly from inventory when used for repairing.

Fixed broken tutorials and made lots of improvements.

Fixed issue with flashlights being enabled when toggling weapons in a safe/lit room.

Reduced dash cooldown from 5 to 4 seconds.

Tweaked story texts and fixed issues with mainframe sequence.

Mini-boss enemies cannot be pushed.

Goo now breaks when player is 7.5m away from its origin.

Fixed OOW issues when dashing around elevators.

Fixed inventory issue when dragging a loadout item onto another loadout item from inventory. It now

updates correctly.

Added option to cap FPS to 60.

Added WASD control option

  • In this mode the player navigates with (WASD) keys and can move in either of four directions while shooting, striking and reloading but at reduced movement speed.

  • Double tapping in a direction triggers (even side ways) dash in that world direction (not relative to the characters rotation).

  • There are now two sets of custom inputs for Classic and WADS separately and they can be modified and reset independently.

  • Note that for now, on exit, the game only saves the custom inputs that are in use.

Update to Classic control mode

  • Removed the dash specific input keys.

  • Dashing has now been moved to movement keys: pressing "move up" or "move down" once (while not shooting) dashes forward or back relative to the char as before.

  • Holding down "move up" or "move down" while shooting moves the char slowly forward or backwards (relative to the characters rotation).

  • Double tapping "move up/down" while shooting dashes forward or backwards.

林葬屋前传:冥声 - MYSTERY CROWN

Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.

Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.

To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.

This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.

The same logic applies to quality and gameplay. Coming from a background in traditional game development, I know that projects with budgets in the millions can’t be compared to those made on a shoestring. Even compared to traditional indie games—where a single developer might spend years crafting something exceptional—FMV games simply can’t take that path.

Honestly, I’m a bit lost myself. I’m not sure when we’ll have enough funding to create something truly high-quality. But then again, even if a horror FMV game were made with a million-yuan budget and achieved a certain standard, would it even break even? I really don’t know. For now, we’ll work with what we have. Whether our games are well-received or not, I’ll stick to my commitments and keep pushing to produce more content. Some may be rushed projects made just to get by, while others may be carefully crafted low-budget originals. We’ll take it one step at a time. Once again, thank you all for your long-standing understanding and support.

我和美女有个约会 - MYSTERY CROWN

Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.

Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.

To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.

This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.

The same logic applies to quality and gameplay. Coming from a background in traditional game development, I know that projects with budgets in the millions can’t be compared to those made on a shoestring. Even compared to traditional indie games—where a single developer might spend years crafting something exceptional—FMV games simply can’t take that path.

Honestly, I’m a bit lost myself. I’m not sure when we’ll have enough funding to create something truly high-quality. But then again, even if a horror FMV game were made with a million-yuan budget and achieved a certain standard, would it even break even? I really don’t know. For now, we’ll work with what we have. Whether our games are well-received or not, I’ll stick to my commitments and keep pushing to produce more content. Some may be rushed projects made just to get by, while others may be carefully crafted low-budget originals. We’ll take it one step at a time. Once again, thank you all for your long-standing understanding and support.

Back - MYSTERY CROWN

Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.

Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.

To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.

This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.

The same logic applies to quality and gameplay. Coming from a background in traditional game development, I know that projects with budgets in the millions can’t be compared to those made on a shoestring. Even compared to traditional indie games—where a single developer might spend years crafting something exceptional—FMV games simply can’t take that path.

Honestly, I’m a bit lost myself. I’m not sure when we’ll have enough funding to create something truly high-quality. But then again, even if a horror FMV game were made with a million-yuan budget and achieved a certain standard, would it even break even? I really don’t know. For now, we’ll work with what we have. Whether our games are well-received or not, I’ll stick to my commitments and keep pushing to produce more content. Some may be rushed projects made just to get by, while others may be carefully crafted low-budget originals. We’ll take it one step at a time. Once again, thank you all for your long-standing understanding and support.

Back2:Fade - MYSTERY CROWN

Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.

Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.

To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.

This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.

The same logic applies to quality and gameplay. Coming from a background in traditional game development, I know that projects with budgets in the millions can’t be compared to those made on a shoestring. Even compared to traditional indie games—where a single developer might spend years crafting something exceptional—FMV games simply can’t take that path.

Honestly, I’m a bit lost myself. I’m not sure when we’ll have enough funding to create something truly high-quality. But then again, even if a horror FMV game were made with a million-yuan budget and achieved a certain standard, would it even break even? I really don’t know. For now, we’ll work with what we have. Whether our games are well-received or not, I’ll stick to my commitments and keep pushing to produce more content. Some may be rushed projects made just to get by, while others may be carefully crafted low-budget originals. We’ll take it one step at a time. Once again, thank you all for your long-standing understanding and support.

背后3:阴戏 - MYSTERY CROWN

Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.

Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.

To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.

This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.

The same logic applies to quality and gameplay. Coming from a background in traditional game development, I know that projects with budgets in the millions can’t be compared to those made on a shoestring. Even compared to traditional indie games—where a single developer might spend years crafting something exceptional—FMV games simply can’t take that path.

Honestly, I’m a bit lost myself. I’m not sure when we’ll have enough funding to create something truly high-quality. But then again, even if a horror FMV game were made with a million-yuan budget and achieved a certain standard, would it even break even? I really don’t know. For now, we’ll work with what we have. Whether our games are well-received or not, I’ll stick to my commitments and keep pushing to produce more content. Some may be rushed projects made just to get by, while others may be carefully crafted low-budget originals. We’ll take it one step at a time. Once again, thank you all for your long-standing understanding and support.

我的妹妹未来 - MYSTERY CROWN

Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.

Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.

To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.

This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.

The same logic applies to quality and gameplay. Coming from a background in traditional game development, I know that projects with budgets in the millions can’t be compared to those made on a shoestring. Even compared to traditional indie games—where a single developer might spend years crafting something exceptional—FMV games simply can’t take that path.

Honestly, I’m a bit lost myself. I’m not sure when we’ll have enough funding to create something truly high-quality. But then again, even if a horror FMV game were made with a million-yuan budget and achieved a certain standard, would it even break even? I really don’t know. For now, we’ll work with what we have. Whether our games are well-received or not, I’ll stick to my commitments and keep pushing to produce more content. Some may be rushed projects made just to get by, while others may be carefully crafted low-budget originals. We’ll take it one step at a time. Once again, thank you all for your long-standing understanding and support.

欢迎来到林葬屋 - MYSTERY CROWN

Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.

Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.

To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.

This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.

The same logic applies to quality and gameplay. Coming from a background in traditional game development, I know that projects with budgets in the millions can’t be compared to those made on a shoestring. Even compared to traditional indie games—where a single developer might spend years crafting something exceptional—FMV games simply can’t take that path.

Honestly, I’m a bit lost myself. I’m not sure when we’ll have enough funding to create something truly high-quality. But then again, even if a horror FMV game were made with a million-yuan budget and achieved a certain standard, would it even break even? I really don’t know. For now, we’ll work with what we have. Whether our games are well-received or not, I’ll stick to my commitments and keep pushing to produce more content. Some may be rushed projects made just to get by, while others may be carefully crafted low-budget originals. We’ll take it one step at a time. Once again, thank you all for your long-standing understanding and support.

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