Demo is closed
The latest demo version has been hidden.
The latest demo version has been hidden.

The latest demo version has been hidden.
The latest demo version has been hidden.

Initially, it was assumed that the presence of two interdependent characters would require a multiplayer mode. However, this was postponed because a minimal game AI was created that could analyze the situation around it and perform certain offensive or defensive actions. The deci
Initially, it was assumed that the presence of two interdependent characters would require a multiplayer mode. However, this was postponed because a minimal game AI was created that could analyze the situation around it and perform certain offensive or defensive actions.
The decision to start developing multiplayer came at a time when systems that were not essential to the game cycle began to be cut from the project without compromise. This made further work much easier, but there were still many scripts and code that needed to be translated or rewritten to work correctly in multiplayer.
There is still more to fix and improve. Everything works well on the host, but clients have input delays directly dependent on their ping, and there may be audio-visual bugs related to the sequence of the multiplayer solution used. There is no server browsing or connection via Steam yet. In order to play with a friend, you will have to create a virtual private network via Radmin, Hamachi, or another similar program.
In addition to multiplayer and cutting out even more unnecessary mechanics and systems, many scenes have been reworked, including locations. I've already forgotten the entire list of changes, and I'm too lazy to review all 300+ commits to remember.
There are many more units, bosses, and decor elements from next missions that are not included in the demo version. However, there will be no spoilers here. Now I want to devote more time to creating more levels and content, carefully sorting through ideas for new mechanics so that I don't waste days and months on something that won't fit into the overall gameplay and will end up in the trash bin.



A small list of additions that I am posting now before trying to add something complex and that will presumably take a long time. Fixed the drawing order of the laser-spinner. Both characters can charge each other. Visual indicator that a character is charged. While charged, char
A small list of additions that I am posting now before trying to add something complex and that will presumably take a long time.

ːesc_warningː This is an experimental build! ːesc_warningː The game has been rebuilt, with many things removed or redone. The goal was to get rid of most of the garbage mechanics that took too much effort to support. It was also necessary to highlight the interaction between the
The game has been rebuilt, with many things removed or redone.
The goal was to get rid of most of the garbage mechanics that took too much effort to support. It was also necessary to highlight the interaction between the two characters, and focus on a single path. I decided to go with the combat.
- Inventory
- Grenades
- Guns
- Psi-abilities
- Windows Wheel
- Shops
- Manual saving
- Mini-games
- Puzzle elements
- Globe as a world map
- Camera zoom control
- Spray
1) Both characters are now capable of melee combat.

2) Each character now has one special ability. Estli still has the shield. A jetpack has been added for Dem, which allows him to hover in the air and deal with a bunch of low enemies.

3) Dem now has a chargeable melee attack that he can use to activate certain triggers, or charge Estli's shield to fire a powerful projectile.

4) Rocket boost up now works like a double jump, but moves strictly vertically.

5) Characters talk in some places while progressing through levels.
6) Since the items were cut along with the inventory, healing now requires interaction with a second character. The collected nanites are used to restore health.

7) The game does not end when one character dies, only when both characters run out of health. The second character can revive a wounded partner.

Of course, locations have also been redone to reflect the new mechanics.
While completing both missions used to take about 1-2 hours, now they are completed in 20-30 minutes. This is a great indicator, because before a lot of time was spent on inventory management, solving stupid puzzles, going through mazes and mini-games. These things started to annoy me at a particular point.
Would like to hear the opinion about the new version from those who played the previous builds.
That's all for now. ːskhandː

Gamepads ːgamepadː Oh, that was quite an adventure to a certain damned place. It was necessary to change not only the controls, interface and tutorials, but also the built-in systems of the engine itself. But it works well. I tested two different gamepads - DualShock 4 and Xbox W

Oh, that was quite an adventure to a certain damned place. It was necessary to change not only the controls, interface and tutorials, but also the built-in systems of the engine itself.
But it works well. I tested two different gamepads - DualShock 4 and Xbox Wireless Controller. Since they have different sets of buttons and signs, I had to draw several variations of the same tutorials.

I had to specifically rework the interface navigation system, as well as think about how best to perform certain actions in the game on the gamepad, and what button combinations to use. Spoiler: in the end, I still didn't have enough buttons.
https://steamcommunity.com/sharedfiles/filedetails/?id=3406409343
There were some non-trivial problems that may have been somehow related to the build quality of specific instances, but I had to make a special component when listening to input from the gamepad, which would prevent the problem of the stick bouncing, due to which the character turned around at the end of the movement. I think this gif will explain it better:

(Image source: Joost's Dev Blog)
And no, despite what the gif says, depending on the build, this "bounce" can take more than one frame. But that's not the point.
Absolutely everything that could be done with the keyboard and mouse can now be done with the gamepad:

These tips are dynamic, they change depending on the state of the character and focused windows, because there is no point in showing tips for actions that cannot be performed at a certain moment. For convenience, some sets of tips are combined into categories using a certain color.
If these tips annoy you, you can turn them off in the game settings.

I've wanted to do this for a long time. I did it. Now I want to remake it.

Basically added two new guns: Energy Rifle and Flamethrower.
Hidden on levels, limited ammo, deal decent damage. Considering that there is no elemental damage in the game yet, there is no particular need to play with these guns, but a nice bonus.

I have some unfulfilled ideas for this new shield ability. At the moment, it allows you to explicitly set a firing point for a partner, and projectiles passing through the shield are amplified, spending additional energy, but dealing more damage.
These were all the major features.
There are a bunch of minor fixes and additions, such as new destructible objects, effects, animations, but I don't see the point in describing all of this here in such detail.
A third mission is being made behind the scenes, but it will not be included in the demo version.
Happy Christmas and New Year holidays!ːsc_candyː ːsc_sockː ːnymistletoeː
Oops, I'm probably two weeks late. And I haven't done anything on this topic, although I've been thinking about creating seasonal events within the game for a long time. Eh... Maybe next time.

I don’t even know how to properly describe what has been done over the past 7 months. Between previous updates, there were usually 10-20 tasks completed. This time, there were about 90 completed. Let's start with the most important things: ːexpeditionː The second mission of the m
I don’t even know how to properly describe what has been done over the past 7 months.
Between previous updates, there were usually 10-20 tasks completed. This time, there were about 90 completed.
I may have forgotten about some other minor improvements that were often made in parallel to the tasks described.
Overall, what was added was done to make the gameplay more enjoyable and fun, and to make some hidden mechanics more obvious and understandable.
It's hard to say. I'm still pondering whether or not it would make sense to put the project into early access when the next couple of new missions are ready.
A full game would require a complete campaign with a set of levels, but that's not all I wanted to do. The game's design docs featured secondary characters that intersect during the main missions and have their own hubs and goals in this world. Moreover, the game already has assets for other biomes and some locations, but they are not used because they are not tied to the plot or gameplay in any way.
While I didn't intend this game to be a sandbox builder, I do want to add a level editor and Steam Workshop support. There is no more pleasant thing for a craftsman than to look at what other people create with his tools.
To be honest, it was planned for this summer.))0)
And I could have made a dozen samey levels with no cutscenes and no new mechanics to meet that deadline. But would you play another rock field simulator? I don't think so.
I would even say that it will take another couple of years at best, considering the pace at which a person who has set himself a dozen roles can physically work. It would have been many times easier to just try on a clown suit instead, and get over it if I wasn't stubborn as a sheep.
Maybe.
I mentioned in the last post that I was thinking about making a couple of these on the topic of generalized problem solving. In particular, I wanted to cover the topic of control of the game world, talk about the set of tools that were made for this project, and also tell a bunch of life hacks from not very good design decisions of the engine itself, on which the game was made, but decided not to rush with this.
My opinion about what and how I use it in my work often changes. Accordingly, it is better to write a blog about the solutions when the design has been reliably verified by time of use, or when there is simply no better alternative.
Some things are being replaced, the rest are accumulating, someday I'll have to make time and tell you about them.

Well, another year has come. ːnymistletoeːːsc_sockːːsc_candyː Meanwhile, I'm still working on the game. As usual, I'll start with the list of changes: Big features: ːexpeditionː The first level has been completely redesigned. Reduced in size, and shows the development of mechanic
Well, another year has come. ːnymistletoeːːsc_sockːːsc_candyː
Meanwhile, I'm still working on the game. As usual, I'll start with the list of changes:
ːscreepsː The second mission is still not finished, and therefore in the current version of the game there is no way to get to it through the world map. The demo version of the game is planned to be updated until the second mission is ready.
ːMessageMitː By the way, our own framework is slowly beginning to form around all the implemented systems and mechanics. Maybe someday I will talk about some implementations in separate blogs.





For this update, most of my time was spent improving and fixing things, some of which I was informed of via feedback. Here are the most noticeable changes: Big features: New behavior for characters (shooting, using first aid kits, cutting tall grass, etc.). Additional cutscene at
For this update, most of my time was spent improving and fixing things, some of which I was informed of via feedback. Here are the most noticeable changes:
Big features:
Small features:
Fixes:




It's been a month since the release of the first demo. During this time I've been actively fixing and reworking some systems. The full list of changes will be below. Big features: Updated shooting mechanics for Dem. Second cutscene and boss arena. Added grenade mechanics. Small f
It's been a month since the release of the first demo. During this time I've been actively fixing and reworking some systems. The full list of changes will be below.
Big features:
Small features:
Fixes:
In a future update we plan to introduce a global map and hub, which will solve the problem of loading outdated save files.
Before that, the first version of the game's trailer will likely be released, in order to be able to apply for the Steam Next Fest event.
In the meantime, you can try playing the new version, and write your feedback somewhere. ːsummerparrot2023ː





Hey hey hey! Finally, after a long time, we were able to bring the project to an acceptable state so that we could release a demo version. The current version contains only one trial level, and not all of our developments are used in it. Since we did not find any relevant cases t
Hey hey hey! Finally, after a long time, we were able to bring the project to an acceptable state so that we could release a demo version.
The current version contains only one trial level, and not all of our developments are used in it. Since we did not find any relevant cases to demonstrate them, it was decided to leave them until the next updates.
For the past month, we've been struggling with writing our own navigation system for characters, and it still needs some work. In addition to improving existing systems, we will create the next levels, cut-scenes, and some tools for the editor that are not there, but which we think about all the time during development.
If you have already played the demo version, I invite you to the discord server for feedback:
https://discord.com/invite/57Y6wTgPrs
That's all for now. Stay tuned for more updates and news from us. ːsummercat2023ː







