- Gamescom 2022 - we are here! - 24 August 2022
We are so happy to be taking part in Gamescom 2022 (24-28 Aug). If you happen to be there too, please come and say hi ✋ to us, we will be very happy to meet you in person. We are in IAHol area!!! Greetings, Artur
- Jupiter Moons: Mecha at Save&Sound fesival! - 2 July 2022
Hi Pilots, We will be taking part in Save&Sound festival! I will be live streaming so there is a chance to talk / ask question. Edit: I just got from holiday and unfortunately I got COVID. Head pain & fever are too much to do any kind of streaming. I'm sorry that I had to cancel the stream. Artur
- Development diary - 5 months of no devlog - shame on me! - 25 April 2022
Good day everyone, First of all, I would like to apologize to every one of you who expected me to be sending my devlog more regularly, shame on me as I realized it has been nearly half a year since my last Dev Diary. These past 5 months have been a mixture of some time off, due to Xmas and Easter, and focusing on implementing new ideas to the Prologue that I really would like to release ASAP. So what have I been doing except for resting, you may ask??? New resources Game will have three main resources you can get after the battle, but they will be exclusive and you will have to think carefully which ones are most important to your current situation. You will be able to get: spare parts, credits, and experience points. Spare parts are used to change mech loadout and repair body parts. Credits will allow you to purchase items from orbital trade platforms. Experience Points will contribute…
- Development diary - New small spider mechs! - 2 December 2021
Good day everyone, Another 2 months have passed, so time to tell you what was going on in October and November. I have to admit that those 2 months have been very busy, but also very different from each other. Bug family I will start with my latest updates to the game as they are fresh, and I wanted to share with you the effects. Currently, I am working on new mechs that will not only visually differ from each other, but will also have unique attributes. Here is a “Bug Family”: If you look closely, you will notice that their names suggest what their role is. Assault Bug - this mech’s special feature is increasing the attack's power. What it means is that he will spend 1-2 turns to increase its attack power so that when it finally attacks you, its laser will cause more damage than the initial value. Gamma Bug - Comes equipped with Gamma Laser, which will heat up your Mech. Support Bug -…
- Development diary - Tooltips and new tactic cards. - 28 September 2021
Hello, my dearest followers, It's about time to share the latest news about August/September’s work, events, and everything else that has happened to JMM. In the coming weeks, I will release two demo updates. The first one will focus mostly on the quality of life changes like additional tooltips, text updates, and some bug fixes. A second larger update will introduce new mechanics and more varied enemies. When the second demo update is out, we will start preparing for beta release for free Prologue, you should expect closed beta signups for prologue around November. Details of the changes. New and improved tooltips Cards - explanation of keywords and mechanics, Statuses - explanation of statuses that affects player and enemies, Intentions - you will get a full breakdown of enemies' actions, including the body part from which enemy action is coming from. Body parts stats - full details s…
- See you at Gamescom/Indie Arena Booth! - 24 August 2021
Hello folks, This year's August is full of great opportunities for Indiedevs like me. Tiny Teams has been so great! My game Jupiter Moons: Mecha got the highest number of wishlists in its history (increase during a week by 2,713). Thank you, everyone, that is a huge motivation for me, I really appreciate every single wishlist! ⏬Speaking of wishlist go checkout & add to wishlist game from our indie friends🤝⏬ https://store.steampowered.com/app/1296610 Gamescom & IGN Next on the list is Gamescom/Indie Arena Booth (25-29th August) that Jupiter Moons: Mecha is taking part in. IMPORTANT!!! My game will be featured in Awesome Indies on Thursday, August 26th at 12:27 pm PT (21:27 pm CEST). During Gamescom, there will be a new trailer revealed featuring a new quadruped/ spider mech family and refreshed skins for old mechs models! A little foretaste just for You, hush hush… Indie cup Furthermore…
- Development diary #12 & Tiny teams! - 6 August 2021
Hello everyone again, I have not realized that it has been 2 months since my last devlog, my deepest apologies! I'll try not to let it happen again, I promise! So let me show you what I have been working on during this time and what is going to happen in August: Mech selection screen - this new feature will allow the player to see a preview of his/her mech as a wireframe. The base of the mech is “a frame”, and afterward there will be a selection of armaments to choose from. Take a look at the gif below, I am still improving some details, but more or less that will look like this. DreamHack Beyond took place from Jul 24th to Jul 31st of 2021 and “Jupiter Moons: Mecha” took part in it. This festival was pretty successful in terms of collecting new wishlists on Steam, as they increased by 1,300! In this place I would like to thank all of you who wishlisted my game during this event and not…
- Demo patch: 0.1.1.20210628 - 28 June 2021
Date: 2021-06-28 Jupiter Moons: Mecha Prologue - Demo Version: 0.1.1.20210628 Bug - Minor UI changes & improvements - Linux shader problem on integrated card graphics
- Demo patch: 0.1.1.20210623 - 23 June 2021
Date: 2021-06-23 Jupiter Moons: Mecha Prologue - Demo Version: 0.1.1.20210623 Development GJM-325 Localization - Added Steam integration, language selection based on steam client settings - New build pipeline, to allow demo builds with / without steam integration Bug GJM-349 cardSoundController is sometimes null
- Demo patch: 0.1.1.20210615 - 15 June 2021
Date: 2021-06-15 Jupiter Moons: Mecha Prologue - Demo Version: 0.1.1.20210615 Development GJM-325 Localization - Feedback from discord to Spanish & Portuguese - Brazil - Fixes for Japanese localization
- Localization update - 11 June 2021
Date: 2021-06-11 Jupiter Moons: Mecha Prologue - Demo Version: 0.1.1.20210611 Bug GJM-332 Cards in list where not removed GJM-330 In rare cases dynamic language reloading is failing GJM-326 Grid snapping Development GJM-325 Localization implemented GJM-333 Smaller font sizes for JP GJM-331 Portuguese - Brazil improvements by ! HT Pereira !
- Development diary #11 - 7 June 2021
Update from Developer - June During the last month, we worked very hard to add localization support to the game. You will be able to judge our results in a few days when we release a Demo update that will feature localization to 9 languages: French German Spanish - Spain Japanese Korean Polish Russian Simplified Chinese Portuguese - Brazil In the meantime, there happened 2 quite important things relating to our project: “Jupiter Moons: Mecha” has been featured in Kotaku article https://kotaku.com/if-you-want-indie-gaming-news-you-just-have-to-ask-1847004718 We took part in Indie Expo 2021 - https://store.steampowered.com/sale/indieliveexpo2021 Last but not least, we also continued working on the campaign map, here is how it looks at the moment: If you find any mistakes or better expressions to use in our localizations, you are very welcome to share them with us, so that the game meets y…
- Development diary #10 - 7 May 2021
News from Developer - May It has been another 3 weeks spent on game development, time goes really fast, I have to admit… We are in the middle of designing campaign maps for Prologue. For the prologue, there will not be any procedural generation for campaign maps, just two fixed maps but with random encounters. Prologue will feature two mini-adventures: Tutorial - introduction to game mechanics. Story prologue - how nano corruption started. (pssst. I won’t spoil more of the story...) Work in progress screenshots for the campaign map: Creating assets is very time-consuming and this process sometimes gets monotonous, so what a nice variety to the everyday work was a video of Splattercat playing Jupiter Moons: Mecha! I have to say that I got very excited as I am his follower and I really like what he does on his channel. https://www.youtube.com/watch?v=jep2J6-f0NQ Please remember to wishlis…
- Development diary #9 - 14 April 2021
This time the dev diary is later than usual. Unfortunately, not much progress has been made with the game in March. We mostly worked on the graphic side of things. I hope next I will be able to show more new features we are working on, like the campaign map. Let me introduce you to the new Mech line: Gendai Spec. Those are Mech that specializes in surprise attacks, covered operations, and stealth. They are equipped with melee weapons but one of Gendai's frames supports sniper rifles. We have discord, join us for some exclusive development news! Wishlist full game! https://store.steampowered.com/app/1288540/Jupiter_Moons_Mecha The first one is “Shadow”, and his cloak animation. Blade master. Mech frame equipped with an energy blade. Death Archangel. Mech frame with wings for a glider surprise attack and energy whip. Eagle Eye. Support Mech frame that stays hidden until the target is enga…
- Development diary #8 - 4 March 2021
Jupiter Moons: Mecha - Prologue - March Developer Update Hello future pilots, It’s been an incredibly exciting 2 months for Jupiter Moons: Mecha. As many of you know, we featured as part of the Steam Festival back at the beginning of February, which offered players the first public opportunity to buckle into the mech action of Jupiter Moons: Mecha. This update will be sharing some of the key numbers from the demo, as well as introducing you to the first ‘group’ of mechs you’ll be fighting against, Taka Constructions. The Steam Festival was out of this world! Being part of the recent Steam Festival was no easy feat. I spent a lot of long days getting the demo ready for public use, and going into the festival, I was a little worried with the depth and gameplay it offered. So, it’s fair to say I was blown away by the incredibly positive response the demo received. On a feature basis, some…
- YOU ARE AWESOME! - 16 February 2021
Dear Steam Players, The February Festival has been an amazing experience for our upcoming project. ːsteamhappyː We have released demo of “Jupiter Moons: Mecha - Prologue” and we would like to say a BIG THANK YOU to all of you, who have downloaded and played it. Wishlist full game! https://store.steampowered.com/app/1288540/Jupiter_Moons_Mecha Here is what Steam statistics say: So now, being so motivated by you, we continue the hard work to release the full version of the Jupiter Moons: Mecha. Let’s keep our fingers crossed for success! Best regards, JM:M Team
- Jupiter Moons: Mecha - Prologue demo offers a shiny test of the next deck-builder hit - 8 February 2021
It's not always clear what will be a hit but sometimes, I honestly think it is and Jupiter Moons: Mecha has early signs of being something a little bit special. Read the full article here: https://www.gamingonlinux.com/2021/02/jupiter-moons-mecha-prologue-demo-offers-a-shiny-test-of-the-next-deck-builder-hit
- Developer Lifestream #2 - 28 January 2021
Join a lifestream play as a Mech pilot and freelancing bounty hunter. Chat with a developer, give your feedback, ask questions, and share suggestions!!! Let's meet on February 8th at 10 pm CET/1 pm PST!
- Developer Lifestream #1 - 28 January 2021
Join a lifestream play as a Mech pilot and freelancing bounty hunter. Chat with a developer, give your feedback, ask questions, and share suggestions!!! Let's meet on February 5th at 10 am CET!
- Development diary #7 - 15 January 2021
Jupiter Moons: Mecha Devblog January Let me start by saying Happy New Year! I hope you all had a wonderful holiday period and took some time to relax. While I did manage to squeeze in needed family time, I was also continuing with work on the Jupiter Moon: Mecha demo, which is nearly here (I know, I say that every month). Throughout December I focused a lot on the (boring) back-end of the game, which isn’t the most exciting but is extremely important. This mainly included finding and patching bugs that kept popping up with the addition of new content. On the ‘visual’ front, I managed to get some UI work done (the start screen (below) is now in the game), item tool-tips, a game over screen, and some design work on the nano corrupted arena’s you’ll be fighting in. Battles need a worthy arena A few months back I shared the random arena generator, which is working really well. However, as y…