- Demo is closed - 28 February 2026
The latest demo version has been hidden.
- Version 0.8 - 7 November 2025
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 pla…
- Version 0.7.3 - 2 May 2025
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, characters deal increased damage, but consume charge time. Normal melee attack now deals damage and knocks back only one enemy. Side melee attack now deals damage and knocks back multiple enemies with some delay. There is now only one type of trigger for a charged attack executed by any character. The charged attack is triggered immediately after the charge bar is filled. Explosions shake the camera slightly for a better sense of impact. Additional visual effects for some creatures. Dynamic tooltips have been removed, instead a panel with actions is shown at the bottom (not finished).
- Version 0.7 - 28 March 2025
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 two characters, and focus on a single path. I decided to go with the combat. ːfire_warningː The following systems have been cut: ːfire_warningː - Inventory - Grenades - Guns - Psi-abilities - Windows Wheel - Shops - Manual saving - Mini-games - Puzzle elements - Globe as a world map - Camera zoom control - Spray ːshieldyourassː Instead, something new appeared: ːshieldyourassː 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) D…
- Version 0.6 - 13 January 2025
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 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 fro…
- Version 0.5 - 11 August 2024
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 main story has been added You can select it in the main hub. You can simply start a new game, skip the intro cutscenes, and select "Hub" in the pause menu. ːshieldyourassː Shield now has the ability to do rocket boost up or sideways. ːgreen_tileː Reworked tile system There used to be two variations of tile sizes, this made it very difficult for other systems to work, so the decision was made to bring everything down to one size. ːfbmiteː New enemies: an explosive RC-car and a taser-ball. ːR96_danceː Animated emotes / taunts for characters, activated via the command wheel. More animations will be added in the futu…
- Version 0.4 - 28 January 2024
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 mechanics more harmoniously. It became more interesting to play. ːswordsː A flexible arena architecture has been developed, with data storage and the use of external systems. ːshieldyourassː Energy shield attack mechanics. Allows you to push/deflect/neutralize threats, as well as other uses. ːfbmiteː New enemies. ːid_teslaː A bunch of new interactive items. Small features: ːGrenade_GGCː Improved grenade mechanics. Added UI for grenades. ːsteamthisː Coyote time. I don’t know why I didn’t do this earlier. ːLocked_ACSː Mechanics of sealed containers. To open them you need to find a tool, or you can try to find another way.…
- Version 0.3 - 13 November 2023
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 the end of the boss fight. Added the first version of the hub and world map (WIP). Small features: A fragment of the first level has been reworked to teach the player the mechanics of throwing. Damage absorption animation for energy shield. Slowly gaining bonus to speed if the character runs for a long time. Fixes: Fixed many bugs with service loading, incorrect behavior and visual glitches.
- Version 0.2 - 10 October 2023
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 features: Adaptive cursor (changes the cursor image depending on the context). Command wheel (there is a basis, but not much use so far). New options in the settings. Fixes: Minor improvements to AI movement. Added missing characters to the game font. Added a mini version of the character panel, when minimizing the main one, that displays health and energy. Fixed a bug where high velocity projectiles could pass through a shield, causing damage to a character. Fixed a couple visual glitches that were visible when moving the camera. Added descriptions for items in the replicator. In a future update we plan to intro…
- Demo release - 10 September 2023
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