Hello, dear backers.

Hepari here. I hope you are somehow holding up despite the heat of the high summer.

Today I bring you another important news.




State of the Development (Main Project)

I wanted to post an update at the start of the last month, with a decent gameplay footage. But the progress seemed insufficient for display, with the various visual elements still in need for adjustment.

And as we discussed the state of the project, I learned that the programmer was feeling overwhelmed by the current development schedule, despite the huge relief that the big direction change has brought to the project. He hadn't mentioned it to me because he thought he could fight through it, but his exhaustion was starting to show.

Instead of pressuring the programmer further into picking up the pace, I had to propose a paradigm change that seemed the most reasonable.



Spinoff and Why

I basically suggested that we put the main project on hold for a while and start working on a smaller side project that we could probably finish in a few months.

We already have a lot of great visual assets. These include NPC bust images, pixel art characters, monsters, and big boss enemies, among other things. So, we've decided to make a smaller roguelite/survivorlike that focuses on a small gameplay loop and makes good use of all these assets.

I think this is not only a better bet, but also something I should have thought about doing a long time ago.

Many parts of the spinoff will be used in the main game, like the dialogue system, items, sound system, loot system, etc., so the progress we make on the spinoff will directly help the main game, just like the money we make from it will.

In short, what we're making is a small part of the main game that can be finished quickly and sold for a low price. Then, we'll use the money to pay for the main project's development, while the popularity of the spinoff game brings in new fans who are more likely to buy Princess Blitz when it comes out.

I'll make sure to open Steam pages for both titles so that anyone who is interested in the spinoff title will also look into the main game. We should make the best out of this unorthodox approach.




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UI work, with the title blurred out.


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Posted by Lanze Games
Aug 1, 2023
external_link.png?ixlib=rb-2.1.0&auto=compress%2Cformat&s=0dbb0fba6f5e61b28db5e9fcb3e84068View on Kickstarter
backer3x.png?ixlib=rb-2.1.0&auto=compress%2Cformat&s=a70bbfdaea0baaddb59a9d1ee38c3d36For backers only

Hello, dear backers.

Hepari here. I hope you are somehow holding up despite the heat of the high summer.

Today I bring you another important news.



State of the Development (Main Project)

I wanted to post an update at the start of the last month, with a decent gameplay footage. But the progress seemed insufficient for display, with the various visual elements still in need for adjustment.

And as we discussed the state of the project, I learned that the programmer was feeling overwhelmed by the current development schedule, despite the huge relief that the big direction change has brought to the project. He hadn't mentioned it to me because he thought he could fight through it, but his exhaustion was starting to show.

Instead of pressuring the programmer further into picking up the pace, I had to propose a paradigm change that seemed the most reasonable.



Spinoff and Why

I basically suggested that we put the main project on hold for a while and start working on a smaller side project that we could probably finish in a few months.

We already have a lot of great visual assets. These include NPC bust images, pixel art characters, monsters, and big boss enemies, among other things. So, we've decided to make a smaller roguelite/survivorlike that focuses on a small gameplay loop and makes good use of all these assets.

I think this is not only a better bet, but also something I should have thought about doing a long time ago.

Many parts of the spinoff will be used in the main game, like the dialogue system, items, sound system, loot system, etc., so the progress we make on the spinoff will directly help the main game, just like the money we make from it will.

In short, what we're making is a small part of the main game that can be finished quickly and sold for a low price. Then, we'll use the money to pay for the main project's development, while the popularity of the spinoff game brings in new fans who are more likely to buy Princess Blitz when it comes out.

I'll make sure to open Steam pages for both titles so that anyone who is interested in the spinoff title will also look into the main game. We should make the best out of this unorthodox approach.



03c3caafb317fe6671a8295eeef5a629_original.png?ixlib=rb-4.0.2&w=700&fit=max&v=1690915177&gif-q=50&lossless=true&s=75094f4f5c4b908b064e82750d28e333UI work, with the title blurred out.


Backer Benefits

And, of course, every backer will get a free copy of this spinoff title.

We also plan to bring this game to other platforms, but that will depend on how it goes. If that happens, I want you to be able to play this game on any platform you want, if that's technically possible. (For the time being, you don't need to send us any messages about platforms.)



What Kinda Game Is It Gonna Be?

The genre is what you would describe as a survivor-like (like Vampire Survivors), but of course, with its own innovative twists to the main gameplay. It's how we will have an edge against other titles in the market.

In any case, I'm not trying to brainlessly replicate others' success. I'm not even trying to make this spinoff fit into the frame of the 'survivor-likes', but to make a game that is fun to play.



This game will feature:


  • Multiple starting classes / characters
  • 3D camera + pixel art assets
  • short sessions (20 min? 30 min?)
  • A more active, and actually challenging gameplay
  • Dozens of different enemy types, multiple big boss fights
  • A huge variety of passive and active items that are dropped randomly
  • ??? An innovative core gameplay concept (to remain a secret for now)
  • An actual story with many dialogues, accompanied by enjoyable art assets, a start and an ending.
  • 3~4 stages to play and unlock, with each stage more difficult than the previous one.



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what these cards might be for...?



Story

As a spinoff, the events of this game are set right in the middle of the main game's story.

It's about how the people of Owlnest (the main game's hub area) a cursed and fall into an endless sleep, and you (Kuruna) have to go into their dreams and fight off hordes of monsters to find them and wake them up.

This spinoff will be a natural way to meet all the main characters of the project, both for you and for people who haven't seen the main game yet. There will be enough cutscenes and conversations with NPCs, too - which aren't something people expect to see in a survivorlike game which is usually devoid of a narrative.




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screenplay for cutscenes


Progress of the Development

We have started this spinoff just 3 weeks ago, but have already made a decent amount of progress despite writing everything from scratch (to keep the code tidy). The programmer also seems happier working on a new, small project with a lot of pressure off his back.





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We have implemented the fundamental stuff and the main gameplay UI. You can already control the player, run around and fight the enemies that come at you in waves and hordes.

Right now, there are still placeholders (such as attack vfx) and only a few enemy types in the game, so I will get back with more interesting screenshots or footages soon.

And of course, we will share a playable build with you as soon as it's ready, to get enough feedback before launch and fix what can be fixed.



Closing Words

I fully expect to get a lot of flak for this decision, but please understand that I'm really just doing my best.

You are probably sick of these updates. You don't want empty words, but some actual results. That's exactly what I want, too.

I want nothing less than bringing this project to a nice closure so I can move on to the next phase of my career, and I'm genuinely certain that this detour is actually the shortest and smoothest road to our destination. The progress we've achieved in just a few weeks should be an early indication for that.

Thank you for reading, and see you in the next update.

- Hepari






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