🎵 In the year 2525 ... if man is still alive ... 🎵
Well I feel barely alive in the year 2025 ... mostly due to having come down with the lurgy ... or the space lizards frying my brain with their invisible doom ray - sometimes it's hard to tell the difference. Fun Fact: I met the guy who did the intro to that song and my dad jammed with him a few times.
Work to complete Monsters Loot Swag continues in earnest. With all of the cosplaying catgirl characters that the player can unlock and control now compelte, it all comes down to designing the final level and final level boss.
For the last map I've gone for a HR Giger / Z Beskinski surealist horror aesthetic. This has required me to make a lot of custom textures, which have been taking up the greatest part of this, the first month of the year. After a while I found my eyes going funny looking at all this stuff.
![]() |
The Final Countdown With The Final Level |
All the rank and file enemies for the final level were designed some time ago, and naturally there will be tentacles, for, as we all know, tentacles are the natural predator of overly excitable catgirls. Once the final level is complete I need to make the level boss and then just a bit more 2D artwork for the randomized "souvenir" system which is already in place and comes with three whole Steam Achievements.
After that I think I'll do a little rebranding of the Steam capsules with some new artwork.
And then it's shipping, come hell or high water.
Early Access has been somewhat disappointing without a single useful crash report in the forums, but alas I expect this is just the price of being a brokeass non-name indie dev in a literally sea of brokeass no-name indie devs. The most useful thing was when the engine got updated to give me feedback on misnamed script errors, something the script IDE alas doesn't. This helped me fix a fair few wrongly named or non-established local variables, the sort of thing that could and probably did cause crashes.
I still have all my Steam Visibility Rounds available for full release, so we will see if that helps boost eyes on at final release time. I remember it working quite well for Airship Dragoon but that was 10 years ago with considerably less released products jostling for attention. Anyhow, we won't know until we launch.
So next game ... how to get eyes on game at release? Early Access gets drowned out so I'm thinking maybe an open beta? Just let folks actually have a play around with a basic but working build and see if they fancy wishlisting it? Well it's a thought, and I don't have any others that cost zero dollars, so we'll probably go down that route.
January is over already, that's like 8 percent of the year gone, which is about as horrifying as it already being Space Year 2025.
Anyhow, back to going googly eyed with Gigeresque texturing ... 🥴