STEAM PAGE IS UP
At long last, you can now wishlist The Remainer!!!!! I'm actually really happy, the game is looking more and more finished by the day, all the content I've implemented so far is in its final state, all thats left is to add a few more touches and soon you will all be able to see the horrors of the Oblation for yourselves!
https://store.steampowered.com/app/3910440/The_Remainer/?beta=0
I once heard that "when you're 90% done making your game, all that's left is the remaining 90%". Whoever said that is a fucking genius.
The game is progressing quite well, but after gathering feedback from playtesters and playing it myself, I've deemed that the game needs more tuning and content. I could simply release it as is and it would be "fine", but that's not what I'm after, and I don't want to release an unfinished product that is then made better with subsequent updates that should've been there from the start, I don't believe in that. So I have been working on adding even more content to the game, more rooms, more secrets, more mechanics, more complex ais for the beasts. It will push the release of the game by a bit, but it will be worth it in the end to deliver a product that I will be proud of; once I release a sector, I won't go back and add things to it, I don't want players to have to go back and replay something they've already gone through to experience the full game.
A new trailer should be coming out soon, just waiting on my goat Lori to answer with the finished music for it.
As for the game's release, right now I'm hopeful for a release in early to mid September, perhaps late August if I'm really locked in, but don't count on it too much.
Edit: Yea nah more like october, maybe even november, no idea lmao, but it will release in 2025
Finally got my new passport, just applied for steamworks although I applied for the tax thingy with the old passport so I just hope they don't verify that or else I'm gonna have to fill it out *again*.
I've had a few playtesters try the game out and while there were a few glitches and things to improve, the overall impressions were very positive. I believe that with some more time to polish it out, this game will finally be in a state worthy of being released in my eyes.
So I got my passport... AND THEY GOT MY BIRTH DATE WRONG!
Tweaking right now, I'm gonna have to wait another 5 weeks before being able to get a new one and that means an even bigger delay until the steam page is up and even more bureaucratic bullshit.
It's bleak, but on a brighter note, the game is advancing well and is looking more and more complete. Currently working on a system that I believe may come across as slightly atypical for horror games, a skill tree system. It wont be anything huge (although coding-wise it is), but it'll allow for some small bonuses that should make the experience feel more rewarding. It's a mechanic I was debating on adding or not but I believe it has its place considering the game's themes and mechanics.
When my girlfriend is back from her trip we'll record some of her voicelines and we'll work on the next trailer/teaser as well.
Close call, some of the game files were getting corrupted! As I'm typing this, I'm running the administrator command prompt to cleanup the corrupted files on my computer that I can only assume were causing the issue. I just moved all of the game files to my onedrive and had to fix several corrupted entities, I'm lucky it didn't break anything fundamental for the game's functioning.
Still waiting for my passport to setup my Steam page, should be here any day now. I've also just finished adding a new very fun behind the scenes mechanic to the game that should increase replayability dramatically. As well, I've been inspired by Nightreign to implement a new semi-secret mechanic to the game inspired by my favorite character in that game.
Currently waiting for my passport to get here so I can submit it to steamworks and get my steam page running. Progress on the game is going very well, I'm getting people to playtest the gameplay demo I made and am working on adding a bit more meat to the bone for certain areas or mechanics.
Unfortunately I've been taking a bit of a break, as in I am working much slower than I was for several reasons. First off, I want to avoid a burnout because I've been working on this game RELENTLESSLY for like 4 months straight every day for several hours a day. And secondly...
Elden Ring Nightreign came out and it's so good. I'm a huge souls fan (an inspiration very present in The Remainer) and I cleared every nightlord in 3 days, honestly part of me wishes it was a bit harder. It's such a good game, I've been carrying randoms through all the nightlords and it's so much fun, peak fromsoft, if this is what some people define as a "quick cashgrab" then they can have my fucking money.
Just finished more of the player management mechanics, possibly the last since I don't exactly want to make a medicine simulator.
Nerfed some of the enemies, but honestly gauging the balancing is pretty hard since I know the map layout and how these things work. But then again this sector is meant to be almost a tutorial section, so at this point I'm not 100% sure how hard I want it to be for now.
Getting the steam page up is proving to be an absolute nightmare as well, apparently the ONLY valid identification pieces I can give are either a driver's license (which I don't have), a passport (which I don't have) or a military id (which I obviously don't have.) So now I'm gonna have to try to get my passport asap, which honestly isn't that bad since I was already trying to get it, but still annoying. Worst case scenario the game will release on itch before Steam, but I doubt it considering that there's quite some work still left to do.
Currently working on some models. Fixed quite a few bugs and mechanics thanks to some playtesting done in and out of the art exposition this project was in. At first I was afraid this game might be too easy, but now I realize it's actually really fucking hard lmao.
I've made the map bigger, but I think it's worth it to add some more looping paths so it's easier to avoid the beasts, threading the line between a walking simulator, a hiding simulator and a straight up assault on the senses is pretty hard. Tryna think of more item ideas on the side as well and finalizing the player-management mechanics, as I don't want to add more of these later on for consistency's sake.