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To celebrate the end of next fest, we will be holding yet another development live stream here on Steam.
Today we're not going to let ourselves get distracted by bugfixing and actually get to work on creating stunning shaders for our subway!
So join us to take a look at what is possible with the power of Godot and Open Source. Make sure to also ask any questions you may have in the live chat. If I'm not too distracted by, I may even get to answering them.
But don't stress yourself too much: You will still be able to play our demo after this next fest and there will very likely even more development insights before our release.
Do you want to see the magic sauce that is making this game feel so alive? Well today you can join us while we create some awesome shaders so our subway train-car trough time can spring to life!
We will be showing you how to do shaders and texture baking in blender, but we will also show you the dark magic that is shaders in Godot. prepare for minds to be blown and trains to be dipped into a river of time.
Join our discord if you want to test the demo live and have the develpers participate in you finding your next favorite game.
Thanks to Zharwyn for playing our game and letting us live-react to the gameplay!
Come join us to celebrate our demo being part of Steam Next Fest. We will livestream to show you how we make our game.
On Monday, we will wrap up work finishing the wagon of our subway trough time and also animating this. Maybe we will also come to some VFX, who knows.
If you'd like to participate in a live playtest with the developer and our stream, you can also join our discord.
Let's hope you will find your next favorite game!
Hey dear community, Steam next fest is right around the corner and *cough* I am very excited to *wheeeze* ... oh no, is it the season again? And right before the steam fest. So make yourself a nice warm cup of tea, get a blanket and while I have thoroughly checked to make sure my demo won't give you the flu, It may still give you some bugs that I would have loved to resolve. But that almost makes me a big AAA developer, right? Enough of the fluff, here is what you can expect: [olist]
We are local heroes Local Heroes! Powered by Saxony Trade & Invest Corp. and thanks to Games & XR Middle-Germany we will be exhibitin on Spielraum Messe in Dresden. We wouldn't explicitly invite native english speakers to this event, as you will likely encounter a lot of language barriers. But steam won't let you make a german-only blogpost. If you still want to come, feel free to hang out with us, test the game and chat.
Last Spring, I was very excited as I finally got my SteamDeck in the mail. The big day came aaaand ... my Laptop died.
This is how the Steam Deck unironically became my main mobile workstation for about a year, and while I admittedly would not go back to it, it was a lot more usable than you might suspect.
This is why i am also proud to announce: My Game will have FULL Steam Deck Support.
As of now, without much optimization, the game is already running well above the 40FPS target for running games smoothly at the lower display refresh rate and I am pretty sure I will be able to hit the 60FPS mark, hopefully even without any 3D render scaling. But as this is a cozy walking sim, you will likely not notice small stutters anyway.
The game furthermore has full controller support and plays a lot better on the Steam Deck, as especially the touch screen will get a lot of utilization.
Font rendering is being considered, as my game has a lot of text and I put a lot of emphasis on accessibility. This is an area that right now needs more development.
I will also look into using the joypads and the accelerator for input, but do not want to promise anything right now.
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