The Tale of a Newbie Programmer

Do you know Sora, our newest crew member? Please enjoy this self-introduction. We’re giving the floor to him now!

Hello! You may have not heard about me before, as I quietly slipped into the crew.

I come bearing the mame of my favorite character: Sora as my nickname. I discovered 100% Orange Juice through a friend back in 2016. If I had to quickly give an introduction: I live in France, am 24 years old at the time I’m writing this, and I love heavy metal music. Atreyu’s band is my personal favorite. \m/

My favorite hobbies are pretty much: gaming, creating things, drawing, and hugging my Sora & Suguri plushies.

I joined the Fruitbats on the 10th January 2020. It’s my first professional experience as a programmer, and I was super excited to get started. After setting up the project files and everything, I got assigned my very first task: making the master volume option, which needed both UI modification, and save file changes.

The game engine used, Luna3D, is made in a very specific way which does not use OOP everywhere – I just got out of intense C++ practice before getting hired, so seeing old methods of coding felt a bit threatening at first.

The fun part of working with a brand new environment was first getting my bearings, finding what does what, and putting those two together into a decent code. Thanks to the team, I asked whenever I needed help, and I had my answers quite fast. Something I wasn’t used to though, is that logic and drawing are both handled in two different places, which I was not doing before. That said, a lot of the basic concepts were completely unknown to me as I had no previous experience with them. 7 hours of work were needed before I managed to get a decent result that worked quite well. Later on, I kept on going with other voice options, as well as other tiny changes here and there.

The first big project I had to handle on my own was one of the new Playground mini-games: Poppo Shooting. It went through several prototypes, the one that comes to mind being stationary balloons, and a score based gameplay. It got changed later to moving balloons carrying rewards.

It was also the first time I had to tackle the wonderful network code, and managing the AI behavior. When starting the development, I was unsure of which direction I should go, there wasn’t (from my understanding back then) any hitbox functionality, which was crucial for a balloon & dart based game, which was the base idea. A quick search on google led me to an SDL example, which I could adapt to our code. And miracle of miracles, it worked. Besides that, some of you might remember that the CPU was really bad at this minigame. I came back to it weeks later (I think it was a few days before School Crashers event ended) and improved the AI by a lot, giving them priorities, a (way) better aim, and decision management.

Afterwards came some QoL features, such as saving the lobby name & password between game sessions, and changing those in the lobby directly if you were the host. The previous experience I gathered made that way easier for me to implement. It was the first time I had to bother Tony (Rive, our lead programmer) for some AoS2 code snippet, which I took about 30 minutes (and a lot of re-explanations) to understand. If you read that Tony, please forgive me!

The next “big” feature I made was the integration of the Rich Presence feature of Steam & Discord, as well as fixing steam invites so they would make you join your friend’s lobby directly. It took a lot of effort to debug, but in the end everything worked quite well. The funny part was working with an old framework (discord-rpc) which has no more support at all. I remember having some issue about the game invitations, but trying to email discord would redirect me to a server that gives support to the newer version and not the old, which was not helping me at all. But in the end, I eventually found out the issue myself and corrected it. We had to implement a way to retrieve Steam avatars and convert it into a usable texture, which took me a lot of research in order to know how to do it, as I had little to none knowledge about how DirectX works. With the help of hexun, we managed to get the avatars working together, which were added later in the lobby screen.

Later on, the project I have probably spent the most hours on (a full month and a half!) was handling, along with trackftv (yet another of our programmers), the Bounty Hunters event. While Track was creating the quest & bounty side of the game mode, I was creating the shops as well as thinking of items. It was a lot of suffering fun to debug all of this. (And even if some horrible desyncs got through when it was put live, we managed to fix it quite rapidly.) The one thing I remember the most is all the panel layering issues we had – Basically, the panels had way too many things on them at once, which completely messed up the layers (For example, BH shops going over Arthur’s shops, like competition was a crime!)

Thankfully, Track managed to fix all of it… I think. I’m sure we’ll have to look back at it again once we’ll tackle the remastered version of Bounty Hunt!

You can notice here that we originally planned items to be locked behind your current Norma level.

Lately, you saw me pulling out the official modding support. It was something I really was looking forward to, knowing that I came myself from the modding scene in other games. The whole system took about 20 hours of work. It’s of course not yet finished. A lot more is coming for it, including the much requested Steam Workshop support. I don’t have any big details to share about the system overall, just that it was a second take at it after failing the first time a few weeks back. But I’m glad that today so many people enjoy making custom skins for their favorite units.

I could expand that list of projects even more, but some things have yet to remain private for now. I’m super happy to be a part of this wonderful team, and I can’t wait to see how far we’ll be going together!

Editor’s note: everyone be nice to Sora!

First Look into AoS2 Multiplayer Options

We wanted to give everyone a quick update on the progress of Acceleration of SUGURI 2, as well as post some yummy new screenshots! We’re very excited to see the features clicking into place one by one.

This is the first official look into our new multiplayer options!

At this moment, the lobbies support 8 players. The players can freely challenge each other to matches, or use “Auto-Battle” to set themselves ready to battle anyone who challenges them. There are also various new additions on this screen, including avatar support, country and connection quality display, and reworked match options.

You can see the results of considerable effort on the character selection screen, in the modest form of an input delay setting. This lets you adjust your input delay to desired smoothness at any latency. Optimal delay is set automatically, and suggested range is color coded. We’ve had very good results with the solution in internal testing so far!

Kae shares some bonus words of wisdom! You can click on any of the screenshots for full 1920×1080 size. The Steam store page has also been updated with the new screenshots.

Two more bonus shots!

There are still a few major features missing, such as a list of active lobbies, but we’re confident the multiplayer beta won’t be far now!

Acceleration of SUGURI 2 – First HD Screens

We’ve been making some good progress with Acceleration of SUGURI 2 recently, and I wanted to share with you some of the fruits of our labor – the first HD screenshots!

That’s right, the Steam release of AoS2 will support Full HD resolutions and beyond.

Battle of the midgets – click on the image for full size.

Two cool women – click on the image for full size.

Hime wants you – click on the image for full size.

The multiplayer already works through Steam, in a basic form. Once we’ve finished upgrading the graphics and the multiplayer’s at a reasonable point in internal testing, we plan to have a public BETA for it on Steam. The framework for that is already prepared. We hope to have more details for you about that soon!

Look forward to accelerating!

Chuusotsu – 1st Graduation Coming to the West Through Kickstarter

Fruitbat Factory is bringing you Chuusotsu – 1st Graduation

We’re  happy to be announcing a highly anticipated new title: Chuusotsu – 1st Graduation: Time After Time is heading to the west via Kickstarter.

Chuusotsu – 1st Graduation is a new all-ages visual novel by Studio Beast, famous for the cult classic “J.Q.V Jinrui Kyuusai-bu ~With Love from Isotope~“. It was released in Japan in August 2016 as an HD wide-screen release.

Chuusotsu is a fun, colorful story of three girls brought by their individual circumstances to live under the same roof and being forced to tackle existential questions to win their place in society.

Fruitbat Factory is now bringing Chuusotsu to fans all over the world in dual language (English and Japanese text, characters fully voiced in Japanese). We are committed to making the release the best it can be, and with your support we will be able to do many exciting things that we otherwise could not.

We are working closely together with Studio Beast on the project, and hope to hear from you what you’d like to see added to this campaign before launching it on Kickstarter.

Please head over to our Prefundia page to see the campaign we are pitching for Chuusotsu, and to give us feedback!

Let’s do philosophy!

Fruitbat Factory ローカライゼーションプロジェクト 『Chuusotsu – 1st Graduation』

Fruitbat Factory ローカライゼーションプロジェクト 『Chuusotsu – 1st Graduation』

『ちゅーそつ!1st graduation』は、セカイ系ビジュアルノベル『J.Q.V 人類救済部 ~With love from isotope~』で知られるStudio Beastが手掛けた、全年齢向けビジュアルノベル作品です。日本語版は2016年8月にHD解像度で発売されました。

『ちゅーそつ!』は、ある理由からルームシェアをすることになった3人の少女たちが、社会の中で自分たちの居場所を獲得するために哲学的課題に挑戦する波乱に富んだ物語です。弊社Fruitbat Factoryは、『ちゅーそつ!』バイリンガル版(テキスト:日英、キャラボイス:日本語)を世界中のビジュアルノベルファンへお届けします。最高の形で本作品を発売するため尽力しておりますが、さらに素晴らしい作品として世に出せるよう、今回キックスターターを通してファンの皆様からご支援を募りたいと思っております。ご支援いただいた資金は以下のように使用させていただく予定です。

・『ちゅーそつ!1st graduation』の英語ローカライズ費用
・Studio Beastによるバイリンガル版の内容強化費用
・同サークルの今後の作品制作資金

また、支援者の方へは本キックスターター限定のグッズをお贈りいたします。

本プロジェクトはStudio Beastとの共同プロジェクトです。
キックスターターにて実際にプロジェクトを公開する前に、どういった内容を追加してほしいかなどのご意見をこPrefundiaで皆さんからお聞きしたいです。

**********UPDATE***********
Kickstarterキャンペーンを4月25日に開始いたします。
ご意見をくださった皆さま、誠にありがとうございました。今後詳細を詰めてまいりますが、まだまだご意見は募集しております。また、Prefundiaアカウントを作成されると、KSキャペーン開始時に通知を受け取ることができます。

**********UPDATE***********
BackerKitを利用いたします。それにより、リワード送付にかかる正確な送料や、KSキャンペーン終了後でも支援増額によるリワード内容の変更やアドオンの追加などが可能となります。なお、BackerKitは支援くださった方全員が利用可能となります。

<ちゅーそつ!1st graduation~ちゅーそつの Time After Time~について>

新時代の統一国家・[世界人民連邦]によって定められた[P3法]にもとづき庁人シールの等級が人生を左右するこの世界。シールを与えられないちゅーそつは、すなわち[無能力者]を意味する。

長きにわたる闘病生活の末、まんが大好き少女・毬須川アルエは、この春からちゅーそつとして生きていくことに相成った。庁人硬度、たったの[5]。若くしてお先真っ暗なアルエの前途。

『わたしには、やるべきことがあるのに……』

自分に課した目的の為、この絶望的状況を打破し、人生をリカバーするために応募したのは――――

[ちゅーそつを集めたルームシェア生活!?]

<目標額とストレッチゴール>

今回の目標金額は、ローカライズ費用として20,000ドルです。
これは本作をより洗練された作品へすることを可能にする目標額です。

もしたくさんのご支援により目標額を超えた場合は、Studio Beastによる新規CGやその他の追加要素を加える予定です。最後に、本プロジェクトで頂いたご支援は、ローカライズ費用以外に、限定グッズの制作、Studio Beastの今後の作品制作、弊社Fruitbat Factoryが将来より多くの素晴らしい日本産作品を海外で販売するための資金としても使わせていただきます。

<リターン>

■支援要員
1ドル以上
・パーティへご招待!: キックスタータープロジェクトページの『Updates and Comments』にて、最新情報の確認や弊社スタッフ・他の支援者(全リターン)とやり取りができます。

■庁人シール
15ドル以上
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー

■アーリーバード
18ドル以上(限定数:200)
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー
・OST: DL版公式オリジナルサウンドトラック『Sound Disc』

■ちゅーそつ
25ドル以上
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー
・OST: DL版公式オリジナルサウンドトラック『Sound Disc』
・アバターセット: キックスターター限定壁紙とアバターのセット

■シンクロ
50ドル以上
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー
・OST: DL版公式オリジナルサウンドトラック『Sound Disc』
・アバターセット: キックスターター限定壁紙とアバターのセット
・クレジット: ゲームクレジット欄に特別支援者としてお名前を記載

■お隣さん
75ドル以上
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー
・OST: DL版公式オリジナルサウンドトラック『Sound Disc』
・アバターセット: キックスターター限定壁紙とアバターのセット
・クレジット: ゲームクレジット欄に特別支援者としてお名前を記載
・スティックポスター: アルエ、あらら、恋色のスティックポスターを各キャラ1枚計3枚(約48x18cm)

■ホログラム
100ドル以上(限定数:100)
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー
・OST: DL版公式オリジナルサウンドトラック『Sound Disc』
・アバターセット: キックスターター限定壁紙とアバターのセット
・クレジット: ゲームクレジット欄に特別支援者としてお名前を記載
・スティックポスター: アルエ、あらら、恋色のスティックポスターを各キャラ1枚計3枚(約48x18cm)
・OST(ディスク版): 昼王氏と葛飾太子氏のサイン付きディスク版公式オリジナルサウンドトラック『Sound Disc』

■セカイ系
200ドル以上(限定数:100)
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー
・OST: DL版公式オリジナルサウンドトラック『Sound Disc』
・アバターセット: キックスターター限定壁紙とアバターのセット
・クレジット: ゲームクレジット欄に特別支援者としてお名前を記載
・OST(ディスク版): 昼王氏と葛飾太子氏のサイン付きディスク版公式オリジナルサウンドトラック『Sound Disc』
・スティックポスター(サイン付き): アルエ、あらら、恋色のスティックポスターを昼王氏のサイン付きで各キャラ1枚計3枚(約48x18cm)
・ポスター: 新規イラストを使用したB2ポスター1枚

■白兎
500ドル以上
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー
・OST: DL版公式オリジナルサウンドトラック『Sound Disc』
・アバターセット: キックスターター限定壁紙とアバターのセット
・クレジット: ゲームクレジット欄に特別支援者としてお名前を記載
・OST(ディスク版): 昼王氏と葛飾太子氏のサイン付きディスク版公式オリジナルサウンドトラック『Sound Disc』
・スティックポスター(サイン付き): アルエ、あらら、恋色のスティックポスターを昼王氏のサイン付きで各キャラ1枚計3枚(約48x18cm)
・ポスター: 新規イラストを使用したB2ポスター1枚
・タペストリー: ビーチシーンを使用したB2タペストリー1本
・抱き枕カバー: 両面印刷の抱き枕カバー1枚(印刷されるキャラクターについては『抱き枕カバーについて』をご参照ください。)

■1st Graduation
1000ドル以上(限定数:10)
・ゲーム: DL版ゲーム(DRMフリー)+Steamキー
・OST: DL版公式オリジナルサウンドトラック『Sound Disc』
・アバターセット: キックスターター限定壁紙とアバターのセット
・クレジット: ゲームクレジット欄に特別支援者としてお名前を記載
・OST(ディスク版): 昼王氏と葛飾太子氏のサイン付きディスク版公式オリジナルサウンドトラック『Sound Disc』
・スティックポスター(サイン付き): アルエ、あらら、恋色のスティックポスターを昼王氏のサイン付きで各キャラ1枚計3枚(約48x18cm)
・ポスター: 新規イラストを使用したB2ポスター1枚
・タペストリー: ビーチシーンを使用したB2タペストリー1本
・抱き枕カバー: 両面印刷の抱き枕カバー1枚(印刷されるキャラクターについては『抱き枕カバーについて』をご参照ください。)
・色紙:お好きなキャラクターがモノクロで描かれた、昼王氏のサイン付き色紙1枚。

※グッズ送料は別途かかります。

<アドオン>

■25ドル(75ドル以上を支援した場合に選択可)
・ポスター: 新規イラストを使用したB2ポスター1枚(200ドル以上のリワードに付いてくるものと同様)

■60ドル(75ドル以上を支援した場合に選択可)
・タペストリー: ビーチシーンを使用したB2タペストリー1本(500ドル以上のリワードに付いてくるものと同様)

<抱き枕カバーについて>

500ドル以上の支援でのリワードに含まれる『抱き枕カバー』に印刷されるキャラクターは、皆さんの投票により決定いたします。
下のページからお好きなキャラクターを1人選んで投票をお願いいたします。投票数が最多のキャラクターを印刷いたします。

◇投票ページ◇
https://strawpoll.com/79xg39f

なお、抱き枕カバーの人気が高いと判断した場合は、さらにキャラクターを増やして、お好きなキャラクターを選べるようにしたいと考えております。
キャラクターはアドオンから選択できるようにする予定です。

<スケジュール>

本キックスタータープロジェクトは、2017年3月下旬~4月上旬に開始し、その後1ヶ月間ご支援を募集いたします。
ゲーム自体の英語ローカライズは既に着手しており、2017年終わり頃の発売を予定しています。

Studio Beast_logo

Studio Beastは日本を拠点とする同人ゲームサークルで、『J.Q.V 人類救済部 ~With love from isotope~』などで知られており、質の高いシナリオと美しいイラストで非常に高い評価を受けています。

『ちゅーそつ!1st graduation~ちゅーそつの Time After Time~』はStudio Beastの手がけた4作目です。
現在は、サークル設立10周年を記念した作品『Suicide Fence』を鋭意制作中です。

C1_KS_FB_Logo

2012年の設立以来、日本で制作されたあらゆるジャンルのゲーム作品をパブリッシングしています。

オンラインボードゲーム『100% Orange Juice』は弊社が取り扱う作品で最も知名度があり、その他にも『Eiyuu Senki – The World Conquest for PlayStation 3』、『ENIGMA:』、『War of the Human Tanks』シリーズなどが知られています。
また、VisualArt’s様が制作した『リトルバスターズ!』の英語ローカライズでは弊社が主体となりました。

<リスクと挑戦>

『ちゅーそつ』の英語ローカライズは既に着手しており、キックスターターの成否に関わらず、英語版は発売予定です。そのため、余程のことがない限り、ゲーム自体は確実にプレイしていただけます。

今回のプロジェクトは、弊社が初めて手掛けるキックスタータープロジェクトとなります。そのため、その過程で予想もしていなかった事態が起こる可能性があります。それでも、他のサービスを利用してクラウドファンディングを成功された実績があるため、プロジェクト開始から実際にゲームやグッズをお届けするまでの過程についてはある程度予見できているとも自負しています。
本作を最高の形で発売したいという理由から、現時点ではっきりとした発売日を発表することは残念ながらできません。また、ローカライズ中に何か改善点が見つかれば、当初のスケジュールを押してでも取り入れます。本キャンペーンの成否により、Studio Beastによるゲーム内容のアップデートが予定されており、それによりさらに開発時間が長くなる可能性があります。
また、グッズの制作や発送については予見できない遅延が生じる場合もあり、そういった場合には関連業者の変更などが必要になる可能性もあります。
要約しますと、本プロジェクトで1番起こり得るリスクはグッズの配送遅延です。そのため、本プロジェクト内で記載されている日付については、あくまで目安とお考えください。

哲学しましょう!

SeaBed Coming to Western Shores!

We’re very excited to reveal a new game acquisition: SeaBed, Paleontology’s highly anticipated psychological yuri visual novel is getting an English language release by us!

SeaBed was released in Japan in 2016 and quickly drew the attention of visual novel enthusiasts in both Japan and abroad.

Text-wise, SeaBed is one of our largest translation projects, in addition to being known for its unique, high level writing style. We expect translation to take longer than usual, since we want to bring it out in the highest quality possible to meet the fans’ expectations. The English PC version is currently expected to release in late 2017.

ss-01

Who is SeaBed for? Well, if you like yuri games, or just like a really well written story regardless of genre, this is a game you shouldn’t miss. SeaBed’s story is deeply psychological and beggars description, but here’s the official synopsis:

SeaBed is a critically acclaimed yuri-themed mystery visual novel told through the perspectives of three separate characters: Mizuno Sachiko, a designer plagued by hallucinations of her past lover; Narasaki Hibiki, Sachiko’s friend and a psychiatrist researching the workings of human memories; and Takako, Sachiko’s former lover who has been rapidly forgetting her past, including how or why the two women drifted apart despite being together since childhood.

All three live in different worlds, but seek the same goal. To separate truth from illusion. To make sense of their own lives.

ss-02

The Steam version of SeaBed is being updated to natively support 1440×1080 resolution. It will also include Steam achievements, Cloud support and Steam Trading Cards.

ss-04

You can see a full set of high resolution screenshots on SeaBed’s homepage and Steam page. The game is available for pre-order for the price of $19.99 from the Fruitbat Factory store with a -25% pre-order discount.

About Paleontology
Developer of original Japanese version (TwitterHomepage)
Paleontology is an independent Japanese game circle creating yuri-themed games. SeaBed is their first game release. It was developed based on the characters of a 4-koma manga series created by their illustrator, hide38.

We have even more exciting announcements coming out, so stay tuned!

100% Orange Juice – Popularity Games

We just recently made an internal summary of 2016 player stats in 100% Orange Juice, and I figured it’d be fun to do a breakdown of some popularity stats for the year.

It’s a long post, so prepare to scroll down!

Before writing this post, I also made some polls on Twitter for some of the categories, to see if people can guess which character was most popular. The community answers will be included where relevant.

Starting with the big one:

Most popular starter character – the winner is… Suguri! (Community guessed correctly!)
suguri

Least popular starter character – the winner(?) is Kai!
kai

Most popular non-starter character – the winner is Star Breaker! (Community guessed Sora)
starbreaker

Most popular non-starter FRB character – the winner is Sherry (who gets a bottle of wine)! (Community guessed correctly!)
sherry

Most popular non-starter male character – the winner is Peat!
peat

Most popular campaign unlock character – the winner is Yuki!
yuki

Most popular bonus character – the winner is Mixed Poppo! (community overwhelmingly guessed Sora (Military))
poppo

Most popular bunny – the winner is… Aru! Congratulations!
aru

Most popular NPC character – the happy winner is Chicken!
chicken

And last, the answer (at least for 2016) to the question, which one is more popular – Saki or Sham? The numbers don’t lie, the winner this time around was… Sham! (Community guessed Saki)
sham-saki

We have a lot of cool stuff planned for 2017 too, so stay tuned!

Status Update

Hey everyone! It’s been a while since our last post where we talk about the status of our various projects. Since we have an extraordinary amount of games in the works at the moment, I figured it’d be good to give a bit of an update on them all.
So if that interests you, buckle up and read on.

100% Orange Juice
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I’ll start with a game that’s not coming out any time soon. In fact, it’s been out for 3 years now. Still, it’s our best-selling title, and we’re constantly working to keep improving it, so it feels natural to talk about it first.

We employ a full-time programmer, and most of his time goes to developing 100% Orange Juice, it being the most technically demanding of our games. Over the months and years we’ve kept improving the infrastructure of the game to the point that if you watch the Steam trailer for it now, you’d be hard pressed to find a single detail that hasn’t changed in some way since making the trailer (and yes, we have a new trailer in the works!).

The latest major undertaking was changing the rendering of the game so that almost every text in the game is now stored as plain text instead of graphics, allowing us to support multiple languages in a rapidly changing game. It was the wish of Orange Juice to add support for Japanese, and with the most recent update, we can now also support any number of custom languages. It’s cool to see many people working to translate 100% Orange Juice into their native language!

On our recent trip to Japan, we sat down for a good chat with Orange Juice about the game’s current development, and the things we’d like to do with it in the future. It was heartening how they were completely on board with all of them, so we have a ton of exciting news in store for 100% Orange Juice in the coming winter. A keen observer may have observed some spoilers for some of them on the Internet already, but we also have some ideas that we’re confident will surprise everyone.
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Moving onto our upcoming releases…

ENIGMA:
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Although our background in the industry comes strongly from visual novel translation, Magical Eyes – Red is for Anguish was the first pure visual novel we released as a company (putting aside the two 99 Spirits fan disc stories). However, it won’t be the only one. With all likelihood the next one will be Uzumeya’s mysterious fantasy ENIGMA:, which has an interesting narration style and tons of endings.

The translation, courtesy of Conjueror, is now at 100%, and the game is moving into editing. The project’s slated for release this winter, either late this year or early next year.

Lionheart
lionheart
This cool new RPG comes from Shiisanmei, and is packed full of cute character art and tongue-in-cheek humor. As a fairly massive RPG, there’s a lot to QA in Lionheart, and I can foresee that process taking a while.

Translation itself is at 95%, and same for editing. What remains is mostly combat data. Although it’s possible we’ll be able to release the game this year, it’s more likely to happen early next year, since playtesting is expected to take some time.

Miniature Garden
miniature-garden
Translation is now beginning on Muzintou’s dark mystery visual novel Miniature Garden. Not much else to say about it yet, but look forward to the finished game! The production values (including Korie Riko‘s art and the top of the line anime voice actors) are pretty amazing. We’re aiming for a release around Spring 2017.

Dungeon Girl
dungeon-girl
Inu to Neko is a hard-line developer who’s been making gameplay-heavy games for well over ten years, a major feat in itself. Dungeon Girl is our first release from them, and we’re looking forward to bringing many new fans to the game universe. Did you know that all Inu to Neko games share the same world and many characters? Working on Dungeon Girl has been fun so far, and there’s a ton of depth to the gameplay mechanics.

Translation of Dungeon Girl is currently at 78%, and editing at 72%.

Acceleration of SUGURI 2
aos2
We had a slightly unusual reveal for Acceleration of SUGURI 2 this summer, and one that was a ton of fun for us. Since then, we’ve received countless requests for status updates. Well, I’m happy to say that the translation and editing of AoS2 is 100% complete. However, the biggest challenge we’re tackling for its release is programming, since we want to handle its multiplayer right. As with 100% Orange Juice and 200% Mixed Juice, we plan to support Steam lobbies and possibly add some extra multiplayer features.

We will start the Steam programming shortly, but it will likely take several months, so I can almost guarantee it’s not coming out in 2016.

Seven Days
seven-days
While not really an ongoing project on our part, those who follow our social media, or visited our booth at Tokyo Game Show, saw us promoting LIFE0‘s upcoming visual novel, Seven Days, and made the correct assumption that we have the rights to an English release.

Seven Days is currently raising funding on CAMPFIRE, a Japanese crowdfunding platform, and has so far raised a hefty 4.2 million yen out of its 2 million goal. There’s still a few days left if you want to support it, though please note that CAMPFIRE is for Japanese users only. We are also co-funding the game’s production, so naturally our expectations are high.

Seven Days is coming out in late 2017 and we’ll have more updates and an official reveal closer to that time.

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…And more?
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That’s the end of this status update. You should take any release estimates with a grain of salt, as you may note that we don’t list an actual release date for any of them yet. There’s always a chance that some aspect of a game takes longer than expected, or that we run into an unforeseen issue somewhere along the way. Or conversely, we may finish our work on a game a month earlier than initially estimated. That’s why we avoid committing to any dates until a game is virtually ready to release, and the estimates you see here are just that, rough estimates.

War of the Human Tanks – Limited Operations began!

War of the Human Tanks - Limited Operations (white stroke)Pick up your rifle and jump right in! The third and final part of the War of the Human Tanks trilogy is now available on Steam!

 
Limited Operations features over 50 missions with enough challenge for even veteran Command Tanks.

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The original soundtrack of Limited Operations, Sound of the Human – LO, is also available in the store, alongside War of the Human Tanks Complete Collection Steam Bundle which gives collectors an easy way to complete their trilogy.