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!

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:
enigma
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.