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Steam News17 May 20261mo ago

The content of this Demo will be updated in the future

This Demo was rushed out because I’ve been developing full-time at home for too long, and I wanted to achieve some results in the Steam Next Fest in June.

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Full Ember Glimmer update

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What changed

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  • Gameplay
removedThis Demo was rushed out because I’ve been developing full-time at home for too long, and I wanted to achieve some results in the Steam Next Fest in June. But the result wasn’t good — the completion is low, there’s little playable content, and the experience is very short. The main story prologue I originally planned to include in the Demo hasn’t been implemented either. But now that the Demo is live, I’m no longer in a hurry. I’ve been working on this for so long, there’s no need to rush anymore. I’ve canceled my participation in the June Steam Next Fest and will leave this Demo here, updating it slowly until the quality becomes acceptable.
changedSince this is an indie game made by just me, my productivity is very limited. But I’m doing my best. If you have any suggestions, feel free to leave a comment. Although I can’t fulfill all of them, I will try my best to make improvements. I’m an artist who self‑learned programming — specifically Unreal Engine 5 Blueprints. Game development turned out to be far harder than I imagined. I spent several years building the game’s code framework. Judging from this Demo, there don’t seem to be any major issues with the code. So from now on, I will put programming aside and focus on art, story, and gameplay.
addedIn the future, I will add more melee weapons and magical implements, and reduce the presence of guns, so that the game shifts toward RPG rather than TPS — firearms will become just one of many weapon types. I might remove the TPS tag later. The combat system will focus more on skills and melee combat.

Ember Glimmer changes

removedThis Demo was rushed out because I’ve been developing full-time at home for too long, and I wanted to achieve some results in the Steam Next Fest in June. But the result wasn’t good — the completion is low, there’s little playable content, and the experience is very short. The main story prologue I originally planned to include in the Demo hasn’t been implemented either. But now that the Demo is live, I’m no longer in a hurry. I’ve been working on this for so long, there’s no need to rush anymore. I’ve canceled my participation in the June Steam Next Fest and will leave this Demo here, updating it slowly until the quality becomes acceptable.
changedSince this is an indie game made by just me, my productivity is very limited. But I’m doing my best. If you have any suggestions, feel free to leave a comment. Although I can’t fulfill all of them, I will try my best to make improvements. I’m an artist who self‑learned programming — specifically Unreal Engine 5 Blueprints. Game development turned out to be far harder than I imagined. I spent several years building the game’s code framework. Judging from this Demo, there don’t seem to be any major issues with the code. So from now on, I will put programming aside and focus on art, story, and gameplay.
addedIn the future, I will add more melee weapons and magical implements, and reduce the presence of guns, so that the game shifts toward RPG rather than TPS — firearms will become just one of many weapon types. I might remove the TPS tag later. The combat system will focus more on skills and melee combat.

This Demo was rushed out because I’ve been developing full-time at home for too long, and I wanted to achieve some results in the Steam Next Fest in June. But the result wasn’t good — the completion is low, there’s little playable content, and the experience is very short. The main story prologue I originally planned to include in the Demo hasn’t been implemented either. But now that the Demo is live, I’m no longer in a hurry. I’ve been working on this for so long, there’s no need to rush anymore. I’ve canceled my participation in the June Steam Next Fest and will leave this Demo here, updating it slowly until the quality becomes acceptable.

Since this is an indie game made by just me, my productivity is very limited. But I’m doing my best. If you have any suggestions, feel free to leave a comment. Although I can’t fulfill all of them, I will try my best to make improvements. I’m an artist who self‑learned programming — specifically Unreal Engine 5 Blueprints. Game development turned out to be far harder than I imagined. I spent several years building the game’s code framework. Judging from this Demo, there don’t seem to be any major issues with the code. So from now on, I will put programming aside and focus on art, story, and gameplay.

I like playing Warframe and Terraria, so I mimicked Warframe‑like melee combat, skills, and key bindings, as well as Terraria’s inventory system. However, these two conflict with each other: Warframe uses 1,2,3,4 for skills, while item shortcuts also need 1,2,3,4. So I made a trade‑off and placed the item hotbar on keys 5 and beyond. I don’t have a better solution, because F1,F2,F3,F4 are also far away. During development I often encounter such trade‑off problems, and many times there’s no perfect solution.

In the future, I will add more melee weapons and magical implements, and reduce the presence of guns, so that the game shifts toward RPG rather than TPS — firearms will become just one of many weapon types. I might remove the TPS tag later. The combat system will focus more on skills and melee combat.

Regarding the game world: after all, this story is about the Mutation Management Bureau, so there will be weird tales and urban legend elements. However, I don’t plan to make it very scary (e.g., monsters suddenly jumping at the player), because if it’s too scary I would need to change the game’s tags.

In short, I will update this Demo slowly until the quality is okay.

Source

Steam News / 17 May 2026

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