Update log
Full Endless Alice update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Gameplay
- Balance
- Store
- Events
Version 0.1.29 Patch Note
[Bug Fix] Fixed an issue where the icon for “Phantom Epaulet” was displayed incorrectly.
A new year is here—Happy Lunar New Year, everyone! Here’s a quick update on where we are and what we’re planning next.
Since the end of last year, we’ve been seeing solid sales even on weekdays without relying on major discount events. We’re hoping for even better growth this year so we can expand the team and accelerate the overall schedule.
We’d like to release more free outfit styles for everyone to grind for this year, but that requires very precise staffing and resource planning. Frequently releasing paid outfit DLC is not our original intention. We only released one paid outfit DLC (Swimsuit) about half a year after launch. At first, we believed the base game alone could generate sufficient revenue, but reality didn’t match expectations. Fortunately, DLC sales have helped us push development forward more steadily. In the first half of this year, we’ll continue monitoring the data. If things track as expected, we may slightly raise the base game price in the next 3–6 months, while reducing both the total number of outfit DLCs and their pricing. Our goal is to better balance revenue with player expectations, so we can support the game for the long term.
As for the timing of version 1.0, we still don’t have a concrete date. It may take another 9 months, or up to 1.5 years at the longest. It’s also possible that we transition to full release as soon as the first final boss is added in the first half of the year.
Now let’s talk about plans inside the game.
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1/16 is the game’s 1-year anniversary. We’ll be giving all players Mia’s hat. We’re still finishing up some settings and will complete it ASAP!
Emote Feature In the future, we’ll add a radial wheel for selecting emote images. You’ll be able to use them to interact with teammates… and yes, to taunt them. The wheel may also include options for spraying graffiti and dancing.
New Character — Mia
The main reason Mia’s development has been delayed is that our shooting/projectile system doesn’t have enough extensibility at the foundation. We’re currently doing a partial refactor. Solving this won’t just help Mia—future new characters will also gain more diverse projectile and shooting variations. Mia won’t be “stuck in development hell”; it just needs time. We’ll finish her as soon as we can. Early on, she may receive frequent tweaks and major additions to her settings (similar to Koraku), so please keep the feedback coming when she arrives!
Next Character
It may be a big-sis type character wielding dual pistols or a shotgun. We plan to implement a set of common projectile features to make the shooting system more modular (e.g., bouncing, ricochet/reflection, shotgun spread effects, etc.). In the future, these can be assembled in different ways and provided as abilities for characters, items, or monsters.
(Image for reference only. Character concept, color scheme, and art quality are not final.)
Music Right now, all BGM in the game represents only about 1/4 of our music library. With future stages and character songs, we’ll likely have over 100 tracks. Because there’s a large volume and we haven’t finished naming everything and assigning tracks to new stages, we’ve uploaded audio files with randomized filenames to YouTube for now. You can listen here: [dynamiclink href="https://www.youtube.com/playlist?list=PL30s-mLv35w6soct1eR9GrLG4C0NIt5x5"]
I care a lot about how the soundtrack is packaged as a product. Beyond naming, I want to create visual
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