Endless Alice
Steam News 9 April 20261mo ago

Development Log — Present and Future Outlook

Over the next few days, we will be increasing the price of the game from $7.99 to $8.99 USD. It is still cheaper than the original launch price of $9.99. Other currencies will be adjusted accordingly based on Steam's re…

Update log

Full Endless Alice update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes1 addition6 changes0 removals
  • Balance
  • Store
  • Workshop
  • Performance
changedOver the next few days, we will be increasing the price of the game from $7.99 to $8.99 USD. It is still cheaper than the original launch price of $9.99. Other currencies will be adjusted accordingly based on Steam's recommended regional pricing. We hope this adjustment will provide us with better development capacity.
addedThe current cosmetic DLCs have been a great help. Moving forward, we plan to create more skins that can be unlocked in-game. We understand that players generally don't like excessive DLC. As we’ve mentioned before, we never originally intended to sell character skins frequently. However, our 3D art team currently has the most surplus productivity. If our goal was purely profit, we would have sold paid content at launch. We only introduced paid cosmetic DLCs nearly six months after launch after realizing that current sales figures would lead to the project's "slow death." We hope you can understand this difficult decision.
changed[dynamiclink href=" https://store.steampowered.com/bundle/62330/_/ "]
changedWhy do we need more people? A project like "Endless Alice" reasonably requires 30-40 people for development. Although that was an estimate from before AI became prevalent, even with advanced AI tools, we need at least 20 people to ensure every part of the project runs smoothly. We usually operate with only 10-15 people, many of whom lack sufficient experience. Our home, Taiwan, has almost no game industry, making it extremely difficult to find qualified candidates for every position. In Taiwan, besides NeoBards, almost no one else has successfully navigated the workflow for developing a 3D multiplayer game using UE5.
changedThe experts mentioned above are crucial to the project. Our characters rely heavily on visual effects (VFX). Our inability to release characters on schedule is almost entirely due to a bottleneck in VFX capacity. Furthermore, UE5 VFX artists capable of 3D game production are extremely rare. Having veterans with AAA experience provide knowledge and productivity would be a massive boost for character production. A Technical Artist (TA) is even more critical; I believe we’ve optimized the game well even without a TA, but with a senior TA, we could squeeze out even more performance, allowing the game to run smoothly on lower-end PCs. A TA can also assist the VFX workflow in many ways. Securing a talented TA would drastically accelerate our progress.
changedI will always say this: we have poured everything into this product, and it is absolutely worth your support. Even if sales don't meet expectations or other opportunities arise, we feel a responsibility to finish Alice and deliver a complete experience to our players. Therefore, we hope for your support at any time. Our current sales rely too heavily on Steam Seasonal Sales. The gaps between these sales are too long, making it hard to plan and utilize our budget effectively. On normal days without discounts, our lowest daily revenue can be as little as $50-$70 USD. A smoother monthly sales performance would significantly reduce our burden.

Over the next few days, we will be increasing the price of the game from $7.99 to $8.99 USD. It is still cheaper than the original launch price of $9.99. Other currencies will be adjusted accordingly based on Steam's recommended regional pricing. We hope this adjustment will provide us with better development capacity.

The current cosmetic DLCs have been a great help. Moving forward, we plan to create more skins that can be unlocked in-game. We understand that players generally don't like excessive DLC. As we’ve mentioned before, we never originally intended to sell character skins frequently. However, our 3D art team currently has the most surplus productivity. If our goal was purely profit, we would have sold paid content at launch. We only introduced paid cosmetic DLCs nearly six months after launch after realizing that current sales figures would lead to the project's "slow death." We hope you can understand this difficult decision.

[dynamiclink href="https://store.steampowered.com/bundle/62330/_/"]

Regarding recent updates: we have recently met two rare and valuable talents who can accelerate our development—a Senior Technical Artist from Ubisoft and a Senior VFX Artist from NeoBards Entertainment (the developer of the recent breakout title SILENT HILL f). We hope to increase our sales to hire them. We would appreciate it if everyone could help promote our game so more people can discover this work we are so proud of.

Why do we need more people? A project like "Endless Alice" reasonably requires 30-40 people for development. Although that was an estimate from before AI became prevalent, even with advanced AI tools, we need at least 20 people to ensure every part of the project runs smoothly. We usually operate with only 10-15 people, many of whom lack sufficient experience. Our home, Taiwan, has almost no game industry, making it extremely difficult to find qualified candidates for every position. In Taiwan, besides NeoBards, almost no one else has successfully navigated the workflow for developing a 3D multiplayer game using UE5.

The experts mentioned above are crucial to the project. Our characters rely heavily on visual effects (VFX). Our inability to release characters on schedule is almost entirely due to a bottleneck in VFX capacity. Furthermore, UE5 VFX artists capable of 3D game production are extremely rare. Having veterans with AAA experience provide knowledge and productivity would be a massive boost for character production. A Technical Artist (TA) is even more critical; I believe we’ve optimized the game well even without a TA, but with a senior TA, we could squeeze out even more performance, allowing the game to run smoothly on lower-end PCs. A TA can also assist the VFX workflow in many ways. Securing a talented TA would drastically accelerate our progress.

I will always say this: we have poured everything into this product, and it is absolutely worth your support. Even if sales don't meet expectations or other opportunities arise, we feel a responsibility to finish Alice and deliver a complete experience to our players. Therefore, we hope for your support at any time. Our current sales rely too heavily on Steam Seasonal Sales. The gaps between these sales are too long, making it hard to plan and utilize our budget effectively. On normal days without discounts, our lowest daily revenue can be as little as $50-$70 USD. A smoother monthly sales performance would significantly reduce our burden.

Inaccurate Roadmap:

.Shelter NPCs: Angel Merchant (specific items & interaction events); Nurse Merchant (specific items & interaction events).

By the way, regarding why we have so many "Loli" characters: our most stable outsourced artist loves drawing them

Source

Steam News / 9 April 2026

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