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Steam News24 May 20261mo ago

Notice: Regarding the Full Remake of the Game and Future Plans

Since July 2025, I have showcased the completed demo version at various game conventions and national support programs.

Full notes

Full Endless Invader update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions3 changes1 removal
  • Store
  • UI and audio
  • Events
  • Gameplay
  • Performance
addedSince July 2025, I have showcased the completed demo version at various game conventions and national support programs. Through these experiences, I gathered valuable playtest data and feedback, which helped me determine the future direction of the project. That conclusion is a complete remake . Within this year, I plan to launch a new store page dedicated to the remade version and will regularly post updates on the development progress.
changedFor the past three years, I have been developing this game entirely on my own. Every single element—coding, design, story, sound, and art—was crafted by my own hands. I received no outside assistance, nor did I use any generative AI. This project has been my ultimate life goal and challenge. By completing the demo, I believe I proved to myself that this dream is achievable.
changedTo make matters worse, I started this challenge with $40,000 in capital, planning to spend $8,000 a year over a five-year development cycle. Unfortunately, I fell victim to a scam and lost half of my funds. My development timeline was suddenly cut down to two and a half years, forcing me to compromise on the scale and polish of every element. In hindsight, that complacent decision was incapable of delivering true enjoyment to players.
addedThat is why I decided to change everything from the ground up. I am writing a brand-new design document, rewriting the storyline, and rebuilding both the art assets and the codebase from scratch. I have even changed the title of the game to "GLOMORBIS."
removedCurrently, my most pressing challenges are financial stability and time. I completely exhausted my funds this past January. Faced with the choice of going into debt to focus on development or finding a job, I chose the latter. I now work five days a week from 1:00 AM to 10:00 AM. As a result, my available development time has been cut to one-third of what it used to be. This is why I cannot promise a specific release date. The only silver lining is that thanks to my three years of experience, I no longer need to spend development time on the initial learning curve.
addedUntil the new store page is officially open, all progress will be shared via the Steam Store Community Page. I will provide links where you can view updates across all aspects, including design, story, code, art, and sound. Additionally, within the next two months, I will post a detailed and easy-to-read development roadmap on the Steam Community.

Endless Invader changes

addedSince July 2025, I have showcased the completed demo version at various game conventions and national support programs. Through these experiences, I gathered valuable playtest data and feedback, which helped me determine the future direction of the project. That conclusion is a complete remake . Within this year, I plan to launch a new store page dedicated to the remade version and will regularly post updates on the development progress.
changedFor the past three years, I have been developing this game entirely on my own. Every single element—coding, design, story, sound, and art—was crafted by my own hands. I received no outside assistance, nor did I use any generative AI. This project has been my ultimate life goal and challenge. By completing the demo, I believe I proved to myself that this dream is achievable.
changedTo make matters worse, I started this challenge with $40,000 in capital, planning to spend $8,000 a year over a five-year development cycle. Unfortunately, I fell victim to a scam and lost half of my funds. My development timeline was suddenly cut down to two and a half years, forcing me to compromise on the scale and polish of every element. In hindsight, that complacent decision was incapable of delivering true enjoyment to players.
addedThat is why I decided to change everything from the ground up. I am writing a brand-new design document, rewriting the storyline, and rebuilding both the art assets and the codebase from scratch. I have even changed the title of the game to "GLOMORBIS."
removedCurrently, my most pressing challenges are financial stability and time. I completely exhausted my funds this past January. Faced with the choice of going into debt to focus on development or finding a job, I chose the latter. I now work five days a week from 1:00 AM to 10:00 AM. As a result, my available development time has been cut to one-third of what it used to be. This is why I cannot promise a specific release date. The only silver lining is that thanks to my three years of experience, I no longer need to spend development time on the initial learning curve.

Since July 2025, I have showcased the completed demo version at various game conventions and national support programs. Through these experiences, I gathered valuable playtest data and feedback, which helped me determine the future direction of the project. That conclusion is a complete remake. Within this year, I plan to launch a new store page dedicated to the remade version and will regularly post updates on the development progress.

You can find the link to the current demo version at the very bottom of this post.

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For the past three years, I have been developing this game entirely on my own. Every single element—coding, design, story, sound, and art—was crafted by my own hands. I received no outside assistance, nor did I use any generative AI. This project has been my ultimate life goal and challenge. By completing the demo, I believe I proved to myself that this dream is achievable.

However, when I first embarked on this journey, I knew nothing. I had no choice but to learn everything from scratch while developing the game simultaneously. Over those three years, the results of my early beginner days became tangled with the work of my now-experienced self. I came to deeply realize that this inconsistency created a messy user experience beneath the surface—a critical flaw in the game.

To make matters worse, I started this challenge with $40,000 in capital, planning to spend $8,000 a year over a five-year development cycle. Unfortunately, I fell victim to a scam and lost half of my funds. My development timeline was suddenly cut down to two and a half years, forcing me to compromise on the scale and polish of every element. In hindsight, that complacent decision was incapable of delivering true enjoyment to players.

The reason I applied for various competitions and government grants was to make up for this lost time and budget. However, preparing for those applications required an overwhelming amount of administrative work. It ultimately drained the time I should have been spending purely on game development, and I did not receive any meaningful support. Looking back, trying to secure funding for a game that couldn't yet deliver genuine fun felt like fooling the very people trying to help.

Nevertheless, instead of dwelling on unchangeable past results, I began fixing the game piece by piece at the start of this year. My goal was to leverage the data gathered over the last three years to maximize the game's strengths and boldly eliminate its weaknesses. Yet, because I was still learning as I went, fixing one issue inevitably created another. I strongly felt that continuing down this path would only repeat the vicious cycle of the past three years.

That is why I decided to change everything from the ground up. I am writing a brand-new design document, rewriting the storyline, and rebuilding both the art assets and the codebase from scratch. I have even changed the title of the game to"GLOMORBIS."

Currently, my most pressing challenges are financial stability and time. I completely exhausted my funds this past January. Faced with the choice of going into debt to focus on development or finding a job, I chose the latter. I now work five days a week from 1:00 AM to 10:00 AM. As a result, my available development time has been cut to one-third of what it used to be. This is why I cannot promise a specific release date. The only silver lining is that thanks to my three years of experience, I no longer need to spend development time on the initial learning curve.

No matter how long it takes, I am fully committed to completing this remake to the scale and quality I envision. This journey itself holds immense meaning for me. Even if no one plays the finished game in the end, I accept that outcome. My only hope is that I do not encounter a situation where I am physically unable to continue development before it is finished.

Until the new store page is officially open, all progress will be shared via the Steam Store Community Page. I will provide links where you can view updates across all aspects, including design, story, code, art, and sound. Additionally, within the next two months, I will post a detailed and easy-to-read development roadmap on the Steam Community.

The purpose of this post is not marketing, clout-chasing, asking for donations, or crowdfunding. I am sharing this simply to ask for your understanding, as I know there are players who have been eagerly waiting for this game. I sincerely apologize for any disappointment this news may cause.

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The link below leads to the demo version of the game currently hosted on a Korean gaming platform. It supports both English and Korean, so please feel free to try it.

https://store.onstove.com/ko/games/4685

Source

Steam News / 24 May 2026

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