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Full Liminal Void update
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What changed
- UI and audio
Liminal Void changes
it's been a year!
uh oh? now what?
I wish I had the energy to be more festive, but it's a terrible time to be celebrating. That's basically the story of my life, and as weird as it sounds, that was a huge drive behind Liminal Void
But that happens in life! You should be happy and celebrating, but you are busy because you're doing everything you can to ensure a good future for yourself. Weirdly, I lived a life where celebrating always came with an asterisk. Or it should be temporary because I've got bigger problems ahead of me. Why is my debut game a horror game? Was it to have marketable head start? in the beginning, I thought so but...
What is fear? We're fixated on the physical, tangible, and even the unknown. That's easily conveyed in video games.
But I wanted to instill fear in others, more subtle ways. Stuff characters hold back unless you play another character. But not really! There's nothing to fear what people don't tell you when you get down to it. No, what I ended up doing was instilling fear in the code. This made a lot of people upset.
Liminal Void released in august 2024 was a different game. A lot of fixes and updates, followed by the V1.1 Patch which doubled the writing and soundtrack.
Really, it was all a dumb move. It's supposed to be 6 month project, then the next game. I ended up taking what 18+ months? Well, I released it 9 months then continued development 9 months on. Now it's sort of done but has bugs I still need to fix.
I guess a part of me expected the presentation and story to compensate for a lot, but that's a rookie mistake.
I owe everyone a post-mortem! and V1.2 is basically stalled until I get "game 3" out of the way!
Liminal Void was my first game and it got me into shows! Even Japan! That's sick!
And no matter how you look at it, it's a game that says I'm legit, fresh, and meant for the industry or something creative, and no bumass review can undo that (though it will hurt my sales, so there's that). I've felt ugly my entire life until I realized what I was good at. I've never felt so pretty before. This and guitar playing are both huge factors in my life!
you've caught me in the midst of a lot of things. but I am super busy, but I am super responsive if all you need are words. bug fixes are a whole other thing but I'm doing a lot behind the scenes!
So one year later, the golden question: was it worth it?
This answer depends on the type of person you are. If you bleed red, then yes. A lot of people like the idea of bleeding red. Until they gotta.
And the idea of making videogames out of survival must be super foreign to a lot of people. I wish I could describe it better.
But this game was developed during the darkest years of my life, Landmine Princess, too, and Game 3. But it's cool because I got more stuff to be expressive about. I'll be around for awhile but I picked up a pattern about my games.
I'm not a company that started in 80s - 00s with formal training in game development. I got off my ass and started this thing in 2023, though I really got into self-teaching myself during the pandemic. And at the end of the day, as long as I got a working build and no virus, I can upload files to Steam, then expect a paycheck at the end of every month. It's so simple and straightforward. No HR. No need to worry about being perceived. No stupid drama or power struggles. No mind games. No unspoken rules. But really, this whole self-worth thing of mine is very all over the place. Where am I going with this?
The nature of my games is this: they change overtime as long as I'm alive. If I fuck up, I'm gonna make up for it contentwise. I make them for people who enjoy videogames. My game is asking for your time, and I wanna give at least X hours spent well.
so yeah if you have any questions, feedback, or anything you think i missed that I promised a year ago, let me know. I am focused on my third game for a lot of reasons, but I will come back to V1.2
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