Full notes
Full ToMyX update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
ToMyX changes
โ A Small Break from All the Development
The past few weeks have been a whirlwind. Between Steam Next Fest, all the feedback on the demo, and the countless hours I've been putting into development, I barely had any time to share how things are going.
So I thought this would be the perfect opportunity to celebrate this milestone, give you a quick development update, and most importantly, thank you all. None of this would be happening without your support.
๐ฎ ToMyX Runs Great on Steam Deck
One of the things that made me happiest over the past few days was discovering that the demo runs perfectly on Steam Deck.
In fact, playing it on a handheld gave me a new idea that I'm seriously considering.
While the current control scheme works really well with a keyboard and mouse, I think Steam Deck and controllers could benefit from an optional auto-aim system, similar to games like Vampire Survivors or Survivor.io.
Interestingly, this was already something I had planned for ToMyGirls, the mobile spin-off I'm currently working on, so it might make sense to bring part of that philosophy into ToMyX as well.
I'm still experimenting with the idea, but I wanted to share it because playing on Steam Deck really made me look at the game from a different perspective.
๐ Thank You for 100 Wishlists!
I want to thank everyone who tried the demo during Steam Next Fest.
I honestly didn't expect such a warm reception, and thanks to all of you, ToMyX has now reached 100 wishlists.
I know that's a tiny number compared to many other games, but for such a weird and niche project, it honestly means the world to me.
Besides the support, I've also received a lot of incredibly useful feedback that's helping me improve the game before release.
So, from the bottom of my heart, thank you.
Steam post image๐น Development Is Moving Forward Really Well
A lot of people have been asking me (especially my family!) how development is going.
The short answer is: really well.
My goal is still to release ToMyX this year, and I'm spending almost all of my free time working on it.
The visual novel is now about 90% complete. The main story, characters, Final Judgments, and the vast majority of the dialogue have already been written.
Right now, the least developed part of the game is the action stages and the final bosses.
That's exactly why I wanted to wait for more feedback from the demo before fully committing to those sections. I wanted to build the rest of the game knowing what players enjoyed the most and what could still be improved.
In the meantime, here's a small preview of one of the game's final bosses...
(I hope you won't have to get too close to her ๐ ).
๐ Thank You for Supporting ToMyX from Around the World
Finally, I just want to thank everyone who has decided to give such a small indie project a chance.
Every wishlist, every comment, every video, and every recommendation helps far more than you can imagine.
Source
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