Dear friends! Ahead of the release of the "Summer '94" DLC for our game "Love, Money, Rock'n'Roll", we have published its Steam page.
https://store.steampowered.com/app/3313270/Love_Money_RocknRoll__Summer_94/
Be sure to add it to your wishlist and stay tuned for updates! The countdown is now in months.
Good day, dear friends! We are excited to inform you that our game is now fully translated into Spanish!
Additionally, you can purchase it at a significant discount during the Steam Summer Sale starting tomorrow!
Good day to you all, our dear players! Finally, we are happy to anounce that the work on DLC for "Love, Money, Rock'n'Roll" is in progress! We already finished the scenario and now working on art and music. Stay in touch! You can purchase the game here.
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Good day, dear friends! At long last we've added Workshop support on Steam! Now you can make your own modifications and sahre them with community. You can find Workshop here: https://steamcommunity.com/app/615530/workshop/
Modmaking guide: https://docs.lmr.su/shelves/modding
Good day to you, dear friends!
On the 4th of August, exactly a year ago, Love, Money, Rock'n'Roll was finally released on Steam. Looking back, sometimes it appears as if that happened mere moments ago, and sometimes as if a lifetime has passed. Human memory is fickle like that, changing and shifting depending on your perspective and context.
Nevertheless, we aren't just resting our oars in the very near future, we will be releasing Steam workshop support! We know many people have been waiting for it, and we ask you to wait a little longer just a few days.
Besides that, we will soon start sending out physical artbooks to those who have preordered them. Plus, a certain, very limited, number of artbooks will become available for purchase.
Naturally, we have plans for the future besides LMR as well, and you will definitely learn of them when the time is right. Stay tuned!
Dear friends, wish you a Merry Christmas and a Happy New Year!
This time we won't be talking about how difficult the past year was (and how difficult the next one may be), but instead, we ask you to just look at the picture below and remember that sometimes our lives may go down a very different route than what we'd expect.
We know that many of you are waiting for Steam Workshop support, and we hope you'll be glad to hear it will be added as early as January 2023!
Additionally, we'd like to offer our sincere gratitude for all the support and encouragement you've shown us this past year. It means a great deal, and Soviet Games would never have existed without all of you.
Just as a reminder, Steam is holding its Winter Sale up until January 5th and Love, Money, Rock'n'Roll is available with a 50% discount!
Good day to you, dear friends! Steam Winter Sale is starting, which means the time has come for discounts! You can now buy Love, Money, Rock'n'Roll 50% off on Steam!
Additionally, we'd like to present to you our digital artbook! If you made a preorder, you can claim it here: https://lmr.su/account
As for our plans for the near future, we're still working on Steam workshop support. If we talk not-so-near future, we can't say anything concrete just yet, but in the new year, we promise to surprise you with something new in every sense of the word.
Hello, dear friends! Autumn sale is starting on Steam and this means that it's discount time! You can get "Love, Money, Rock'n'Roll" with 30% discount!
Good day, dear friends!
Enough time has passed since the release of Love, Money, Rock'n'Roll, and in this post, we'd like to share our plans for the future.
1. We are actively working on the production and mailout of the physical goods (artbooks, physical editions of the game, etc.) Unfortunately, the task is made a lot more difficult by the circumstances that have affected everyone in our country.
2. We are making progress with enabling Steam Workshop for the game, which, in turn, will allow for easier creation of user modifications.
3. We are trying to upload the OST to streaming platforms (Spotify, Yandex.Music, etc.) However, here we have also run into gigantic difficulties, and we cannot tell you if the OST will ever appear there since that doesn't depend on us.
Even though we do have some approximate target dates for these tasks' completion, we cannot possibly voice them to you since, in the current uncertain situation, anything can happen. One thing we can say is that so long as we have access to computers and the internet, we keep working!
We would like to extend our gratitude to everyone who keeps supporting us and our games! We hope that in this difficult time they help you get distracted from the current events.
Dear friends! We are starting to distribute keys for love, Money, RocknRoll on mobile platforms!
To claim your key, similar to a Steam key, you will need to log in at https://lmr.su/login and press the button of the desired platform. In the future, once the game is released, you will need to enter said key in the special window that will appear at the end of the fifth ingame day.
Keys for Android, iOS, and Steam can still be purchased on our website up until the release date with the bonus of all future DLCs.
Remember, Love, Money, RocknRoll releases on all platforms on August 4th!
Dear friends! Today is the day when exactly a month remains until the release of our new game, "Love, Money, Rock'n'Roll"! We have come a long way, one that would've been impossible without you and your support!
Since the last blog post we:
1. Implemented the backer list with the ability to search by name.
2. Put a lot of work into preparing the game for launch on Google Play and App Store.
3. Solved a number of problems not directly connected to the game itself that had been mentioned in the May blog post.
4. Fixed a great number of small bugs that had been found by our community (thank you guys very much!) and showed up when creating especially exotic and difficult situations for the game.
5. Implemented new outlines for narrator names, now they look much better than before.
6. Improved sprite texture quality on mobile devices.
7. Added two more backgrounds.
8. Finishing up the addition of backer names to the credits gotta have the final list for that!
9. Finishing up the system for giving out preorders on mobile platforms.
As we'd mentioned before, after today we will not be accepting any more names for the credits, but you will still be able to make a preorder and receive all future DLCs (and a digital artbook).
We'd also like to remind you that you can buy a key to the game right now on our website.
And one more thing: the image in today's post isn't random. What it means, however, for now, you'll have to guess.
Hi guys! We know we have players all around the world, so we ask you for a little help. We need to translate 350-400 (description for Steam) words from English to French, Italian, German, Spanish, Brasilian Portuguese, Chinese, Korean and Japanese. So, if you're native of these languages, feel free to contact us at mail@sovietgames.su !
Good time of day to you, dear friends! Our main piece of news for today is the updated demo version of the game. But for starters, lets review whats been done in the time since the last post.
The list of changes isnt that long this time, but each of the entries includes a large amount of work in addition to, as always, a significant number of small changes behind the scenes.
1. Remade the file structure, which allowed us to significantly reduce loading times, especially on mobile.
2. Changed old and added new character animations now they look better and more alive.
3. Added a second, Modern menu style more suited for mobile devices. If you liked the old one better, dont worry, it didnt go anywhere, you can always choose it via an option in the menu. This task took up quite a lot of time and effort since the last blog post. It may not look like it from the outside, but making GUI is hard!
4. Added the ability to view animated CGs in the gallery.
5. Updated several more CGs.
6. Updated the appearance of the main ingame interface.
Now, regarding the demo version: it is already available for download on Steam. Though there are no changes to the story, the new demo features updated character sprites, animated CGs, many other smaller changes, and, most importantly, completely remade underlying code. We hope that in the light of the full games approaching release, you will find it enjoyable to refresh your memories of the demo. (You can expect the update to be pushed to mobile platforms in the nearest future.)
And finally, wed like to invite YouTubers and other influencers to receive pre-release (a week or two in advance) access to the game and give their opinions/make videos about it. If you find the prospect interesting, you can send us a letter to mail@sovietgames.su. Just keep in mind that there will be a review process and an application doesnt automatically mean youll receive a copy of the game.
Dont miss your chance to make a preorder until July 4th to see your name in the credits and get all future DLCs for free (you will be able to receive a Steam key immediately after purchase).
Hello, dear friends! In these complicated times, all of you, were sure, are waiting for good news. And we have just that! To get straight to the point you can receive a Steam key for LMR right now!
In the past month weve done the following:
1. Finished additional script direction.
2. Added another two final animated CGs.
3. Conducted wide-scale mastering of music and sfx.
4. Finished the system for keeping track of read text.
5. Made a multitude of small changes to a large number of CGs.
6. Added three more animated versions for backgrounds.
7. Added another background.
8. In accordance with our vision (and in big part based on the feedback of the people who have already played the game), remade the faces of two of our main girls Himitsu and Kagome. You can see their new appearance in this post.
9. Added several more emotions to various characters.
10. Added the ability to play or stop music during game pause.
11. Started displaying the currently playing track during game pause.
12. Added title videos when launching the game.
13. Normalized texture appearance on iOS, significantly reduced game size.
14. Added screen shake effects during some scenes.
15. Added the ability to change screen refresh rate.
16. Implemented the system for Steam key distribution.
There is, however, less pleasant news. Unfortunately, we are forced to delay the release of Love, Money, RocknRoll by two months to August 4th 2022. Let us explain this decision.
The game itself, as a piece of artistic production, is complete (with a few minor details yet to be added more about that at the end of the post). However, its been 10 years since the first release of Everlasting Summer; the world has changed, the media space has changed, and we have changed. We cannot simply upload the game on a file sharing service all of you are waiting for it on Steam first and foremost. And to have it there, we still need to see to a number of procedures not directly tied to the development process. These include marketing, economic, legal, and other processes that are necessary to ensure the studios continued existence. And, due to the situation in the Russian Federation that were sure youre all familiar with, we have encountered significant difficulties in this regard. Unfortunately, we are sure that none of you have been unaffected by these events, so we hope that you will understand why we had to take this step and forgive us one, final, small delay. As for the specifics, we cannot disclose everything publically, in part due to contractual obligations. We hoped to the last moment that the newfound problems would be resolved sooner and we would be able to release the game by June 2nd. But man proposes, and God disposes
Now for a few words as to why itll be two months specifically and not two days or, say, three weeks. Large companies like Steam and Google arent just sitting around and waiting with bated breaths for us to deign and provide our game for them to check. Often, verifying a build may take up to a week of real-world time. We have a small, (still) independent development team, and a single person may oftentimes handle a much wider sphere of duties than their colleague in a different company. Unfortunately, in the past two months, we have had to spend a significant amount of time resolving issues that we never intended to be handling in the first place.
As for what we have left to finish in-game: supporter names (first iteration complete, requires some polish) in the credits; developer credits; work on mobile versions, including a new adaptive GUI for them; various minor improvements that we didnt plan on adding initially but would be nice to have if possible.
And finally, regarding key distribution. On our website (NOT in the letter you might have received), you can go to the Orders section (https://lmr.su/account), type in your email (the one you used when making the preorder), and receive a Steam key. Game distribution on mobile platforms will start later they have a very different system, which also became an indirect reason for the delay. You can type in your desired name in the credits on the same page. We tried to load in the nicknames from the google forms that we had received, but unfortunately, not all of them were correctly filled in.
Dear friends! As most of you already know, recently we have started sending out emails asking our backers for their desired names in the credits. If you are a backer and haven't received an email from us, please:
1) Check your spam folder.
2) Search your emails for "mail@lmr.su" sender.
3) Check your blocklist in casemail@lmr.su ended up in there.
Even if you have lost access to the email address you've made the preorder from, in most cases the issue can be resolved. If doing everything of the above hasn't achieved any result, please drop us a message to our VK group messages or an email to the aforementioned address.
Important notices:
1) We have received quite a few preorders and errors are statistically possible (and even likely), but every single one of our backers is accounted for!
2) So far, we have sent emails to the backers who made a preorder before April 11th 2022. Everyone who has and will make a preorder after this date will still get every bonus we have promised, but the emails will arrive later.
3) Later on, we will be sending out another wave of emails, this time asking for your preferred platform. We'd like to stress that it is critically important that you receive an email from this wave otherwise, you may be left without a key.
4) We don't have a dedicated IT department and support service, so please be patient if we can't reply to you right away.
Dear friends! Today we'd like to present to you a report on the work done in the past month:
1. Finished 85% of additional script direction (up to 50% since the last blog post).
2. Optimized the amount of RAM the game uses doing fast-forward.
3. Added a minor variation for one of the backgrounds. You'll have to see which one in-game!
4. Finished two more animated CGs.
5. Slightly adjusted in terms of appearance, as well as optimized technically, the main interface (textboxes).
6. Significantly reduced game size on Android.
7. Remade the footnote system it should now be much more convenient and easy to use, with a clear indication as to which word(s) a footnote is for.
8. Added and placed new sounds about 100 effects such as wind noise, shutting doors, buzzes, gunshots, strums of guitar strings, etc.
9. Made a gallery for replaying the songs heard in-game, viewing seen backgrounds and CGs. Also added an interface for viewing their variations (such as CGs with various emotions). Creating the gallery took more time than we anticipated.
10. Added more character animations for specific situations, improved some models' technical capabilities for animation.
We also made even more small adjustments, bug fixes, changes than last month, and it would be impossible to mention all of them here.
Speaking about what we have left to do in terms of the game's main functionality, that would be: keeping track of seen text (for skipping only it and not all text) and auto-forward. We also have a weighty backlog of tasks that mostly consists of bugs and small features. Most of them aren't that significant we doubt most players will even notice them but some are more apparent, such as a better outline for character names.
Despite the difficult situation in the country and the world, at the moment the release date remains the same: 2nd of June 2022.
You can still support us, see your name in the credits, as well as receive valuable bonuses and DLCs.
Good day, dear friends! With the current events unfolding in our country and the world, today wed like to limit ourselves to listing everything weve done in the past month and our plans for the nearest future.
1. A lot of work has been done on script direction, including scene transitions and custom positions for sprites. Id like to clarify that this is additional work tied to improving the experience the main part is long finished.
2. Added new sprite emotions for particular situations.
3. Added new sprite animations (nods, steps, etc.) for particular situations.
4. New functionality added for playing animations at particular points as the text appears on the screen, which allows us to make the sprites react more dynamically to whats happening instead of being limited to a single standard change of emotion.
5. Optimisation done for small screen resolutions, antialiasing implemented without any loss of performance.
6. The sprite display system has been improved to ensure a lower chance of bugs in the future.
7. Early bets-testing has been started, first feedback received from people outside of the actual game developers. Opening beta-testing to the people who have preordered the game (meaning the Beta tester tier) is planned a bit later, after the first testers catch the critical bugs if any.
8. Two new backgrounds added, animations added to several more.
9. Three new animated CGs added.
10. Easter eggs added. Youll have to find them yourselves!
11. Translation system has been completed (English translation is ready).
12. An enormous amount of small optimisations, additions, and bug fixes have been made, impossible to list all of them here.
The release date is still set to 2nd of June no changes here. Initially, we were planning to bring you some good and even unexpected news today, but it so happens that well have to postpone them to Match. We really hope that by then the situation stabilizes.
We understand that computer games arent a priority at the moment, but were still doing our best to deliver a truly quality product for all of you! You can still support us, see your name in the credits, and receive all future DLCs.
Be kind to yourselves and other people of planet Earth, dont make Catherine cry!
Dear friends, the Christmas and NY holidays are behind us, but as they say, for a real game developer, every day is a holiday (we wish it were true)!
In the past month, we spent a lot of time improving the existing sprite animations and adding new ones. We hope that now our characters will look even more alive to you! We are also finishing up the work on the game's code even though the main functionality is long done, we still need to round up the less demanding tasks like the gallery, the credits, and achievements. At the same time, we have started squashing bugs, of which there are quite a few at this stage. We're not only talking about technical bugs but also stuff like character expressions incorrectly placed in the script and sounds playing at the wrong times. We are planning to start testing proper pre-release beta-versions on PC as early as February, then begin adapting the game for mobile devices.
It is important to remember that the development itself isn't the only thing we need to handle. The process of the game's approval by online storefronts (Steam, Google Play, App Store), can take 1 to 2 months. So in actuality, we need to have the more-or-less final version of the game "on-hand" long before June 2nd. That's it in terms of numbers.
As for the game itself and the experience it will provide, I never tire of repeating: the full picture creates a much more vibrant impression than the sum of its parts. Well then, we hope that this synergistic effect will work not only on the developers themselves but on our players as well.
From our side, we'd like to give you a humble gift: everyone who has already made the preorder (as well as those who will have preordered from today until the release) will get the game's PDF artbook for free! And those who have already bought the PDF artbook will receive the digital OST!
Finally, we would like to offer to your attention the evolution of the sprites for secondary characters between the demo version and now.
You can see your name in the credits, receive all future DLCs, as well as the aforementioned and other bonuses by supporting us here.
Dear friends! The year 2021 is coming to an end. Today I don't want to talk about how difficult it's been for all of us you'll hear plenty of that elsewhere.
Let's focus on the positives: in the departing year, the text for "Love, Money, Rock'n'Roll" has finally been completed, then assembled into the in-game script. An enormous amount of work has been done on the programming side, the art, the animations, several more music tracks have been recorded, ambiences finished. To be honest, this year has been one of the best as of late in terms of the work done this is a year I'm not ashamed of. And most importantly, we have the date the 2nd of June 2022 when the long-awaited release of our long-awaited game will finally happen.
I'd like to use this opportunity to wish myself and every other Soviet Games employee patience and persistence in this last stretch of development. And to all our readers, players, sponsors, and just anyone else interested good health, happiness, more positive and less negative emotions, as well as emotional warmth to your families!
It may be that today, more than ever before, fiction (be it literature, cinema, or video games) can become the bridge to connect our extremely polarized world, help different people, even those with very little in common, understand each other, and bring hope to those about to despair. We sincerely hope that that is what our game will be for you even if for the few (or many) hours that you spend on playing it.
And of course, we will see you here, in the same place, next year, to talk about a new project, new challenges, new goals, while remembering the long road we've walked together!
You can still support us by making a preorder, seeing your name in the credits, receiving valuable bonuses and all future DLCs.
Hello, dear friends! We know that many of you have been waiting for the end of Autumn to learn the release date of "Love, Money, Rock'n'Roll". We're pleased to reveal just that: the game will come out on the 2nd of June 2022! Finishing the core codebase took somewhat longer than we initially anticipated, but this time we can assure you, firmly and clearly, that LMR will be released at or before the aforementioned date no matter what!
Until that time, we will need to complete and polish all the animations for all the characters (both in terms of actual Live2D models and porting them to Unity3D). We ended up having 35 of them just for the secondary characters! Also, it's always hard to achieve perfection in anything concerning code, but we're really trying to do just that! (just kidding.) In all seriousness, besides just being playable from start to finish, there's also a whole lot of little things that are necessary for the project to take its final form the form of a commercial product. We won't bore you by listing every task from our bug tracker, we just want to let you know that we're working on them. The last but still very important aspect will be mobile device optimisation, which we've mentioned before.
There's still a whole month left before Christmas and the New Year, but today, looking back at the work done, I would like to thank everyone who worked on the project! No matter the size of their contribution. Not all of them were with us from start to finish, not everyone spent years of their life on the game, but all did something to bring LMR closer to release.
Perhaps a status report/blog post is not the best place for lyrical digressions, but at this moment I remember the music track Sparkles from Everlasting Summer. One day, it appeared in our IRC channel (the ancient thing!), brought by its composer who preferred to stay anonymous. Which is great but in and of itself not that remarkable. However, many years after ES's release, we received an email from one of the readers who specifically mentioned how much he liked this track. The only track not written by our two main composers. So, as they say in expensive soft-covered motivational books, even the smallest thing can be important to someone!
To end this post, we'd like to once again thank you for your support! You can still make the preorder, receive valuable bonuses as well as future DLCs, and see your name in the credits here. Keep in mind that the preorders will be closed soon! Also, the physical goods mentioned in those preorders the disks, the artbooks, etc. are exclusive for those who make a preorder and will not be sold at later dates.
As an illustration for this post, we'd like to present you with a video of Ellie's new animations and her rehearsal space!
[previewyoutube=XfFdgNa151g;leftthumb][/previewyoutube]
Hello, dear friends! Unfortunately, the new Coronavirus wave has tightly gripped our country, so first and foremost we'd like to ask you to take care of yourself and your close ones!
In the recent posts we promised to bring you good news this Autumn, and Autumn is not yet over! In all seriousness though, we're all still working tirelessly to bring Love Money Rock'n'Roll to completion at the earliest possible date. However, there's little chance we'll be able to do so in 2021. Naturally, we have some internal approximate milestones, but we want to finish the game as soon as possible without sacrificing its quality, so we think it'll only be right to announce the exact date when we're absolutely sure of it ourselves. But we promise that before the end of Autumn, we will tell you the release date we'll stick to for sure!
Game development is often not a consecutive process where task A follows task B, and only then comes task C. The terrifying expression "mobile device optimization" doesn't mean that we'll first polish the PC version and only after, once it's 100% ready, we'll put it aside and start porting the game to Android and iOS. The way Unity (and Renpy in a lot of senses) works is that most of the game's contents (the text, the illustrations, the music) doesn't depend on the engine and the platform thus, while we're finishing up these aspects, the programmers are busy with the necessary adjustments for mobile platforms. Still, I'd like to clarify that the core of the game is being made on PC and for PC and that has to be kept in mind. On the other hand, it'd be wrong to discriminate against the people who are waiting to play LMR on Android and iOS specifically.
On the substantive part of the game, we still need to animate some sprites (unfortunately, the process is taking more time than we anticipated) and prepare the background ambiences (opening doors, sizzling eggs, etc.). We plan to finish these tasks this year. I'll clarify that even without this content, we're actively testing the game.
In this difficult time (and it IS difficult, no two ways about it), I'd also like to give a special thank you to everyone who supports our studio both materially and morally. It's important to understand that without you, the game would've never become a reality (which it absolutely will)! I'm not talking about likes or comments specifically right now. I see the general picture, the platforms besides Steam and VK, and the enormous amounts of support that are simply invisible to most in emails, in personal messages, even in comments to Everlasting Summer. We all want to express our gratitude to those people! There are moments when a kind word can do more than any material aid. You can't finish the book for the writer, the track for the musician, the code for the programmer. Well, okay, you technically can, but believe me, it's not a good idea.
I understand that this post sounds like an excuse and it is. But be sure, no one is waiting for the game's release as much as the people working on it. However, exactly because we're working on it, we understand that a release in the next month or two is impossible.
Additionally, today we'd like to show you another vocal track from the game, which you can enjoy together with Kagome!
[previewyoutube=_oUlrzusYFQ;full][/previewyoutube]
You can still support us by making a preorder and see your name in the credits, as well as get all future DLCs.
Dear friends!
The last day of September bids us farewell with its crimson rays of sunlight, which means the time has come for yet another progress update.
Every game comes a long way from its conception to release. And even in the latest stages of development, different beta versions may be quite different from each other. Even the very term playable doesnt make the product ready to be shown to a wider audience.
What we want to say is that our game is already playable, but we still need some time to polish and get it to shape. Objectively, there are some areas that can be left as-is, and others that cant. Believe us when we say were not nitpicking or trying to fix whats not broken!
What still needs work: background ambiences, small heroine sprite adjustments, direction, translation, some residual code issues. We promised to bring you good news this Autumn, and well absolutely do just that! After all, the season has only just begun.
For now, you can still support us and see your name in the credits, receive valuable bonuses, and all future DLCs.
Dear friends,
The hottest summer in the history of meteorological observations is coming to its end. Weather forecasters tell as that such heatwaves will only become more frequent. And while global warming walks the planet in a sure step, we, the small people, go about our business we give you the monthly report.
Today wed like to address some factual data. The work weve got left is:
Finish/remake emotions for some secondary characters
Finish a certain amount of animations
Add the missing sounds/ambiances (WIP)
Finish the in-game script (add the display of sprites, backgrounds, CGs, music/sounds, and game logic to the text)
Finish up the code.
Ill address the two later points specifically. The overall script is ready, but due to the fact that the sprites were often adjusted or even remade, and the code that handles their display was rewritten, they still need to be added to the script. Dont worry, it doesnt take nearly as much time as writing the text itself.
As for the code, the game is playable! However, as with any IT product, there is no limit to perfection and small bugs usually get fixed all the way to (and sometimes after) release.
There is still about two weeks of summer left, and we wish you to enjoy them to the fullest! In the Autumn, expect us to give you a release date! And please enjoy this new in-game CG.
You can still support us by making a preorder and receiving valuable bonuses as well as future DLCs and seeing your name in the credits.
Dear friends,
Recently weve shown you the evolution of sprites in our game, and today by popular demand we present to you a collage of all four heroines! (We also took some of your criticism to heart and made changes accordingly.)
As for the development, its going its course. All of us are hot at work (figuratively and literally look at the temperatures outside). Interestingly enough, the text when translated into the game gives a very different impression than just being in a Word document. A stronger impression that is! Which is understandable the combination of words, images, music, and sounds affects more perceptual centers in a humans brain. Id go as far as to say that were confident the game will find plenty of grateful readers. Expect more good news in the fall!
You can still support us and receive valuable bonuses, future DLCs, and see your name in the credits here.
Dear friends,
We can feel the summer in the air, but along with long-awaited warmth came another spike of Covid-19 infections in Russia. Take good care of yourselves and your close ones, make sure you are vaccinated and stay healthy and sound!
Some of our readers have pointed out that there have not been any posts for quite some time. As we mentioned earlier, we are getting the game ready for release and will announce the due date in autumn. Unfortunately, the team is small, and an SM specialist is not part of it. Meanwhile, I have been so preoccupied with work that I could barely write a couple of paragraphs for you. I do realise that it is a poor excuse and will try to provide updates more frequently.
You have also demanded to see the new sprites, and here they are! Besides that, in terms of updates, I can only mention bugs that inevitably appear when building or testing the game.
Having finalised the script and looking back, I now realise what a monstrous piece of work that was! 450k words are equivalent to The Lord of the Rings or War and Peace, and I do not consider myself an equal to John Ronald Reuel Tolkien or Leo Tolstoy. In any case, this all is mere rhetoric, and the average user wants to see the final product. Rest assured, that is what we are working on! Thanks to everyone for your support! Without you, the game would never have had a chance to see the light of day first place.
You can still support us by making a pre-order that would give you access to some valuable bonuses, future DLCs and the opportunity to see your name in the credits.
The spring is in full swing, the May holidays are around the corner, which means it is the time for another update!
For starters, wed like to mention the part of the game that has gotten woefully insufficient coverage so far its sound design. After all, there is more to the sound of a visual novel than its music; there are also background noises, like of eggs sizzling on a pan, the sound of steps or flowing water. We are aware that you particularly enjoyed the ambiences in Everlasting Summer, so we will try not to let you down with LMR, too!
Next, an explanation is required concerning the topic that has raised many questions in the comments to our previous post. Why dont we publish screenshots, videos, and recordings of the game development?
To start with, LMR is a visual novel. The process of making it is fairly monotonous youd have to be watching me type the script for hours, and I doubt there would be much demand for that. On the other hand, perhaps this concern is well-founded, and we will definitely considering it for our projects, but I wouldnt like to change anything now when the release is approaching soon.
Perhaps you could break the game down into episodes? some might ask. I am against this solution for several reasons. Firstly, this may sound somewhat pessimistic, deterministic, and, maybe, reductionistic, but nowadays the majority of young adults (the ones that havent reached their 30s and 40s yet) are entangled in so-called clip thinking and no matter how amazing the product is, they are ready to consume it, at best, once, but not twice-thrice-ten times, etc. One shouldnt be mistaken: no matter how significant the size of Everlasting Summer community is (and it really is quite significant), it is still a drop in the ocean compared to the people who only played through one or two routes but still appreciated the game. Secondly, this model has only reached mainstream adoption due to purely economic reasons games are released in episodes only due to the trivial lack of funds. Full stop.
Anyway, I digress, and the main point of the update is to inform you that we continue working on LMR! However, after having analyzed the workload (especially testing and fixing bugs), weve got to relay that the release will take place no earlier than in autumn. Dont get discouraged, though! Autumn is the time in which LMRs story takes place! Leaves turning yellow and warm autumn sun will become an extra ambience that would help you to dive into the world of the novel!
As a goodbye, take another look at Catherine shes been working all days long to tell you the most detailed story of Nikolai and his friends!
You can still support us by making a preorder and receive all the future DLCs and other valuable bonuses.
Happy coming of spring, dear reader! This year weve had a particularly cold winter in Russia, so all of us have waited for warm weather with great anticipation! (Although the wait is not quite over yet, so we are hoping to share a bit of warmth with you in this post.)
While finalizing the game code, we have implemented distribution functionality on mobile platforms. We've been asked about that a few times - as you might (or might not) know, one cant just insert a license key on Android or iOS like it is done on Steam and get a copy of a game. We arent going to dive too deeply into the details, but rest assured, everyone who made a preorder for mobile versions will get Love, Money, RocknRoll in the same manner PC master race specimen do.
In regards to the creative process, we have changed the ending of Kagomes route to better align with the overall concept of the game and match the vision of the scriptwriter. In LMR, each route is not only focused on the respective girl but also develops the plot overall. It has been of utmost importance for us to make the story feel real and integral, because in the world of the novel, apart from the events happening with the protagonist, there are other developments that arent directly related to player choices.
Oftentimes, it is hard to keep track of four different stories, their interrelations and interactions, and we hope we have managed to do just that.
We usually deliberately avoid telling bad news in our posts, but this time will have to be an exception. Our artists are facing certain difficulties, which will lead to all the necessary elements being completed later than the beginning of April as we had intended before.
Other than that, we are doing our best to release the game as early as possible this year!
You can still support us by making a preorder and receive valuable bonuses, all the future DLCs and have your name in the credits.
Hello, dear readers!
Its time for the first update of the new year youve long been waiting for reassuring news, and weve got aplenty!
Weve finished the vast majority of work pertaining to new background animations. Additionally, were working on an upgrade of the main characters sprites to better match them with the overall visual style of the game and have achieved significant progress in reworking and redesigning the animations of secondary characters.
Unfortunately, resolving the issues with the code will require more time than we initially planned. We realise that this issue didnt appear out of the blue and was generally expected, but still, mistakes happen whether we want them or not. The main problem lies in the fact that most people played the demo only once or just a few times to get to both possible endings. Meanwhile, the full game is meant to be completed in at least four different ways, and, as a consequence, has more saves/loads and hours of reading than the demo (to provide some hard numbers, the demo includes five in-game days, while the full game has twenty-eight in-game days in each route). It is only logical that the increase in the number of interactions with the game led to a growing number of errors.
We understand that it might seem that nothing changes, that we are stuck and the project is in stasis, but that is not the case. We dont have a dedicated SMM specialist, and we are very careful about delivering each of these updates to you. Evolutionary, humans arent well-adapted to the dense flow of information that exists in the 21st century. This fact is skilfully utilised by the governments and multi-billion corporations (like Kobayashi Corporation) all over the world with the use of scientific discoveries. We dont want to be like them, so we are trying to provide reliable information only and not get ahead of ourselves (especially considering the previous mistakes made).
Guys, we are almost at the finish line! We can see the light at the end of the tunnel, and there is really not much left. We can promise you that.
You can still support us by making a preorder and get some valuable bonuses, future DLCs, as well as have your name in the credits.
Dear friends,
Let us wish you a very merry Christmas and a happy New Year from the bottom of our hearts! 2020 - a very complicated year for all of us - is coming to its end. This year the entire world has faced an unprecedented challenge - the Coronavirus pandemic. We hope that in 2021 we will manage to bring this danger down with the efforts of our scientists and awareness of the people!
This year proved to be difficult for us, too - unfortunately, "Love, Money, RocknRoll" wont be released in 2020. At the stage of alpha testing, we have found multiple issues that previously hadnt been discovered, such as the size of the game - it is significantly bigger than that of the demo version, which has led to numerous bugs. To put it simply, the code is not being executed properly. Since we put quality first, we cannot release a game in such a state!
Some people were comparing our game to Cyberpunk 2077. However, it seems to me that putting any visual novel, no matter its quality and scale, up against a AAA-title which had been anticipated by millions of people and in which millions of dollars had been invested, is not entirely correct. Still, there is something we can learn from Cyberpunks. For example, it is never favourable for a game to be delayed and eventually released with severe bugs. Therefore, a developer has a choice: either polish the game to completion, moving the release date, or follow the opinion of impatient players (and shareholders - not our case, thank God) and release an unfinished product.
Of course, we could be drawing such parallels for a while, but Id like to highlight one more thing: PC players, of course, arent so concerned about the owners of old consoles, but the main issues the game and the developer had were due to them. We also have quite a lot of users with old Android devices whom we cant ignore. Even if we wanted to, we cant at this point. Perhaps it would be wiser to adopt the strategy of the developers of the new "Stalker", who announced right away that the game wont run on old hardware.
In any case, we arent trying to look for excuses, but merely want to relay to you that the work is continuing, and we are doing our best to ensure you get a high-quality product!
Also, we decided to change some of the characters faces - a few players were complaining about those. We got additional people to work on the code to finish the development as soon as possible.
In the end, a calendar month only symbolises one-twelfth of the Earth's orbit, and ignoring the social aspects, there isnt much of a difference between December, January, and, say March. Either way, we are thankful for your patience and faith.
We have also added English subtitles for the interview with our lead scriptwriter:
[previewyoutube=z_6Kb7m_08Y;leftthumb][/previewyoutube]
Today, we would rather encourage you to give us a word of support than make a preorder.
Thank you very much, and please enjoy the holidays.
Dear friends, today we congratulate our Russian fans with Unity day! November, the penultimate month of this difficult year, is filled with events: from Steam sales to the USA presidential election. We, too, have not come to you empty-handed today! Our artists have finished drawing secondary characters, and the text is 92% complete.
Unfortunately, the pandemic has introduced some changes to both our lives and work. Nonetheless, we are currently in the mindset of a decisive charge towards victory. There is still a lot of work left regarding the animations, and we also need to optimize the games performance on mobile devices (and fix all the minor bugs). Still, these are all solvable issues, and we look into the future with optimism.
Some of you have asked us to show you some new content. Well then, we are happy to oblige. Introducing a new CG and a new music track (you can listen to it on our blog).
Dont forget to watch the interview with our team lead if you still havent (English subtitles will be finished and added soon):
[previewyoutube=z_6Kb7m_08Y;leftthumb][/previewyoutube]
Wed like to remind everyone that you have very little time left to make a preorder and receive all the valuable bonuses that come with it as well as all future DLCs.
Dear friends,
Another summer, which once again proved not to be everlasting, has passed. I hope that many of you have enjoyed it wholeheartedly, despite the fact that the pandemic has been showing no signs of decline. Autumn is here; the time, in which the events of LMR take place, and the time of the approaching release.
In regards to the progress, the script is being finalised, the art is being drawn, the animations are being produced, the code is being written. We can assure you that this summer turned out to be very fruitful for us. Meanwhile, our plans for releasing LMR in 2020 remain unchanged and indeed are putting extra pressure on us. After completing the plot, we will start combining all the parts and finessing the game, which is in itself a fascinating challenge.
As a final word for today, we would like to urge all of you not to be too sad about the summer passed. Yes, the time of rest and entertainment is over, but there are still many interesting things ahead! Stay tuned and wait for the news.
Please remember that you can still support us, while getting precious bonuses, including all the future DLC, and put your name in the credits.
Dear friends,
Two summer months have passed without a trace, but you still have time to enjoy sunny and warm weather! We hope that autumn is not going to bring us any unpleasant surprises, such as the coronavirus that has been kept under control in many countries around the globe.
Meanwhile, we resume our work. We are still completing the Kagomes route and began to optimise animated backgrounds, which should increase the speed and stability of the game (especially on the phones) and make some of them more vivid. Also, we are completing drawing the CGs. Now, we have to specify here that the initially planned volume of CG has been long finalised - now we are working on additional art, which became needed as the script was progressing.
We would really like to give you a precise release date, but the opportunity for that isnt here yet, although our planning is intact - we would like to release the game before the end of the year. Meanwhile, you can still pre-order the game and get some valuable bonuses, all the future DLCs and put your name in the credits. We are kindly reminding you that the pre-order will finish shortly before the release - dont be late!
Dear friends,
Given that there isnt much time left before the release of Love, Money, RocknRoll, we have grown curious about your choice of the device on which you play. Please fill the survey.
Just a short explanation: if you are planning to play on several different devices, then tell us the one on which you spend the most time. For example, if you sometimes play on your phone on the way to work/school, but mostly prefer to use your PC, vote for PC. On the other hand, if you have a computer, but prefer to spend time on your sofa with your tablet, vote for the respective mobile OS.
And, as usual, we are reminding you that theres still a little time left to make a preorder - and receive some pleasant bonuses, an honourable mention in the titles and all the future DLC (for free).
Dear friends,
The world is slowly recovering from the coronavirus, and the governments are gradually easing the quarantine measures and cancelling the restrictions imposed earlier. However, throughout all this time, we, as previously mentioned, have been working on the game! Today we would like to show you an example of a remade animation of sprites:
[previewyoutube=o-yCQYfWLXI;full][/previewyoutube]
Not all the characters have been fixed yet, and thats what we are preoccupied with at the moment.
Besides this, we are completing the final route of the game - Kagomes path. It feels somewhat special to us in many senses - because it is the final step of the way that accounts for more than half a million written words, and, perhaps, because the problem of the character is particularly close to me (that doesnt mean that I like the rest of the girls any less). I would also like to mention that we have received very positive reviews with regards to Ellies route from our friends and acquaintances - I am aware of the fact that many would pick her as a favourite, so we guarantee we will not disappoint you! It also interests us to observe the development of the story: in the beginning, many of the key moments were missing, but they are fully present now. Indeed, any piece evolves and progresses as the time goes by - starting as a quick idea, a flash in the authors mind, and reaching the phase of the complete novel or a game, after having thousands or tens of thousands of hours put into it.
This summer we are planning to start an internal and then the closed beta testing of the game, so, this time, you will not be waiting long!
You can support us and get some pleasant bonuses along with all the DLC that will be released in the future here.
Love, Money, Rock'n'Roll
Soviet Games
Soviet Games
2022-06-02
Indie Casual Singleplayer
Game News Posts 36
🎹🖱️Keyboard + Mouse
Very Positive
(3202 reviews)
https://lmr.su
https://store.steampowered.com/app/615530 
Love, Money, Rock'n'Roll Linux [2.52 G]
Story
Nikolai, the son of two soviet engineers and a normal Japanese student, has no idea his world will soon be turned over. The familiar and dear will clash with the grim ghosts of the past in his soul. Now Nikolai will have to decide whom can he really trust and find out why those with power and money have taken an interest in him, the lives of average people insignificant to them.Heroines
Himitsu is Nikolai’s childhood friend. She is kind, caring, she always worries for him, sometimes even too annoyingly so. But is simple friendship really enough for her? Perhaps, the years of devotion earned her something more?
Catherine is Nikolai’s ex-girlfriend who left Japan about a year before the beginning of the game’s events. Their parting wasn’t the prettiest, and Nikolai still carries quite uncomfortable memories about it. Perhaps he would have forgotten them with time, but Catherine suddenly returns and, moreover, transfers into his class. Why did she return? Does she still love him? Does he still love her?
Ellie is the granddaughter of the board chairman of the school Nikolai goes to. She is a self-willed, proud girl and thinks highly of herself, but cannot be said to lack ardour. Is everything really as simple as it looks at the first glance, or is there more than meets the eye behind the image of a spoiled young lady?
Kagome is the representative of Nikolai’s class. He has never paid attention to her before, but a certain sequence of events makes them come to know each other. Kagome isn’t loved in the school, and she isn’t really burning with desire to become friends with anyone either. Is there a reason for her behaviour? What hides behind the facade of a simple unsociable girl? What secrets does she hide?
Main features
- Four heroines, each with her own story and several possible endings
- Over 100 backgrounds and over 100 event CGs
- 5,5+ hours of music
- Unity3D as the game engine
- Over 400 000 words in the script
- Fully animated background and character sprites
- Multiplatform (including web- and mobile versions)
- OS: Linux
- Processor: Pentium 4 1.5 GHz / Athlon XPMemory: 2048 MB RAMStorage: 3 GB available space
- Memory: 2048 MB RAMStorage: 3 GB available space
- Storage: 3 GB available space
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