Updates and fixes to Japanese language Localization Fixed hard crash when interacting with specific objects and NPCs in Doppelganger Breeding Grounds Fixed Save menu chapters displaying incorrectly Fixed Diamond Record achievement not triggering (to trigger, load a save with all achievements unlocked and jump once) Fixed Clericopter in Circuit Barricade West displaying as a Bawhale Fixed Samurai Prologue Collision issue Fixed Crafty Coyote giving out infinite skateboards Fixed Metalhead Rocket being unable to open Hat chest in the Greenhouse Fixed out of bounds on 2nd Prologue map Fixed Prince Chronus name missing string Fixed enemies softlocking themselves during phase changes (Pope Bossfight and possibly other bossfight crashes) Fixed Juggernaut Direct Punishment Rank 2 skill causing Softlocks Fixed Neon signs not always clearing surfaces before reusing them Fixed white flash indicator appearing during hitstop Fixed hitstop playing a frame too early Fixed Epimetheus Marionette skill crashing when used on characters with empty action slots. Fixed Landfill madman crashing the game if approached from the wrong direction Fixed Eternal Dome Octopi dropping weapon with missing strings Fixed out of bounds and door collision on Basilica Main Hall Fixed Stray kid in SWC having weird collision Fixed collision blocking damage tiles in Juggernaut Prologue Fixed 1 pixel on Cleriguards Fixed Landfill Madman turning into a Priestine if engaged in battle Fixed certain Sequencer Prologue fences not damaging players. Fixed Senpai-Sama gifting not working Fixed Alpaca Shop prices being incorrect Fixed Dealer Dagger blocking animation not showing Fixed Watts Alley Shortcut being accessible by Dealer IC-Bot dancer is back. Dealer no longer shows up in the workshop after being kidnapped. Fixed the player being pushed out of bounds after a fight against the Technocrat in the Sewers. Palace Laboratory doctors no longer come back to life. Fixed workshop lever repeated use putting up cinema bars Fixed Bobo being able to leave the SWC Chapel with Dealer in the party. Fixed Appendix Museum last screen locking you in if interacted with again. Fixed Chest in DBG not giving Juggernaut Rocket an item Barrel Brother room collision adjusted Disabled loadout swapping in fenrir fight Fixed Dealer Secondary Class selection preview animations displaying incorrectly Fixed Reaper weapon not having a blocking animation when used by Dealer Fixed Whip weapon not having a blocking animation when used by Dealer Rocket no longer talks about not leaving the Rootlands if hes not in the party Fixed Dealer Shop string not linebreaking correctly Menus can no longer be opened during chapter transitions Fixed Simon invading other Romance paths
Hello Doppelgangers,
I've just landed back in England after our company work trip to attend Tokyo Game Show in Japan, and am sitting on the train to Bristol, writing this message. Some of the team already arrived back in the middle of last week and started working on fixing bugs. Currently it's our goal to have a patch out with bug fixes this week. If you've left or are thinking of leaving a negative review despite liking the game itself, I can make a promise to you right here, right now, that the bugs will be fixed, and the game that you like will still be there. While leaving a negative review does make your frustrations clear, it also prevents us from having a good launch which puts our future as a Game Developer into uncertain territory, so I hope you can take into account the negative impact in our small Game Dev career that such reviews cause, and that we are doing our best to fix things.
Here is a current and updating list of fixes!
All of these issues will be addressed as soon as possible, with a priority focus on hard crashes and softlocks. We have been working tirelessly on the game since June last year, and thanks to our Publisher Serenity Forge they have had a at least 1-2 QA people testing the game 2 days a week (and sometimes more) since then as well. Earlier on their work was focused towards verifying slices of the game as we completed milestones for submission, and later on the focus shifted towards testing the full game as well as making sure there were no lingering issues with equipment. There is a very significant amount of variation in the game, and in some cases bugs slipped through the net simply because of how difficult it is to test every possible variable between equipment, skill trees and class choices. In addition to this there was a bigger group focus test of the beginning of the game, and I've made multiple beta testing versions of the game available to Beta Backers of the Keylocker Kickstarter.
In April this year the team and I made the decision to attend Tokyo Game Show for the first time. We've attended Bitsummit in Kyoto two times prior, and events like these is one of the few times we get to actually meet in person and hang out, as we are spread all over the world. When we made that decision originally, the aim was to release the game in August, which would have given us time to attend to the launch before leaving for Japan. In the end we delayed the release to September 18, and on September 22nd, we left for Japan. I don't know how many of you reading this have attended these types of incredibly large public facing trade shows, but it's an experience as rewarding as it is draining, and by the end of the show, the end of September had come as well, and we were mentally and physically exhausted. The next week was spent recuperating, doing things together as a group (we had not seen each other in over 2 years) and exploring Tokyo, and at the start of last week, the travel home began, with all the complications and wrinkles that multiple flights across the world can have. For example, traveling from Japan to Brazil takes at least 2 days and includes two absolutely brutal 14 hour flights in succession. So, one by one the team has been reaching their homes, some with more difficulty than others, dealing with the jetlag of traveling across half the globe and getting back up to speed with the state of the game and other demands. Last week I also received the final localizations for Brazilian Portuguese, Korean, Simplified Chinese and Traditional Chinese. All of these need to be implemented as well, which takes a lot of time and testing and focus separate from bug fixes (which are still our number one priority.) There are other demands placed upon as well, in between Keylocker launch interviews and announcing our next game (Clowned King, check out the Steam page!) it has been a very busy few weeks..
So! Now we are working tirelessly on fixing bugs to make the experience of the game better for you all, and as I said earlier, there will be a patch with fixes to bugs this week. And as for what comes next, we have 4 new languages to add, more Dateable characters to finish implementing (most of these are only missing their final scene) and more Backer content to add. In addition to these things I also want to make the Concert minigame playable through the Main Menu. There are actually more songs from the game itself that have been adapted for the minigame, and I'm looking forward to you getting the chance to try them out. And lastly, this is more of a "maybe", but there are some half-baked remnants of the Black Hole system from Virgo in the code, and Anglerman is very interested in making that into a reality to give players more avenues of having fun with the combat outside of the main story content. I want to finish this by saying, that for all of you who have enjoyed the game itself but had a bad experience because of bugs and crashes, I am truly sorry, and I hope to do everything I can to give you a chance to experience the game in a better light as soon as possible. Thank you all for being Moonana fans and continuing to support our work. It really means a lot to me. Nana
The wait is over! Keylocker is available now on PC, Nintendo Switch, PS5, & Xbox Series X|S Join B0B0, Rocket, and the Doppelgangers in this turn-based rhythm JRPG where music is outlawed. Harness the power of sound and fight for your freedom Were so excited for you all to finally dive into this cyberpunk world and experience an adventure full of action, emotion, and comedy. Wed also love to hear your feedback, so please let us know what you think of your journey through Keylockers sonic revolution! Finally, If you encounter any bugs while playing, please let us know what you encountered here: https://docs.google.com/forms/d/e/1FAIpQLSciR71sWwHvz4leCqARuXoQJdCdT8CuOiuTza-M4ghmxHp1fA/viewform?usp=sf_link Thank you all for joining us in this journey [previewyoutube=v5CsTv2zpcA;full][/previewyoutube]
Hello Doppelgangers!!
Keylocker has a new demo out on Steam with difficulty alterations taking into consideration P L A Y E R F E E D B A C K look how N I C E we ARE (download the demo again to get the update, it won't show as a new update on the demo you currently have), with alterations taking into consideration player feedback for difficulty! Additionally, if you're having issues with the demo not updating, click add to library on the store page for the demo! Changes are as follows:
- The prologue defaults to soft punk, difficulty selection is at the start of chapter 1 instead, you can still choose a different difficulty during the prologue section by altering that on the menu.
- There's an added pause between turns to make it easier to see who's turn it is.
- There's an added pause when counters happen.
- Samurai and Sequencer had their blocking windows increased to be in line with Hacker and Juggernaut.
- Some enemy timings and attacks were adjusted including shield clericopter counter and the fabricator (chainsaw bot).
- Tara's complete animated intro for the game is introduced, you can see it between the prologue and the beginning of Scrapyard Zone.
- Dialogue in the Prologue and Scrapyard Zone has been revised, colored and proofread to be ready for launch!
- Multiple engine optimizations have been added to hopefully give players on lower hardware a better experience.
- Tutorial Items have been added throughout the game with quick explanations about in-game mechanics.
PLEASE VOTE FOR KEYLOCKER ON THE GAME MAKER AWARDS
We're against a really tough opponent that already won last year, I don't know why they're being put there against smaller developers again, please vote for us so we can have a shot of winning! https://gamemaker.io/pt-BR/blog/gamemaker-awards-2024-voting That's everything from me, see you all on September 18!! Nana
The wait is over :microphone::sparkles: Keylocker will launch on September 18 on PC, Nintendo Switch, PS5, and Xbox! Prepare to dive into the genre-defying cyberpunk world, where music is outlawed, and only the bold dare to rebel. Lead B0B0 and her crew in a rhythmic battle to bring back freedom and melody to the stars. Mark your calendars, tune your guitars, and get ready to rock! :guitar::sparkles: https://serenityforge.com/games/keylocker
Keylocker is participating in Steam Next Fest, and we're bringing you a new demo and a playthrough with live commentary. Catch a broadcast with the development team, Nana Moon, Elektrobear, and Anglerman! Dive into the world of Keylocker, where you will experience a unique blend of turn-based strategy, cyberpunk aesthetics, and rhythm games. Well guide you through the games innovative mechanics, character customization, and thrilling story set in a dystopian future. Get a sneak peek at what's to come. Join us on June 12th at 11 am PT to see the new demo and wishlist the game!
Hello Doppelgangers, It was my birthday yesterday, but Im the one bringing the gifts today because I have some exciting news to announce - and a brand new trailer to go with it! First off - Keylocker is launching in Summer 2024. Thats very soon, and we cant wait to share B0B0s full journey across Saturn with you. Right now were putting the finishing touches on the game, preparing for all of the marketing work that goes into launch, and getting Keylocker ready for porting. And speaking of consoles, our second announcement Keylocker will also be coming to Xbox at launch! We got to announce this news today at an ID@Xbox event which is pretty big for us, this event is quite eventful, after all! The revolution to overthrow the Saturnian Satellites needs as many people as possible, and now gamers on Xbox can join the rebellion. Finally, our last piece of news today: Keylocker will be published by Serenity Forge. Theyve already worked on the console releases of Virgo Versus the Zodiac last year, and their resources and efforts have been tremendously helpful in freeing up the Moonana Games team to focus on development. Id like to give a special thanks to our producer Tim who has been fighting all the odds for us on the forefront of this development! Its been hard for everyone and hes been making it a tad easier! We wont take up any more of your time with words here, now feast your eyes and ears on Keylockers new trailer, featuring the haunting vocals of Psamathes and stunning animation by TARA#376: [previewyoutube=PiK18j7KFuk;full][/previewyoutube] Thank you for all of your support during the long road of developing Keylocker. Well have more about the games launch to share in the near future. In the meantime, stay tuned and tell your friends about Keylocker!
Hello Doppelgangers!!
I've been hard at work on a great many things here, some I can and will discuss today, and others will have to remain for a better time! First off, I've sent out a new Beta Backers build for you to play, this time featuring the Sewers Zone, taking place immediately after the events of the Kickstarter demo (the previous beta backers build had content cut from that demo, and now we continue with content after that!) In there you will face many strange foes and meet friendly new faces, as Bobo races to the top of the Ziggurat, where the Satellite Tethys makes her domain. As this build features the first major bossfight in the game, I'm very excited for our beta backers to get their hands on it and provide us with feedback. Just as a reminder, this build contains only the Sewers Zone, so it will start you there on a fresh character that has been given a specific set of items and an amount of keys to spend on the Skeyll Tree. Make sure to equip yourself fully and fill out the Skeyll Tree, as otherwise you will likely be too weak to take on the enemies of this Zone. This build also contains Class Headgear for the first time, so make sure and get those equipped by going to the Hardware menu and pressing the following button: PC - V key, Xbox - Y Button, Playstation - Triangle button. Beta backers should already have received an email with instructions on how to get their hands on the demo, and once again, if you have not received these emails, and you have backed the game on a tier which includes Beta Build Access, please contact us here or through Discord to get that situation resolved. I will be sending out a reminder email as well as a feedback form next week, so for now, just enjoy the build over the weekend! Meanwhile, for the rest of you guys, here are some of the things we have been working on over the last two months:
Skeyll Tree changes:
The Unlock Weapon Talents have been changed into Weapon Specialization talents which give you a different boost in power, depending on the class you've chosen. This increases the amount of possibly synergy after unlocking your second Skeyll Tree as classes have access to a wider range of weapons, for example you can benefit from Samurai Polearm Specialization when using Juggernaut's Harpoon weapon if you choose to go down the Daimyo route of the Skeyll Tree.
Class Headgear:
More Class Gear has been added recently, this is the kind of customization I wanted to have in from the started, but it has taken a while to get everything ready. Both Bobo and Rocket can now equip and show off their respective Class Headgear.
Orbital Resonant Bossfights:
The clash against the Satellites Tethys and Mimas represents the first time Bobo goes up against a fully powered Asura and her Daeva, locked in the Perfect Orbital Resonance that defines their power and superiority as the Rulers of Saturn. This special bond is a defining element to these fights as the Satellites are thought to be invincible during their dance.. ..but are they really?
Tethys and Mimas is a multi-phase behemoth of an event, and the choices available to you during the fight will carry on through the rest of the game.
In addition to all of the above, we've also finalized our planning for the remainder of the game's Zones, implemented most gameplay mechanics, and made some adjustments to AI and gameplay pacing to create more interesting battles overall. That's everything for now, next time I will have more to talk about regarding Soundwave City, and hopefully a new build as well! Until then, Nana.
Hello Doppelgangers!!!! YOYOYOYOYOOOOO
It's been a while since we last spoke but rest assured that the whole Moonana team have been hard at work during this period of silence. In August the team attended Bitsummit in Kyoto, Japan and I went to Gamescom in Cologne, Germany for my first international trip on my own! And then, in October, Keylocker was shown for the first time in Portuguese in Sao Paulo, Brazil during Brazil Game Show. That was my goodbyes to Brazil, as I'm currently residing in England where I saw snow for the first time ever, a great milestone in this long lived life of mine. I can say I have acclimatized quickly enough and now complain about the rain and cold every day, like a true native.
In terms of work, me and the team have been polishing up the first two areas of the game for our Beta Backers to playtest and I can happily say that it's finally time for you guys to get your hands on a new build with some new content! This content is in between the period of time where Bobo is kidnapped by that guy in a flying Shedu, which was cut content for the demo we had during the Kickstarter. Now you get to experience and understand a little more of the story behind everything! Not only that, of course, we have also been working on the area right after the first, and will be having another beta backer build with that content at about 15th of January, which includes the first big bossfight (Elektrobear just finished the song for it and it's absolutely insane, you guys gotta hear it!). Aside from that, heavy work on Soundwave City should also begin soon, but we already have tons of maps for it as well as npcs and story content prepared to be polished for a further build down the line.
Beta Backers will receive an e-mail with instructions on how to access the new build, if they have not already activated their access. The contents of this build will include the contents of the new Desert area and the Desert Dungeon.
Here's some screenshots and GIFs of things we've been working on:
What comes next?
Now that we're coming to the close of the year, Moonana took the time to sit down and review the progress as well as make plans for the upcoming year so we don't mess things up, development is a crazy thing. To help visualize this we've created a roadmap of what we've accomplished so far and what our goals are for next year in terms of sending new builds for beta backers. You guys get to see a bit of our roadmap, with the non confidential bits of it, at least! This also means that next year should be the last year of Keylocker development, but once content creation is done and ready, all that will be sent to translators, QA professionals, LQA professionals and our preferred porting house (which we've been working with in the past to launch Virgo Versus The Zodiac for consoles) to ensure a swift launch for all platforms, simultaneously.
As Keylocker's development reach the final stretch of development, with the project starting three years ago, the team has also entered pre-production on our next project, which, while we can't talk about it openly just yet, we're all *very excited* to dive into. But for now, the task at hand is finishing Keylocker, which I'm extremely hype about as you know, I'm very into content creation and adding all those crazy story bits, so let's make this next year into a good one! From the entire Moonana Team, we wish you a wonderful new year filled with many good games and great memories. Thank you again for your support, we're sending love to all of you all over the world!
Hello Doppelgangers,
Things have been busy as always here in Moonana HQ, let's start with some basic news roundup.
We have started working on the "Make your NPCs" tier so if you haven't already filled out your Design Form, make sure and do that. If you didn't receive the E-mail with the Design form, send us a message here and we will try and figure that out for you.
These are some of the NPCs we worked on for the backers, don't they all look marvelous???
We will show more thoroughly later on the process of creation of the NPCs, their animations and the NPCs in game as well!
And for anyone sending us messages about the Switch copies or wanting to make any changes, do not fret, we got you covered, just wait a little bit longer for now, since we're currently preparing for a big trip to Japan to showcase Keylocker at Bitsummit! We are capable to cover those trips to expose the game to more fans around the globe thanks to you guys help!
In other news we recently crossed 36.000 wishlists and 10.000 demo downloads on Steam. We've had a lot more exposure and interest since you helped us succeed here on Kickstarter, thank you sincerely for that!!
Over on the Moonana Youtube Channel we have been uploading some new videos including a Q&A Video, a Narrated Gameplay Preview, a Moonana Radio Station and the songs from the Keylocker Demo.
We also have some interviews to share with you! The GameMaker blog interviewed Nana in June and we were featured in the January 2022 edition of PLAY Magazine
Here are some updates from Twitter where Nana frequently shares behind the scenes glimpses at the development of Keylocker:
Behind the Scenes look at the Sewers Battlezones
[url=https://twitter.com/moonana_/status/1544815247244103681]Fancy Schpliiim effect animation
Twin Bossfight Mechanics
Some portraits from Keylocker
How it started vs How its going
Event Update!
The Moonana team will be attending Bitsummit X-Roads 2022 in Kyoto Japan, August 6-7! We will be showing off the Japanese demo of the game for the first time there, so if you are in Japan, please come by and say hello!
PAX East 2022 Recap
My dudes, this event was so much fun but also absolutely brutal. It was our first time seeing players hands on with the game and we took a lot away from the event. The booth was constantly packed and there were so many ppl there. After 4 days we were all dead on our feet.. We saw many Cosplays, talked with fans, media, publishers and we discovered the best pizza in the whole of Boston. (it was in our hotel restaurant, what luck) (if you don't follow me @moonana_ on twitter already, you're missing out on a lot of of behind the scenes)
May, June and the Post-PAX Period
During this last two month period we have been splitting our time between three things. The first thing on this list is the final content update for Virgo Versus The Zodiac, which is now finished and has been localized and is ready to be sent to our third partner which is doing currently some secret work. Now that this is out of the way we can put our focus 100% onto Keylocker once again. The second thing is working on polishing up the early game experience with the feedback we've gathered from the Kickstarter demo and the PAX East playable demo. We have been hard at work on fine-tuning the tutorials to give our players a smoother introduction into the game. In June we updated the Demo Build on Steam with some balance changes and adjustments, and we've just now uploaded the newest version that we have been preparing for the Bitsummit Event. If you are a Beta Backer and want to access it, right click on Keylocker | Turn-Based Cyberpunk Action Playtest in your Steam client, select Properties, then go to Beta and use the code "newdemoonlybackers" to access this new branch. And finally we have the third area of the game, the Sewers. We have been working hard on creating the gameplay for this area, and we recently just finished the assets for the boss arena of Tethys, the Ziggurat. Here's a GIF of the making of it.
And here's a closeup walkthrough!
And here are some screenshots of the Sewers and some other things????
This place below is the Dungeon from the Desert area!
A little bit about Soundwave City?
I want to give a disclaimer here. As we get further on into the development it will be harder for us to show things so we don't spoil the game for you. We will continue giving you updates on the development consistently of course, but please bear with us if we get more sparse on the details the further we get in. Thats it for today!
Hello Doppelgangers,
Today we have for you the third interview in the Developer Interview series.
But first, here are some things you might have missed over the week.
Over on Twitter, we got a look at the first screenshot from the beginning of Keylocker development in comparison to what we are working on today.
We also showed off some Portraits from the game for Portfolio Day as well as a closer look at the Ziggurat from last week!
Meanwhile on Youtube, the Keylocker Demo OST continues to trickle out day by day, all curated into this wonderful Playlist.
We also posted this Short from some of the videos we recorded during PAX East.
Last week I alluded to some upcoming travel and now we can officially confirm that the Moonana Team will be attending Bitsummit X-Roads 2022 on August 6-7 in Kyoto, Japan. We will do our best to bring back something interesting from this trip!
Now, onto the Developer Interview!
What's your favorite Keylocker character?
Rocket!! He's just a funny guy having a good time, and hell, so am I.
Which class are you picking and why?
I'm picking Hacker, the electric attacks are objectively the coolest and Hacker gives you a bunch of options to power them up. Also you get to wear a TV as a hat. What more could you want?
What's your favorite part of your work for Keylocker's development?
Seeing everything come together. Most of what I'm working on are just systems and tools and stuff devoid of context, and being able to see all of the things we've all worked on getting put into place to form an actual Game is the coolest thing in the world to me. When we were getting the demo put together, getting to actually play it without staring at a debugger, without teleporting all over the place and skipping everything, without all the crazy debug text visible, like actually stepping back and getting to experience it like a player would, it's just like, "damn, this game is sick as hell, huh?" Just a really cool feeling.
What's the toughest part?
Localization. :( It's easy to think that it's just switching the scripts out for each language, but having to do localization work gave me a new appreciation for it in other games. Making sure every part of the UI looks right for each language and even just making sure your systems can handle these other languages at all, it's an absolutely enormous amount of extra work. It's definitely worth it though, I love seeing people across the globe who would otherwise not get a chance to enjoy our games being able to get the full experience.
What are you most looking forward to working on in the future for Keylocker's development?
Now that a lot of the base systems and all the other boring stuff is mostly out of the way I'm excited to work on stuff to make the game come alive the way we want it to. For RPGs specifically, the core gameplay like fights and things like that are important but everything in-between is what you end up experiencing the most of, I'm looking forward to making sure everything feels great and looks as good as we want it to.
That's it for this week, next week we will have Elektrobears Interview and after that we will be in Japan!
Hello Doppelgangers, Today we have for you the second interview in the Developer Interview series. But first, here are some things you might have missed over the week. https://www.youtube.com/watch?v=fwBUmbORN0U Last month we took Questions from the Moonana Discord Community and Nana has been hard at work answering them. We've put together a Gameplay Video with a mix of commentary by Nana and the Questions and Answers. We hope you enjoy! For those of you who prefer DRM-Free video game ownership, we recently released Virgo Versus The Zodiac on GOG.com. Back over on the Moonana Games Youtube Channel, we started a Radio livestream, playing the soundtracks from all the Moonana Games. While the livestream is currently down so we can stream gameplay to the Store Page over the weekend, it will be returning on Monday morning so you can look forward to that. If you still want to listen to some music we have a VOD of the stream available here and we have also started posting the music from the Keylocker Demo separately on the channel as well. All of it will be nicely curated into this Youtube Playlist with new songs being added every day for the next two weeks. We will also be traveling soon, so don't forget to Subscribe if you want to catch some highlights from the trip. Over on the Moonana Twitter, we have two posts of interest for you. Behind the Scenes look at the making of the Ziggurat Fancy sshhhhplim! effect That's all from us today on the news front.
Developer Interview Time!
Who's your favorite Keylocker character? The delusional pioneer at Circuit Barricade East. Which class are you picking and why? Juggernaut into Daimyo (+samurai) because "say no to magic, kids". I often play physical/tank classes in games in my first run. Hacker will probably be the most fun to implement as there will be many places you can hack later on for bonus resources, alternative ways to complete quests and to mess up with the world. What's your favorite part of your work for Keylocker's development? Difficult question. The most satisfying part is to add sound effects to battle animations and events, but it's very annoying to do. The most fun thing to do is making attack animation sketches. What's the toughest part? Following up on Nana's crazy plots by adding billions of interconnected and super complex events with several different checks and outcomes. What are you most looking forward to working on in the future for Keylocker's development? To get to develop the Church area, the Basilica of the Hymm region. I'll fight Nana until the end of time so this area can be huge and filled with little secrets. That's all from Anglerman this time, next up we will have Ben, our Programmer! Look forward to that!
Hello Doppelgangers, Starting today, we will be doing a regular update blog here on Steam, featuring Developer Interviews, Character and Class Spotlights, Kickstarter Progress Updates and other updates about more general things happening in the Moonanaverse. The Developer Interviews are from our Kickstarter, so bear with us as we collect all things Keylocker into one place on the internet. And if you haven't already, please join the Moonana Discord! Here's some things you might have missed this month: Behind the scenes look at new bossfight mechanics Behind the scenes look at new area with grids laid out Nana was interviewed by the GameMaker Blog for Brazil Week We showcased Keylocker in the Guerilla Collective Showcase! Here's the Narrated Gameplay Video from the event! https://www.youtube.com/watch?v=rx6GBLlU8jA
Developer Interview time!
Introducing to you guys, we'll be having Developer Interviews with the whole team (contractors included!) about our work for Keylocker and personal opinion on the game! I hope you guys enjoy these! I'll start!
(this is me in my human form, which I transform into to use a computer. Computers were not made for Alpacas yet, you see....) Who's your favorite Keylocker character? Ivy, Dealer's girlfriend. Her plotline is a beast that I'm super excited to unleash. Which class are you picking and why? Hacker into Cyberwalker (+samurai) or Terminator (+juggernaut) would be cool. Big mage energy up here, but I want to try Terminator a lot because the hat is cool and Axes, gotta love me some Axe energy. What's your favorite part of your work for Keylocker's development? I like finding bugs that no one found before, makes me feel special. I also like to think of the "emotional big plot points", crafting those is very satisfying when I see them coming to life from that small idea in my head that's barely comprehensible to something bigger than my own brain could ever think of. Also adding long hair to every single character is always nice. What's the toughest part? I think UI experience, since it has to do with this entity outside of me that is the player. Everything else I do is very self indulgent and I do whatever I want, but the UI needs to be crafted for the player, since it's a "portal of comprehension" between the game and the player's mind. I'm also constantly fighting Anglerman over how much information must be given in UI since he wants all the information there but there's no SPACE, so it's hard...!! What are you most looking forward to working on in the future for Keylocker's development? I want to work on the last areas, I love starting and finishing things, so having these two stages of development crafted makes me tranquil and happy. Making the final bossfights etc, yeah that's dope! I hope this time we won't do final bosses that will be too easy due to players going wild on grinding. That's it from me this time, next up we will have Anglerman! Look forward to that!
Hello Doppelgangers! We will be doing a Gameplay Livestream to celebrate our participation in this years LudoNarraCon! Hope to see you there!
We will be live streaming gameplay during this event
Hello, fellow Doppelgangers!
Keylocker has been fully funded thanks to the extensive help you and other colleagues from our fandom have been providing! Although it is an arduous battle, we have been getting there, thanks to your help! Right now we chase the switch port fund stretch goal, so we can have keylocker simultaneously launching for Steam and the Switch platform, and reach even more people in the process. We are only $6280 away from that goal. If you could spare some of your savings on our campaign, that goal would be not only closer, but achievable with our 7 days of crowdfunding left to go! Please consider helping us out as we reach the end of our Kickstarter! And for our Linux comrades, we hear you, and we have done a native build of Linux on a Linux. Ben, our programmer, has spent many working hours on it, fighting the system to have this build ready for you guys. Feel free to play the Keylocker build now made specially for you on the Linux. Ah, and this build wasn't extensively tested by our team as only Ben has this system, so feel free to report any bugs to us on the Steam forums! Thank you for reading until the end! (Ah, the Keylocker demo was updated with extra dialogues that can be unlocked for the dateable characters of Senpai-sama and Patricia!)
Hello, fellow earthlings!
The Kickstarter for Keylocker is UP RIGHT NOW, We have a lot of cool rewards, like this one down below!
Back Keylocker right now on Kickstarter: tinyurl.com/keykickstarter
We've also released a Keylocker MV for O Mei Seiren, which you can see here below: [previewyoutube=g3_pl62Sul4;full][/previewyoutube] I hope you can consider backing Keylocker on Kickstarter to help bring this project to life! Nana.
We will be streaming Gameplay of the new Keylocker demo during Gradient Convergence
Hello, fellow Saturnians!
I am Nana Moon, the lead developer at Moonana, and your friendly Alpaca and I have a special announcement today I hope to be brief!
First, Virgo Versus The Zodiac is now being self published by Moonana, so expect news for this game this year!
Keylocker | Turn Based Cyberpunk Action will be having a Kickstarter crowdfunding campaign from 22nd September to 22nd October, 2021! There will be a lot of physical rewards and fun stuff for everyone, as well as a Demo release together with the campaign.
You can sign up RIGHT NOW to receive a notification once the campaign launches here!
Thank you for your time and check out our social media! Kickstarter Twitter Patreon Instagram (Keylocker) Instagram (Virgo Versus The Zodiac) Youtube
We will be streaming gameplay from the Sequencer class and our first Dev Diary for the duration of IWOCon.
Hello, everyone! We are streaming Keylocker | Turn Based Cyberpunk Action Sequencer route! Each class has a different intro to the story and this is Sequencer's playthrough and intro!
Keylocker | Turn Based Cyberpunk Action
Moonana
Moonana
1970-01-01
RPG Singleplayer
Game News Posts 21
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(107 reviews)
https://moonanagames.com/
https://store.steampowered.com/app/1325040 
Also by Moonana:
https://store.steampowered.com/app/920320/Virgo_Vs_The_Zodiac/https://store.steampowered.com/app/1450650/Osteoblasts/
Keylocker is a Cyberpunk turn based rhythm JRPG inspired by the Mario&Luigi RPG series and Chrono Trigger, in which you play as the singer and songwriter, BOBO. Fuel your moves with the electric power of music in this unforgiving planet by using real-time execution of moves in rhythm game style! Battle the authorities, unlock the secrets of Saturn, play on your own bands' concerts and hack into the network to bring an end to this corrupt system, for better or worse.
Features:
- Control Electricity with your own music! Transform it into attack or defense as needed, swapping between different movesets and tactics.
- Classic Turn Based Combat with a twist: Real Time execution of moves in rhythm game style, aim your shots, time your attacks, parry and block your enemies in this unforgiving planet.
- No Random-Encounters; fight your enemies head-on with seamless in world battles inspired by Chrono Trigger.
- Befriend the citizens, or betray them, hacking into their profiles to acquire resources or to change the course of the story with multiple endings.
- Play with your band to the friends you made at the Music Show minigame, featuring compositions by Elektrobear (Momodora, Virgo Versus The Zodiac), voiced by Psamathes.
- But watch out on the Danger Meter! The all-ears church-police will certainly come after devious denizens who do not respect the Law of Silence.
- Completely customize your characters with a great variety of equipment; unlock special Talents using the Keys harvested from enemies you DELETE in combat.
- Unique interactions with every object of the world: exploring Saturn can lead to secrets, rewards or entire pieces of knowledge about the planet.
Story:
| Saturn, Anno 801. || Music is banned for 141 years now. |
B0B0 is one of the Doppelgangers, twins born as perfect human beings fit to obey the purpose of the caste they were assigned to. Her purpose is to serve in the lowest caste for the prosperity of Saturn, but B0B0 doesn't quite agree to that. Amidst a revolution against the Saturnian Satellites, the ultimate form of law, B0B0 hears news of a newfound music robot that'll fit right in her illegal band as a drummer. Rebelling against the corrupt system using music is the only thing she knows how to do well and she only needed a drummer to join her pack of misfits. With every piece in place, she's out to break some laws, and discover the truth behind the essence of music, the Keylocker.
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