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Just a quick patch for two requested fixes. I'll still be looking into bringing the performance improvements from the console version on steam, but I piled up my table with other enhancements that made things more complicated. I'll let you know if something is on the way! Patch Notes from 11/19/2018
I have been given the honor and the chance to participate in this week's GDWC Fan Favorite Vote! If you want to support this game, I would be eternally grateful if you would take the few seconds it takes to go over to https://thegdwc.com/ and vote for Fumiko! so that it has a chance! Of course you should also check out the other participants as well, they look great too. Thank you for your interest! Best Regards, Odrez
When I first started working on the Xbox One port of the game I did not give the warning signs enough credit. As a solo dev, porting a game to a console is an unforgivingly challenging task. To quote a member from the development forums who shared a general step-by-step guide for other partners, this basically sums it up pretty well:
"I want to warn you if you're on a small team or by yourself porting a game. [...] Some portions of the porting process expect very high levels of knowledge regarding a subject matter and a lot of time to complete. Most of the time I felt like I was battling a boss in dark souls blind folded kicking my feet up into the air hoping something would hit only to see a death screen again. Yes many people have done it but don't expect it be a walk in the park, in fact expect it to be a walk on the side of mount Everest, naked."
Nevertheless, I did not slip and fall to an inevitable doom but tried to do small steps every day until I finally reached the top. It was refreshing and I would do it all over again, but for now it is time to celebrate!
When I first started working on the Xbox One port of the game I did not give the warning signs enough credit. As a solo dev, porting a game to a console is an unforgivingly challenging task. To quote a member from the development forums who shared a general step-by-step guide for other partners, this basically sums it up pretty well:
"I want to warn you if you're on a small team or by yourself porting a game. [...] Some portions of the porting process expect very high levels of knowledge regarding a subject matter and a lot of time to complete. Most of the time I felt like I was battling a boss in dark souls blind folded kicking my feet up into the air hoping something would hit only to see a death screen again. Yes many people have done it but don't expect it be a walk in the park, in fact expect it to be a walk on the side of mount Everest, naked."
Nevertheless, I did not slip and fall to an inevitable doom but tried to do small steps every day until I finally reached the top. It was refreshing and I would do it all over again, but for now it is time to celebrate!
I know you're eager to put as many cool indie games in your cart as possible and we all know how easily that piles up. If you want to know if Fumiko! is something worth spending your time on, check out the latest episode of "Indie Games You Missed in 2017" from HeavyEyed: https://www.youtube.com/watch?v=g7N3ts0RStc Enjoy the holidays with your friends and families. Best Regards, Odrez
I know you're eager to put as many cool indie games in your cart as possible and we all know how easily that piles up. If you want to know if Fumiko! is something worth spending your time on, check out the latest episode of "Indie Games You Missed in 2017" from HeavyEyed: https://www.youtube.com/watch?v=g7N3ts0RStc Enjoy the holidays with your friends and families. Best Regards, Odrez
For a special occasion I needed to write a 100% completion guide for the game and I don't want you guys to miss out. Follow the guide here to never get stuck or get your remaining secrets & achievements! http://steamcommunity.com/sharedfiles/filedetails/?id=1232013304
For a special occasion I needed to write a 100% completion guide for the game and I don't want you guys to miss out. Follow the guide here to never get stuck or get your remaining secrets & achievements! http://steamcommunity.com/sharedfiles/filedetails/?id=1232013304
Hey folks! I am excited about this patch, even if it is a small one. These changes include some tweaks to the camera and some more improvements I felt were necessary or helpful for the gameplay experience.
Hey folks! I am excited about this patch, even if it is a small one. These changes include some tweaks to the camera and some more improvements I felt were necessary or helpful for the gameplay experience.
While I was working on the latest update I was finally able to get my hands on a MacBook Air to do some testing for the Mac version of Fumiko. For this reason I'm now proud to release Fumiko! on its third platform yet - macOS.
The MacBook Air had the following specs:
Intel i7 1,7 Ghz
Intel HD Graphics 5000
8GB 1600 Mhz DDR3
The minimum system requirements will be a bit lower than that, an i5 or i3 should be totally fine, but an actual graphics card or performant chip is required to play Fumiko. The game ran fine on the machine tested above.
The minimum graphics card required for a PC is a GT 520, which is a reaally old graphics card with minimal specs. The game does not require huge power, but the difference between having a dedicated card and only a cheap chip is noticable. Fumiko was tested on an Intel Core 2 Duo and ran fine. I dont own the hardware to test the game on older mac hardware, but I think as long as it is comparable to the minimum specs required for PC (Windows or Linux), it should work just fine.
Thank you for coming by and make sure to check out the Fumiko! Demo! See you soon!
Best Regards,
Odrez
While I was working on the latest update I was finally able to get my hands on a MacBook Air to do some testing for the Mac version of Fumiko. For this reason I'm now proud to release Fumiko! on its third platform yet - macOS.
The MacBook Air had the following specs:
Intel i7 1,7 Ghz
Intel HD Graphics 5000
8GB 1600 Mhz DDR3
The minimum system requirements will be a bit lower than that, an i5 or i3 should be totally fine, but an actual graphics card or performant chip is required to play Fumiko. The game ran fine on the machine tested above.
The minimum graphics card required for a PC is a GT 520, which is a reaally old graphics card with minimal specs. The game does not require huge power, but the difference between having a dedicated card and only a cheap chip is noticable. Fumiko was tested on an Intel Core 2 Duo and ran fine. I don’t own the hardware to test the game on older mac hardware, but I think as long as it is comparable to the minimum specs required for PC (Windows or Linux), it should work just fine.
Thank you for coming by and make sure to check out the Fumiko! Demo! See you soon!
Best Regards,
Odrez
Fumiko! received a big patch! We've added new content, new dialogue, new mechanics and a better menu. Players will be able to focus more on the narrative of the game and less on searching their way through the network. Many things have been implemented to improve accessibility for players who might be unfamiliar with 3D platforming.
Patch Notes from 01/06/2017
Patch Notes from 01/06/2017
Fumiko! received a big patch! We've added new content, new dialogue, new mechanics and a better menu. Players will be able to focus more on the narrative of the game and less on searching their way through the network. Many things have been implemented to improve accessibility for players who might be unfamiliar with 3D platforming.
Hey Community! Another update to show you some things that'll be part of the game very soon. I'm trying my best to iron out all the little things that are left. Many things have changed and there is some new content in the game. A part of that content are the new homeworlds in Hyperion.
Hey Community! Another update to show you some things that'll be part of the game very soon. I'm trying my best to iron out all the little things that are left. Many things have changed and there is some new content in the game. A part of that content are the new homeworlds in Hyperion.
Hey folks! I just wanted to give another quick status update before the patch finally hits. I am currently in a phase where I am almost finished but here and there small things come to my attention that I want to adress now rather than later. One of these things happened to be the menu, so.. well. That took a few days.
I am really proud of the iterations I had with the menu. From the floating menu in the old days, as seen in this video:
Old menu
To the new one:
New Menu
You can now properly change the settings without having to carefully read the hotkeys. The main goal was to align the menu more with video game conventions, reducing the amount of weird mechanics I introduced in the old one. In addition to that, the game will now feature a simple but reliable savegame menu, allowing you to quickly visit the past:
Hey folks! I just wanted to give another quick status update before the patch finally hits. I am currently in a phase where I am almost finished but here and there small things come to my attention that I want to adress now rather than later. One of these things happened to be the menu, so.. well. That took a few days.
I am really proud of the iterations I had with the menu. From the floating menu in the old days, as seen in this video:
Old menu
To the new one:
New Menu
You can now properly change the settings without having to carefully read the hotkeys. The main goal was to align the menu more with video game conventions, reducing the amount of weird mechanics I introduced in the old one. In addition to that, the game will now feature a simple but reliable savegame menu, allowing you to quickly visit the past:
Now that I have your attention with the newly implemented dropdown ability, there's something I want to talk to you about.
Hey everyone! I didn't stop reading your feedback and there are some things I want to do to make the game an enjoyable experience for everyone. I am still in the creative process that will result in some parts of the game getting changes and improvements. The main approach I have for this update is taking a look at each level the game has to offer and check if there is something I can add or change that will make the level more accessible. Fumiko! is not about difficulty, but about engaging experiences that are changing in every level. For this to work, I need to be careful about the guidance I give. It doesn't matter if they're small visual hints, tips given by characters in the game or actual changes about the red line that leads you through the game. Some parts of the game have already received that treatment or were lucky to work perfectly from the beginning, while other parts might have some rubble lying around that can be a stumbling stone for some players. I don't have a team of UX-Designers behind my back, but with the experience I got from levels later into development, maybe I can give the game just that bit more polish it needs to truly shine. I just wanted to give you a quick update and some example screenshots of things I already touched. Feel free to leave your feedback or give me any additional requests that might improve your experience! Don't be shy - Some features might be out of reach now, but knowing what would make you happy could spark a good idea in the future. What happened so far:
The demo now contains two levels from later areas of the game that offer an atmospheric and wild experience.
If you're still waiting for a reason to try out Fumiko!, here it is! Just hit the Button on the right side of the store page to install the free demo. This demo contains two additional and unique levels that let you experience the core gameplay of Fumiko! without spoiling any story.
Patch Notes From 02/20/2017
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