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We are proud to announce that Akuto: Showdown is out now on Xbox One and Xbox Series X|S [previewyoutube=cCFaiHaKoJ8;full][/previewyoutube] To celebrate the launch, we have decreased the price of Akuto: Showdown to $7.99!! US: https://www.microsoft.com/en-us/p/akuto-showdown/9n40cvw15507 EU: https://www.microsoft.com/en-gb/p/akuto-showdown/9n40cvw15507
We are proud to announce that Akuto: Showdown is out now on Nintendo Switch! [previewyoutube=FRzUPgWbshk;full][/previewyoutube] You can now enjoy the fast-paced action on the go, with your friends or by yourself. NA: https://www.nintendo.com/games/detail/akuto-showdown-switch/ EU: https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Akuto-Showdown-1691577.html
https://store.steampowered.com/app/1079440/Bad_Business/ Did you ever want to be a rabbit that is also a hitman? Well have we got great news for you then, because Bad Business is out now!! Bad Business is an extremely challenging top-down tactical shooter game where Mr. Bunny Rabbit, a hitman for the Mob, has been tasked to neutralize the rival Gang. A hard task for any organization, an impossible task for a hitman. Be sure to join us on Discord or follow us on Twitter for all the latest news about Bad Business and all our other games. If you like the game, consider leaving us a review or recommending the game to your friends.
Hi everyone,
Welcome to Bad Business!
Bad Business is an extremely challenging top-down tactical shooter game where Mr. Bunny Rabbit, a hitman for the Mob, has been tasked to neutralize the rival Gang. A hard task for any organization, an impossible task for a hitman.
Check out our latest trailer here:
https://www.youtube.com/watch?v=WsTrEljOqPM
We will be releasing the game on July 24th. You can add the game to your wishlist to be notified when it is released:
https://store.steampowered.com/app/1079440/Bad_Business/
Let us know what you think of Bad Business so far in the comments below, and if you have any questions about the game, fire away here, on the Community Hub, or on Discord
Be sure to follow us on Twitter for all the latest news about Bad Business and all our other games.
https://www.youtube.com/watch?v=5Bwb3XAaOfU After just over 2 years in Early Access, Akuto: Showdown is out now! We have also decided to do a week-long 10% discount on the game. Happy gaming everyone! If you like the game, consider leaving us a review or recommending the game to your friends.
So let's get the bad news out of the way: there will be no online mode in Akuto: Mad World. Yes, we said we would try to implement it and we did try. Our first attempt didn't meet our standards, and our second attempt for online mode is currently in mid-development but most likely won't be finished. So what happened?
Well at the end of 2018, we started going through how much we have already spent on the game and how much we are expecting to make in sales. By our calculations, it will be very unlikely that we will ever make a profit from this game. This is because the development budget for the game had to be doubled halfway in development.
We initially planned to release the game in Q4 2017 or Q1 2018, but due to circumstances out of our control, we had to push back the release date. Because of that, we decided to scrap a prototype we were working on at that time and use the budget of that prototype for Akuto's development throughout 2018.
We are now increasingly close to running out of money for this project, and we will definitely not be able to complete the development of online mode for Akuto with our remaining budget. Now, instead of releasing a half-working online mode, we are going to use the remaining of the budget to complete the remaining features of the game (leaderboards, achievements, trading cards, etc.) and polish the game.
We apologize to anyone who was looking forward to the online mode. Even though we initially did not plan for online mode, we did want it in the game as we continued to develop the game.
We know this is not much, but the one good news from all of this is that the game will be out much sooner than we planned.
If you like the game, consider leaving us a review or recommending the game to your friends.
Welcome to our first update in a month. We are going to start this update by talking about the behind-the-scenes work we have been doing. Most of you were not aware, but we were talking with a publisher for the past 8 months. The talks with them were going great and they had big plans for Akuto: Mad World. We liked the vision they had for the game and we started developing the game towards that. That was one of the reasons we started changing the gameplay over the past few months. However, last month the deal fell apart and now we are where we were 8 months ago, but with the game split into 2.
So what does that mean for the future of the game?
Well, it is still going to be developed by us, and most likely also published by us.
Our new plan is to combine the 2 versions of the game we have into one, final, polished version. The final version will be more in the direction of the game we have in the experimental branch. That means no minigames, level editor, or singleplayer mode. We are going to bring back Score and Score Hardcore versus mode.
The Stock, and the Score and Score Hardcore, modes will all be available for online play as well. With online, we will be using a server-based architecture instead of P2P. The reason we are going server-based for online play is that we found that the P2P was causing issues with 90% of people who tried to play online. We will have more information about online in the near future.
For the art style, we are going to have new levels made in a similar style to the Acme City level. That means all the levels we currently have in the game are going to be removed, apart from Acme City and Finale. We will have minimum 10 levels in the game at launch, possibly more depending on time and budget constraints.
Specials have been removed from the game, as we found them too similar to power-ups. We also had to reduce the number of power-ups, melee weapons, and ranged weapons so that we can complete the game within our deadline.
We will also be implementing a progression system, where you will unlock new weapons and levels for offline play. The progression system will also unlock hats that you can wear during offline and online games.
We have also found issues with people who tried the experimental branch and then tried to go back to the default branch. This issue is caused by the save file. We recommend going with one branch and staying with it until we release a new build in the near-future.
To make sure that we stick to our deadlines, we are going to be releasing updates 1/2 times per month, instead of our weekly updates. This will allow us to focus more on the content and getting the game completed.
Our goal is to release a stable build that has most of the offline features implemented in mid-December. At that time, we will also remove the experimental branch.
And that should pretty much cover everything. Feel free to leave a message below if there is anything we have missed or you want to ask us something.
Oh yeah, one last thing. The game is coming out of Early Access in Summer 19.
If you like the game, consider leaving us a review or recommending the game to your friends.
We decided to release no updates this month. This month we will be focusing on important behind-the-scenes business for Akuto: Mad World. This will include what features the final game will have (online is a near-certainty), art, and release date.
We will still release updates to fix any bugs that might come up this month, but we are certain that the game is currently stable.
Again, online will be in the final game. We just need some to figure out how we want to implement it, including the rest of the features in the game.
We will release our next update in November, and hopefully it will include good news.
We found a bug in this week’s build so we are going to hold of releasing a new build until next week.
In the next update, we will have fixes for some players who have been having issues using their gamepads in-game in the experimental branch. We are also updating the bots AI so that they are more aggressive by attacking more and going less for weapons.
Sorry about the delay. Enjoy your weekend!
We finished most of the bullets VFX and SFX, with some remaining exceptions. We found the new bullets helped players understand better what was shot at them and whether they should deflect or dodge it, but we won’t know for sure until we release the new build, which is hopefully next week.
We have also started working on updating our first level, which is ‘Acme Corporation’. So far, we aren’t quite happy with it due to the level being much bigger than originally planned. Because of this, we aren’t sure if this will be a fun level for players, but again we won’t know for sure without testing it out in the wild. Below is a quick screenshot of the prototype version of the level. We still have to more level props and traps to it, but hopefully it gives you a small taste of what is to come.
Enjoy your weekend!
Added new VFX for weapons. Instead of talking about them, we have posted the GIFs below. What you think?
So we didn’t have the best of week here. First our computers stopped working correctly, and after spending a day trying to fix it, we had to give up and re-install Windows again. It took us a whole day to re-install Windows and all the software we need to continue developing the game.
Now before we had this disruption, we were working on the VFX of the weapons. We were also working on making the player stand out more during gameplay, as we noticed that was quite a big issue with numerous players. We started testing out by adding an outline to all the living players in the game. We was also testing out a cel shading art style, just to see how the game would look like. We didn’t have much time to test this, since that was when our computers crashed.
So what do you think of the cel-shaded art style? Do you think we should keep it and work on it further, or stick to our original art style?
As planned, we have completed all the power-ups in the game, as well all the specials. We have now started working on the VFX/SFX on the new weapons, power-ups, specials and other unannounced stuff. Therefore, we decided not to release a new build this week, and we might not release a new one for the next few weeks. We don't want any half-finished content confusing players in the game. We will still be releasing a weekly update of what work we have done and what we have planned.
We have also designed 15+ new levels that we want to put in the game for the final release. We are planning on prototyping them within the next few weeks. As we start completing the new levels, we will start removing some of the old ones.
Small but sweet update this week. Enjoy your weekend everyone!
There is no new build released this week, as we focused on designing all the power-ups and specials for the game. Now that they are all designed, we are going to start coding them, and release a few of them in the next couple of weeks.
We were going to focus on the melee weapons this past week, but since the art for them is not ready, we decided to focus on the power-ups.
We will not be releasing a new build this week, but we did manage to code 15+ ranged weapons for the game. We still have a few left to code, which we plan to do next week. After that we will focus on completing rest of the melee weapons, which should take us around 1-2 weeks to complete.
Most of the new ranged weapons that we have created this week do not have any art, VFX, or SFX created for them, and they won't be ready for several weeks as we are still redesigning the game. You might have noticed this if you played the 'Experimental Branch' in the past as we have started using colored spheres for bullets again.
Next week we will release a new build with some of the new ranged weapons that do have their correct art, VFX or SFX implemented. The rest of the ranged weapons will be released on final launch of the game.
After creating the ranged weapons and melee weapons, we will start focusing our skills on power-ups and specials! Yes, Akuto: Mad World will have power-ups and specials that you will be able to use during matches to give you an advantage. But we will talk more about what they are, how they will work, and when they will be released in the upcoming weeks.
This week we designed new melee and ranged weapons in the game. We have so far planned for 15+ melee weapons and 20+ ranged weapons at launch. Because of the time we spent on designing, we did not have enough time to push out an update this week.
We are planning to spend next week coding some of the new weapons, and making some of them available on the Experimental Branch. Most of the weapons won't be available for another few weeks, as we will not have finished designing their 3D models.
Not the biggest update this week, but it could prove one of the most substantial one in the long-term for the game.
So while talks are still on going with the other parties, we decided to start updating Akuto: Mad World. While we originally wanted to release a build of Akuto 2.0 (which we are calling the new version of Akuto: Mad World, so that we can differentiate between the current version of Akuto: Mad World and the upcoming new version), we did not get it ready on time. We should have it ready for release next week.
Akuto 2.0 will be on its own branch (which we will explain how to get access to) so that people can still play the original version of Akuto: Mad World. There will be gameplay modes that we will be removing, changing the core gameplay, and updating the online mode. We know that not everyone will be happy with some of these changes, but we were never going to make a game that will please everyone.
We will also be adding a new game mode, new gameplay features, which will change how the game is played, and customization options. Also, and most importantly, a working online mode (!!!) will be added in Akuto 2.0.
We will try to fix the online mode in the current build of Akuto: Mad World if we have time, but most of our resources will be spent on working and completing Akuto 2.0., which we hope to have out in 6-9 months.
If you like the game, consider leaving us a review or recommending the game to your friends.
You might have noticed that we haven't released a big update for a long while. Well, that is because we have been in talks with a third party to update and create a better Akuto: Mad World. That means new levels, weapons, and most importantly, a working online. These talks are still in the early stages, which mean lots of talking and not so much developing.
We are still not 100% sure, if these talks will end with good or bad news, but do know that we are still working on Akuto: Mad World. Just a little slower than our usual pace.
We will let you know how these talks end, which could last for another few weeks. We will still be doing updates on a weekly basis during this time.
In other news, you can play Akuto: Mad World at Norwich Gaming Festival today and tomorrow!
If you like the game, consider leaving us a review or recommending the game to your friends.
As we mentioned last week, we had to deal with non-game development work this week. Because of that, we decided to not release a new build this week.
We did get brainstorm new ideas for new weapons, levels, and the future of the game. Depending on the next few weeks, it could be an exciting future for Akuto.
Next week we will be working back on fixing the online issues, and hopefully implementing some of our new ideas.
If you like the game, consider leaving us a review or recommending the game to your friends.
This week we fixed some issues with searching for matches in the lobby and the actual lobby menu. But because we are still working on creating a better level loading system for online mode, we decided to not release the update this week.
For a throwback, we posted a GIF of how our game used to look like around September 2016.
If you like the game, consider leaving us a review or recommending the game to your friends.
Update: we are aware of some people having issues with joining each other on online mode, and we are working on fixing that as soon as possible. We apologize for any inconvenience that might have caused.
Just a quick glimpse at the WIP character and level selection menus. New build coming next week, which also fixes most issues with online mode. Get ready!
If you like the game, consider leaving us a review or recommending the game to your friends.
So this week we was at GDC and spoke to developers on what the best solution is for setting up the online mode for the game. What we heard back is to go with whatever works. So we have decided to stick with our current solution, but fix everything. In the next few weeks you will see a fully functioning online mode without any bugs. If not, we will be bringing in a third-party to help us set it up. So online mode is definitely coming, just a bit slower than initially planned.
We will also be moving the matchmaking away from Steam, and using our own servers. This will give us more control and also allow DRM-free players to play with Steam players.
Apart from that, we enjoyed our time at GDC and had a great time showcasing Akuto: Mad World at the Xbox Lobby Bar.
If you like the game, consider leaving us a review or recommending the game to your friends.
We didn't release an update this week but we did manage to do work on the online aspect of Akuto: Mad World. This week we set up the NAT punchthrough on our own servers. This means when we release our next build, the game will use our NAT punchthrough and not a third-party one.
We also looked at what matchmaking system to use in the future of the game. So far, we seem to be leaning setting up a matchmaking system on our own servers. The games will still be P2P. But we haven’t started implementing this yet as we are travelling to GDC next week and wanted to see what other developers used on their own games. If we find something we like more than our current idea, we will possibly go in that direction.
We will create an update next week to announce what we have decided.
And before we forget, any game developers who are going to GDC can play Akuto: Mad World at the Xbox Lobby Bar from Monday to Wednesday. Hope to see you there.
If you like the game, consider leaving us a review or recommending the game to your friends.
From everyone at Hut 90, we wish you all a Merry Christmas!
Have a safe and happy holidays, and we will see you in 2018.
[spoiler]P.S.: We have one more update coming out this year, which will add a new level for online mode.[/spoiler]
We found a bug with playing custom levels downloaded from the Steam Workshop. The issue should now be fixed for all platforms.
Just a quick update to let everyone know that we will be releasing singleplayer mode next week. We have also made some minor changes to the game and we will talk about what's next for the game, pricing, and final release date.
Latest Update (06/02/2017)
We decided to create weekly updates on reddit regarding what we are working on for the singleplayer mode. We will be doing this until we are ready to release the singleplayer mode. We will update this thread with a link to the latest update. You can leave your comments or feedback here or on reddit.
We have now released our first [strike]11[/strike] 12 levels meaning that we have completed our first milestone. Expect the price of Akuto: Mad World to rise by ~$1 very soon, so go tell your friends to buy the game whilst it is at this lower price. This does not affect any current owners of the game.
As mentioned in our previous updates, we are currently in Taiwan for the Taipei Game Show. This means this update is quite small. But a good thing about the game show, is that we found some new bugs, including the survival mode bug where the game stops. We are going to start working on fixing these bugs and continue adding content.
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