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Hi Pilots, We will be taking part in Save&Sound festival! I will be live streaming so there is a chance to talk / ask question. Artur
Good day everyone, First of all, I would like to apologize to every one of you who expected me to be sending my devlog more regularly, shame on me as I realized it has been nearly half a year since my last Dev Diary. These past 5 months have been a mixture of some time off, due to Xmas and Easter, and focusing on implementing new ideas to the Prologue that I really would like to release ASAP. So what have I been doing except for resting, you may ask???
A little piece of us One of Rock&Bushes team members is Agnieszka, privately Arturs (developer) wife. She has two jobs:
Good day everyone,
I'm sorry for double post if you saw previous one, Valve changed my previous post to cross promotion post, which is pretty much hidden. I fixed problems and I'm reposting it as proper news
Another 2 months have passed, so time to tell you what was going on in October and November.
I have to admit that those 2 months have been very busy, but also very different from each other.
Bug family
I will start with my latest updates to the game as they are fresh, and I wanted to share with you the effects. Currently, I am working on new mechs that will not only visually differ from each other, but will also have unique attributes. Here is a Bug Family:
If you look closely, you will notice that their names suggest what their role is.
Assault Bug - this mechs special feature is increasing the attack's power. What it means is that he will spend 1-2 turns to increase its attack power so that when it finally attacks you, its laser will cause more damage than the initial value.
Gamma Bug - Comes equipped with Gamma Laser, which will heat up your Mech.
Support Bug - Its role is healing up his companions. This enemy is usually not attacking you as its weapon is not that effective, but it is helping the other allied mechs to heal.
Prologue release date & planned features
I currently plan to release the prologue around January 2022, the exact day is still to be determined.
Current features roadmap for prologue:
Good day everyone,
Another 2 months have passed, so time to tell you what was going on in October and November.
I have to admit that those 2 months have been very busy, but also very different from each other.
Bug family
I will start with my latest updates to the game as they are fresh, and I wanted to share with you the effects. Currently, I am working on new mechs that will not only visually differ from each other, but will also have unique attributes. Here is a Bug Family:
If you look closely, you will notice that their names suggest what their role is.
Assault Bug - this mechs special feature is increasing the attack's power. What it means is that he will spend 1-2 turns to increase its attack power so that when it finally attacks you, its laser will cause more damage than the initial value.
Gamma Bug - Comes equipped with Gamma Laser, which will heat up your Mech.
Support Bug - Its role is healing up his companions. This enemy is usually not attacking you as its weapon is not that effective, but it is helping the other allied mechs to heal.
Prologue release date & planned features
I currently plan to release the prologue around January 2022, the exact day is still to be determined.
Current features roadmap for prologue:
We just game back from PGA in Pozna, first big physical event since ancient times.
Big thanks to all that tried our demo on the site or stopped to chat!
I will be live-streaming at 14:00 CEST today, a new demo build with some tweaks to UI.
Please jump in and provide feedback!
Dev.Play 2021 conference also started today where I will be showcasing our demo!
Demo update 2021-10-04 - new enemy: small spider & big spider, - new tooltips and card descriptions, - new tactics card, - mech selection - preview, you can only play default mech frame
Hello, my dearest followers, It's about time to share the latest news about August/Septembers work, events, and everything else that has happened to JMM. In the coming weeks, I will release two demo updates. The first one will focus mostly on the quality of life changes like additional tooltips, text updates, and some bug fixes. A second larger update will introduce new mechanics and more varied enemies. When the second demo update is out, we will start preparing for beta release for free Prologue, you should expect closed beta signups for prologue around November. Details of the changes. New and improved tooltips
Hello folks, This year's August is full of great opportunities for Indiedevs like me.
Hello everyone again, I have not realized that it has been 2 months since my last devlog, my deepest apologies! I'll try not to let it happen again, I promise! So let me show you what I have been working on during this time and what is going to happen in August: [olist]
This time the dev diary is later than usual. Unfortunately, not much progress has been made with the game in March. We mostly worked on the graphic side of things. I hope next I will be able to show more new features we are working on, like the campaign map. Let me introduce you to the new Mech line: Gendai Spec. Those are Mech that specializes in surprise attacks, covered operations, and stealth. They are equipped with melee weapons but one of Gendai's frames supports sniper rifles. We have discord, join us for some exclusive development news!
Dear Steam Players,
The February Festival has been an amazing experience for our upcoming project. steamhappy
We have released demo of Jupiter Moons: Mecha - Prologue and we would like to say a
BIG THANK YOU to all of you, who have downloaded and played it.
Here is what Steam statistics say:
So now, being so motivated by you, we continue the hard work to release the full version of the Jupiter Moons: Mecha.
Lets keep our fingers crossed for success!
Best regards,
JM:M Team
Jupiter Moons: Mecha Devblog January
Let me start by saying Happy New Year!
I hope you all had a wonderful holiday period and took some time to relax. While I did manage to squeeze in needed family time, I was also continuing with work on the Jupiter Moon: Mecha demo, which is nearly here (I know, I say that every month).
Throughout December I focused a lot on the (boring) back-end of the game, which isnt the most exciting but is extremely important. This mainly included finding and patching bugs that kept popping up with the addition of new content. On the visual front, I managed to get some UI work done (the start screen (below) is now in the game), item tool-tips, a game over screen, and some design work on the nano corrupted arenas youll be fighting in.
Battles need a worthy arena
A few months back I shared the random arena generator, which is working really well. However, as you venture through the story of Jupiter Moons: Mecha I wanted the growing presence of the corrupted mechs to become apparent. For this, I decided to manipulate all the current arenas to become corrupt. You can see a preview of the new nano corrupted arenas below.
A Powerful mech deserves some powerful items
In December I shared the new post-battle reward screen where youll be received powerful items. I spent the last month updating these items and making them more cohesive with my final vision of the game. The balance of the items will no doubt change once the demo is available and I can see whats potentially too powerful or slightly underwhelming.
Heres a shot of all the items currently in the game.
So, how far away is the demo?
As I keep saying, the demo is nearly ready. I want to be transparent with you and let you know exactly whats missing, which is what Im going to be focusing on in January and February.
At its core, the demo build needs more content, mainly in the form of campaign generators. This will allow the demo to offer a scaling difficulty with progression, cards and items that scale with rarity, and an increase in the variety of post-battle rewards. Included in my more content list is also the addition of 3-4 more card mechanics. I would love to introduce a new card type for every 5 minutes of gameplay, with the whole demo aiming for a 20-25 minutes play through.
Finally, the demo needs a shop. This will not reflect the shop in the final game, but, as I write this, any currency earned in the demo is about as useful as a destroyed corrupt mech! The in-game shop will provide a little bit of variety to playthroughs, allowing you to experiment with different items and mech builds.
Its pretty safe to say that not all of this will be done before February. Ive had an overwhelming number of offers to test the game/alpha demo. Its possible I have an alpha build ready very soon, but this will be missing some of the features mentioned above.
Once again, I want to take a moment to say a massive thank you to everyone who has read this/these developer blogs, interacted with me in Discord, shared any of my content on social media, or even shown an interest in Jupiter Moons: Mecha. The progress I made as a game developer in 2020 was amazing, and a big part of that was down to knowing people are interested in Jupiter Moons: Mecha.
I hope you all have a wonderful start to the year.
Take care,
Artur
Hey everyone, What a month it has been for Jupiter Moons: Mecha! Throughout August I have been working hard with Wojtek Krolik (JM:Ms freelance artist and animator) to pave the way for future game development. This months focus was mainly on sprite design and cleaning up animations.
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