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Hi everyone, Mr. Tired Media here. It has been one full year since Undead Darlings was released into the wilds! Time sure flies. It feels like forever ago that we first brainstormed our idea and had our first piece of character concept art drawn... Come down memory lane with me for a minute, if you would! While the full story would involve a much longer narrative, we fought so hard for this game to become a reality. When we were just getting the game concepts put into Unitywhen we had nothing but the main characters, a few enemies, and a handful of incomplete 3D assetswe launched our first Kickstarter campaign. There was support and love from the gaming community as well as from many journalists who were kind enough to cover our efforts. The first day garnered us a hefty chunk toward our $50k ask; an amount that we promised to match, and that would be how the game's developments costs would be covered. Sadly, our game was in too rough and too early of a stage to really draw in backers. Looking back, it makes complete sense. We didn't have any mock-ups of the final product, or a vertical slice featuring finished assets. All we had was a promise. A promise that we would make our game and get it into the hands of backers. We wouldn't abscond with the funding, or screw up and say that we need more money. So the Kickstarter sputtered and eventually ground to a halt, and we moved on disappointed but undeterred. We looked over what happened and decided to get a "vertical slice" completed before trying again. For those who don't know, a vertical slice for a game is basically a hand-picked sampling of every gameplay element (dialogue scenes, exploration, battle, UI) that demonstrates how the intended final product will play. Pieces of the whole, even if what is shown doesn't actually make it into the retail release. As we pushed toward that huge, daunting benchmark, we suffered the departure of our business partner. I say "we" because I'm so used to speaking as a company, but my best friend who had stuck with me for years, making just as many sacrifices as I hadbut with the added pressure of having his wife and child to care fortold me that he had to leave and find somewhere he could make a more consistent paycheck. I completely understood. There was, and still is, no ill will at all regarding his choice. But now I had to carry the torch alone... My team depended on me, not only for direction but for morale. I started a Prefundia once we got closer to our vertical slice goal. I made sure to get everyone who was interested in the game as involved as possible, and tried to ensure that our next crowdfunding effort was pre-planned, tailored, and in line with the best campaign descriptions that Kickstarter had from similar first-time studios. Eventually, the time had come. We had videos, we had polished (or what we thought were polished, little did I know!) screenshots, and I made sure my approach and formatting was a match with "Editor Pick" campaigns. It looked great! My former business partner even helped me reach out to journalists with whom he had a rapport so that we could get coverage again. Our second Kickstarter went live and we got 25% of our funding goal in the first day. It was looking promising. But then the same thing happened. Funding stalled after about a week and we ended up a little over half of our desired goal. I don't blame anything or anyone. We soldiered on. We had come too far to stop regardless. The one thing I was adamant about with the funding was that regardless of the outcome, the game would be made. Funding would help to make it happen sooner. Without it, I would have to pay the entirety of the development out-of-pocket and that meant working two jobs, where one paid for the other. So be it. Sprinting forward in time, we got it done and Sekai Project was there to help us with the publishing side through Sekai Games. We're forever grateful to them, because now Undead Darlings is available on so many platformsSteam, GOG, PS4, Switch... Thank you to them, but more than that, thank you to all of you who have given our game a chance. We are proud of our first title and want to continue making games. Every game we make will be an improvement over the last, and that's another promise that we will not break. Thank you so much. Mr. Tired | Nick Doerr
Cici Fontaine here! We had a lot of neat feedback, so I snuck in and made some changes... Heres whats new! ~ Weak/Resist pop-ups will now display during command selection as well as during target selection! :hearts: ~ Go to the Options menu! Look, I added in a Cursor Memory option! Itll remember your previous commands, but its not ON by default. Try it! :hearts: ~ Bucks Truck now allows you to trade Scrap for basic survival items! Thanks, Buck! :hearts: ~ Most equipment drops can now be dismantled for Scrap if Reggies inventory is over capacity. :hearts: ~ Equipment can now be swapped around directly from Bucks Truck. No more entering/exiting dungeons to change equipment for us!! :hearts: ~ Difficulty levels for Funpocalypse and lower have been nerfed like whoa. Not CRAZY whoa, but some whoa. :hearts: ~ Oh, and!!! EXP gains will increase in every NG+ run, so run run run to level 99! :hearts: ~ Tactical Flashlight description updated. Also, you can walk over pitfalls if one is active. I was so tired of falling all the time! :hearts: ~ Party Inventory and Bucks Truck will now sort items automatically! :hearts: ~ A soft-lock bug in Sanctuary Sewers has been fixed. Now we have valve handles eeeeverywhere. Yussss! :hearts: ~ Loading times for dungeons have been reduced! :hearts: ~ A few additional tutorials have been added to Bucks Battle Corner. Learn some lesser-known button commands! :hearts: ~ Other improvements and minor bug fixes... You can ask us on social media if you wanna know more! Were at UndeadDarlings! :hearts: We all love you so much for supporting us. I hope you enjoy this super-duper definitive version of the game! Cici, OUT. . . . . . . End of Line. (Didja get the reference?) For more detailed information on the update please visit the Mr. Tired Media Patreon page! https://www.patreon.com/posts/50522467
Happy Monday everybody! Feeling all right? Not turning into a zombie yet are you? Well, today we're happy to finally bring you Undead Darlings ~no cure for love~ to Steam and consoles! Users who purchase on Steam can save 10% until October 5th. Try out the free demo on Steam to get a feel for how the game plays. Unfortunately you will not be able to transfer the demo save data over to the main game. Thank you for understanding. https://store.steampowered.com/app/1294970/Undead_Darlings_no_cure_for_love/ We'd like to say thank all the users who supported the game and Mr. Tired Media over the years. We wouldn't be here without you! Wondering about the voice cast? Here's who you can expect to hear! Jordan VA: Laura Post - Twitter Kairi VA: Xanthe Huynh - Twitter Summer VA: Erica Mendez - Twitter Cici VA: Natalie Rose - Twitter Pearl VA: Rachelle Heger - twitter Emily/Dichroma VA: Lily Pichu - Twitter Buck VA: Benjamin Diskin - Twitter Soundtrack composed by Marc Straight - Twitter Undead Darlings & Mr. Tired Media links Undead Darlings - Twitter - Facebook Mr Tired Media - Twitter - Website - Patreon - Discord Sekai Project & Sekai Games links Sekai Project - Publisher page - Steam group - Twitter - Facebook - Website Sekai Games - Twitter - Website - Facebook
Join us in watching Mr. Tired Media play Undead Darlings ~no cure for love~ live from 6am to 7am Pacific time!
The story of Undead Darlings ~no cure for love~ revolves around Reginald "Reggie" P. Happenstahnce and his journey to take the cure for the zombie plague someplace safe; somewhere it can be mass-produced. His fatherone of the scientists purported to be involved in the outbreak's inceptioncreated this cure and left it behind before leaving on his own for the same purpose. The demo unlocks the hospital level with leveled up characters to give you a feel of the game as you progress.
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