- Ayumi CGs & Broken Reality RPG New Version - 2 March 2021
With Moon_Cradle currently making the last of the CGs for our original agreement, much of the game's new graphic design is close to done. Along with getting the creepiest arts possible, these death CGs have been have been chosen specifically with new game mechanics in mind. Until now, with the exception of the gore eyes in the hospital and the blue pants that did a simple back and forth, the enemies were largely uninspired in their behaviour (just mindlessly chasing Ayumi). With the new arts, this will largely change. The goal is for every major enemy type to have their own mechanics, which will allow me much more freedom in enemy placement. After he is done with the last of the initial CGs, next in line for Moon_Cradle are: Ayumi's outfits -> the design of one more NPC and finally -> some technical stuff (like replacing that god-awful logo I've been using for so much time now, a new ti…
- Death CGs - 31 January 2021
Most potential game-overs in the game will have their own CGs with glorious violence involved. Since the in-game sprites will come after the CGs here, Moon_Cradle has a lot of freedom in the designs and he's delivered. The Discord discussions about how to best make poor Ayumi's deaths as horrible as possible seem hilariously psychotic in retrospect, and I'm loving it. Once the death CGs are done there's another new character to make a bust for, and finally some environmental CGs "might" follow. The initial sketch for the Byakhee death CG. Eventually we went for a different pose/perspective, but I still liked this one's style. On my part I've transferred the game to MV for the upcoming rerelease, and I'm slowly tweaking it to fit some of the new stuff that will be done with it.
- Nameless Artist's Bust - 16 January 2021
Another bust by Moon_Cradle, featuring a new character Ayumi will meat in the newest section of the spaceship. After we're done with his expressions his next assigment will be Ayumi's various death CGs, filled with delicious gore. The (for now) nameless artist's job in the game will be implying a bit more of the lore, and why Ayumi didn't turn into a bug like the rest of the crew members.
- Version 4 Plan Update - 6 January 2021
A few updates on the plans for Ayumi: Yellow Edition (4th version of the game): 1)Game will be transferred from Rpg Maker VX Ace to MV. Since I have been working with VX Ace all this time, I'm curious to see what quality-of-life plugins I can find from MV's library, and it's also in preparation for a mobile release. 2)Facesets will no longer be a thing (the little face boxes next to the dialogue-box). The game will feature full busts for all the characters talking, visual-novel style. I'd be lying if I said that would not be done to show off the new arts coming. 3)Ayumi's new bust, created by Moon_Cradle, who will be handling the new character arts and the CGs of the game. 4)The sprites will in all likeliness by handled by Yummy, who also makes the sprite arts for my Broken Reality RPG. Basically whoever I get for sprite art will be remaking all the monster sprites, so I can use whateve…
- The Exact Version 4.00 Plans - 20 August 2019
First off, Version 4.00 will be released a few months after I release Broken Reality on Steam, for which I am currently making surprisingly good progress. Now then, exactly what version 4.00 of Ayumi will entail: 1)Price will be raised from 2.99 to 4.99. Those of you who already own the game need not care about this. The game will also be rereleased, renamed "Ayumi: Elite Edition". It will reappear on the front page and all, so you can expect a new wave of players 2)Ayumi redesigned with new, original model. I will have a pro do this (already have a few artists in mind), and I will make sure to annoy the hell out of them until they get her exactly right. The redesign will mean a new faceset, and new sprite model. 3)In character dialogues and important game moments, busts will be used along with the facesets. Busts are the upper body shots, visual-novel style, so you can see the characte…
- Broken Reality New Update: The Sewer Temple - 13 April 2019
Enjoy one of the biggest RPG Maker games out there! (which will eventually hit Steam) (but until then I want feedback on what works and what doesn't) Broken Reality RPG (itch.io page)
- There will be a version 4.0 - 27 February 2019
I'm not giving specific dates, but around the same time my Broken Reality RPG will get released on Steam, I will also release a major update for Ayumi, featuring a lot of cool stuff. Until then, stay tuned with Broken Reality, which is a massive RPG I've been making for nearly 5 years now, and which I update every month or so: https://lord-rutsah.itch.io/broken-reality
- Broken Reality RPG updated!~ - 25 September 2018
My Broken Reality RPG has been updated to version 14.6! (yeah, I've been working on it for a long while). It's a medieval fantasy RPG, with brutal combat and lovecraftian plot (big surprise there). The world is huge, and I'm having tons of fun making it. Eventually it will hit steam as well, but knowing how good I am with deadlines, you might as well check it out now: https://lord-rutsah.itch.io/broken-reality
- Errors Fixed - 28 August 2018
Reported bugs have been fixed, you're good to go.
- More fixes done - 17 July 2018
If the game crashes anywhere or does not work as intended (for example returning to the old form of the flashlight after exiting some surface), report it, I can fix them pretty fast now that I know the drill. Also added a new chest in the cafeteria (after the horror game "begins") which asks for the second part of the code. It contains 1200 credits in normal difficulty and 700 in nightmare. To find the second part of the code play my RPG: Broken Reality! (the first part of the code, found in Ayumi, can be used in Broken Reality to also open a chest)
- New version uploaded - 15 July 2018
Nothing major, just a few bug fixes. The game will no longer crash in vents or when entering the Rich Quarters.
- Security Mechs Are Your Friends! - 27 June 2018
I've been watching plenty of play-throughs and let's-plays of Ayumi lately on youtube, and I am positively puzzled by how stingy people are with the 600 credits the mechs need to activate, yet they die in the areas of said security mechs on average 3-4 times (aka losing 2000 credits). Do I need to make it more clear at the start of the game or something? I mean... How do you say that? "Invest money now, it will save you money later?"
- Version 3.0 Released! - 20 June 2018
Enjoy the fully updated Ayumi!~
- Version 3.00 Progress - 18 June 2018
Improvements: -Money indications: Now every time you get credits, there will be a separate window telling you how many you have in total. -Redesigned the male bathrooms robot. Now it doesn't transform into a monster and is instead a talkable NPC (visit the facebook page for explanations on that). -New opening screen with original art! (I know, right?!) -New text font, to get you into the atmosphere of Ayumi. -Chasing polyps enemies have been added on nightmare difficulty! -Power Cells added in various areas. -New areas added! All that's left is for me to make the new trailer, and I'm uploading! It will be either today or tomorrow.
- Version 3.0 Progress - 14 June 2018
Things changed thus far: -Dynamic lighting. Walls will now create shadows actively depending on the location of the player (you'll see it in-game, it works great). -Ayumi's flashlight completely changed. Now it brightens an area around her instead of pointing to a tiny cone in front of her. -New font used. This should improve the overall atmosphere of the game. -Minor map changes (for example in the cafeteria, there is now a candle that makes the location of the patrolling crawler obvious, which in the past had caused people to die to not being seen). -Some dialogues changed, especially towards the end-game, so that they sound more natural. In the current version for example, it makes no sense for Ayumi to be angry at Liturgy 9 for following the King's advice. In the new version she will just be confused and it will be left to the player to figure out what Liturgy is saying. -Many of Ay…
- Huge update coming - 19 May 2018
Using a few ideas I've been gathering for almost a year now, as well as the technical experience I have gathered from making Broken Reality (google it, it will eventually get on Steam), I have began working on Version 3.0 of Ayumi, with many, many changes, that will turn the creepiness factors up to 11 and will add way more of a downer atmosphere to the game. I'm not giving a specific date, as I have way too many projects going on at the moment, but the ideas are very solid and specific (coming up with concepts is always the hardest part). Until then, peace! :HisMark:
- Version 2.7 - 19 February 2017
Minor Patch: -Fixed a few spelling mistakes and removed a few japanese-ish words. -Changed a few descriptions to make the game more gloomy. -The player finding Suzuka's card will no longer disable the nagas attacking. -Now when the player presses on the rejuverantion pods his current credits will appear.
- Version 2.7 - 19 February 2017
Minor Patch: -Fixed a few spelling mistakes and removed a few japanese-ish words. -Changed a few descriptions to make the game more gloomy. -The player finding Suzuka's card will no longer disable the nagas attacking. -Now when the player presses on the rejuverantion pods his current credits will appear.
- Version 2.6 - 6 January 2017
Nothing major, minor bug fixes all over, along with making one of the achievements a bit easier. Also a few minor dialogue changes, especially in the Religious Center.
- Version 2.6 - 6 January 2017
Nothing major, minor bug fixes all over, along with making one of the achievements a bit easier. Also a few minor dialogue changes, especially in the Religious Center.