It's something I'd like to do after the PC version is finished! It will require optimization for mobile, as well as a lot of work on the input system.
Eromancer
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Hey :D. These development releases aren't the retail release, in case there's any confusion there. These are monthly releases that match our SubscribeStar and Fansly crowdfunding rewards. Terms haven't been worked out yet for the retail version of the game, so I can't answer your question yet -- it's a good question though :D.
Cinematic mode isn't in yet D:
Regarding survival mode, we had been waiting on adding a few more enemies so that we have meaningful compositions for at least a couple factions before revamping it. I'm personally focused on completing map artwork for more mission-style stages (similar to how Slums is now, but longer).
Thanks for the heads up! Will keep you in mind if we need help :D.
Currently the various locations highlight some of the different modes / mechanics you'll see in gameplay. The Skyline / Sewers / Spider Caverns are all survival wave maps though currently, so those are pretty similar. Most of the actual game will be in mission format similar to the Slums.
The major difference with the subscription is the monthly progress update (usually a few pages long, showcasing progress on content that won't be seen in game for a while). On SubscribeStar we have a Discord tier, where we share a lot more updates, basically daily.
Scenes that are available in the gallery but are not in-game currently will eventually be in-game once their corresponding stages/events/enemies are completed. Gallery-only scenes are temporarily such -- they've simply been completed before their corresponding gameplay elements. In short, yeah, expect gameplay to evolve substantially.
We typically go over topics for what we're working on beyond what makes it into the releases in our monthly progress updates on SubcribeStar and Fansly. Examples of that this month is how we're looking at equipment slot breakdowns for the potential additional playable characters, as well as showcasing some work done on new Red-Light Streets maps. Past examples include Onyx's expanded move set and unlockable skills, mission types and layout designs, etc. In the future I'd like to provide access to these to itch supporters.
Regarding priorities, it's a balancing act of showing meaningful progress each month, progressing toward larger goals, and simply keeping the team's plates full, even if it means working on something that won't be seen for a while.
Thank you :D. I'm told it runs well on Steam Deck. People install it using Proton from what I've heard. The only downside to running it on Steam Deck currently is that gallery progress won't be saved between versions due to how the emulation layer stores files. This won't be an issue in the retail version.