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Glimmer in Mirror News

CubeGame Publisher Sale & New Version Development Progress

[p]Hello everyone, long time no see. This is TT.[/p][p] [/p][p]First of all, congratulations to my publishing partner, CubeGame, on its 8th anniversary! Since the early days of developing Glimmer in Mirror, we’ve been working together for almost 5 years now. I sincerely wish CubeGame an even brighter future.[/p][p] [/p][p]From August 20th to September 3rd, CubeGame will be holding a Publisher Sale. During this period, Glimmer in Mirror will also be available at a historic low price of -27% off.[/p][p] [/p][p]I would also like to give special congratulations to Moomin, the environment artist of Glimmer in Mirror. This April, he transitioned from being a husband to becoming a father. Having collaborated with him for many years, I know Moomin as a reliable, responsible, and kind-hearted partner. I am truly happy for him and confident he will become a wonderful father![/p][p] [/p][p]Next, I must sincerely apologize to everyone—version 0.8 of Glimmer in Mirror has been delayed for far too long, to the point that many players are worried whether development is still ongoing.[/p][p] [/p][p]In truth, my personal situation greatly affected our schedule. I had originally planned to renovate my personal home (which also serves as the development studio) next year, but since the tenants moved out earlier than expected, I was forced to bring the renovation forward to the beginning of this year. As a result, most of the first half of this year was consumed by renovation tasks—from design to supervision—which took a heavy toll on my time and significantly delayed the game’s progress. For this, I owe you all a deep apology. I failed to deliver the new chapter as promised. I’m truly sorry![/p][p][/p][p] [/p][p]Now, with the renovation nearing completion, I’ve been able to dedicate over 70% of my time back to game development. Development of the new chapter is steadily progressing again. Honestly, it’s this quiet, undisturbed time at my desk that makes me feel grounded and genuinely happy.[/p][p] [/p][p]Here is the current progress on version 0.8:[/p][p]● The new adventure chapter of version 0.8 will unfold in a snowy region known as the Frozen Lands. We have already completed 90% of the concept art, and based on these, created several prototype “sample rooms” for level design experiments. The formal levels will be built following the style of these prototypes.[/p][p][/p][p] [/p][p]● The AI for all new minor enemies, along with their skills and visual effects, has also reached about 90% completion. Once the levels are done, we will move on to integrated testing.[/p][p][/p][p] [/p][p]● The final Boss of the new chapter is currently around 60% complete. The concept art and animations are mostly finished, but the combat AI requires further iterations, especially to fit with the new aerial combat mechanics and interactions with the minor enemies.[/p][p][/p][p] [/p][p]● The main focus right now is the new levels. Unlike previous ground-based terrain, the Frozen Lands will feature a new aerial combat mode. In these sky-based maps, Shiro will ride the owl (yes, the same one that previously helped her traverse maps) to battle enemies in midair. Balancing the classic ground levels with these new aerial levels—keeping the essence of the game while introducing fresh excitement—is a major challenge we’re facing. This part will need more time to polish.[/p][p] [/p][p]We are aiming to officially release version 0.8 before the Winter Sale (December 19th – January 6th). With about 4 months left, there’s still a lot to do: levels, world-building, cutscene direction, sound effects, localization, QA testing, and more… We’ll do our best to ensure players can enjoy the new chapter on time.[/p][p] [/p][p]Despite the long gap without updates, many players have continued to send us encouragement and support. As a developer, I feel both guilty and deeply moved. I promise you this: no matter what difficulties lie ahead, I will see Glimmer in Mirror through to its full release. This is my very first creation, my “first child,” and I will never allow her to be buried as an unfinished product.[/p][p] [/p][p]Thank you all![/p]

Happy 2025! New Development Logs

Happy New Year, everyone! I'm TT, the developer of Glimmer in Mirror.

It's been a few months since the last major update, and I've received your messages asking about the progress of the new update. Thank you so much for your support!

I want to start by apologizing. In the second half of this year, due to some personal family matters, it has affected the development progress of version 0.8. Originally, we planned to release the major 0.8 update in 2024, but as of now, there’s still a lot that hasn't been completed.

But don't worry, we haven't stopped! As my personal matters gradually settle down, development efficiency has picked up, and version 0.8 is steadily moving forward. I hope you'll continue to be patient with us (a deep bow, and another one).

Here's a sneak peek for you—one of the new monsters from the Frozen Lands in version 0.8:



In 0.8, we'll have ground combat like in the previous maps, but there will also be some aerial battles with owls. We're polishing the aerial combat experience right now, and we hope you'll enjoy it when it's officially released!

Finally, thank you all for being with us so far. I wish you a peaceful and fulfilling 2025, may all your wishes come true!

Love you guys,
TT

Bug Fixes and Optimizations (v0.7.2.0005)

  • Reduce the cooldown time of Shadow of the Future by 25%.
  • Fix the issue where custom controller buttons cannot be reset to default.
  • Fix the game freeze caused by using skills to attack Alysha Scarecrow.
  • Optimize other minor details.

Update for v0.7.2

Hello everyone, the beta branch for V0.7.2 has now been merged into the official default branch! Thank you for participating in the beta testing!

[h3]Here are the updates in version 0.7.2:[/h3]

1. Added new echoing skills for a batch of monsters.
2. Following your feedbacks, Shiro can now shoot vertically upwards and downwards. (Due to game design considerations, we still do not support shooting at a 45-degree angle.)
3. Optimized the code of the physics system to avoid a series of physics-related issues for players with low frame rates, such as falling through moving platforms and abnormal jumping.
4. Upgraded the data structure to fix issues with weapon skills and monster configuration that were lost or damaged after the Unity version upgrade. (Data upgrades may introduce some problems, which is why we are conducting open Beta branch testing.)
5. Remove the glimmer cost of Perpetual Sight.
6. Fixed the issue where the Crystal Hammer couldn't trigger properly.
7. Fixed the issue where the Light Impact would persist with delayed effects if Shiro died while in aim mode until respawn.
8. Fixed the issue with the Element Skill "Piercing Light" not correctly targeting enemies with shields and enhanced the freezing effect.
9. Fixed the problem with incorrect initial attack direction for some monsters.
10. Fixed the issue where after completing the Sprint Skill (Shadow of the Future) challenge in a level, jumping into the lava might cause wrong respawn.
11. After using any ability that grants invincibility (like element skills or Delicious Fudge), Shiro will now remain invincible for an additional 0.5 seconds upon entering a movable state.
12. Optimized the required number of attacks to destroy dropped items in the scene during the echoing of the Lamp firefly equipment.
13. Optimized the jumping puzzle in Prism Highlands.
14. Fixed the issue where some maps couldn't be exited after entering from the entrance.
15. Other memory optimizations and minor bug fixes.

[Beta Testing] v0.7.2 Update

Hello everyone, based on version 0.7.1, we have made some updates to the game content, which is now available for open testing in the Beta branch. Once the test results stabilize, the changes will be merged into the default branch. You can switch to the Beta branch to experience the updates!

Please send your feedbacks to: [email protected].


[h3]Here are the updates in version 0.7.2:[/h3]

1. Added new echoing skills for a batch of monsters.
2. Following your feedbacks, Shiro can now shoot vertically upwards and downwards. (Due to game design considerations, we still do not support shooting at a 45-degree angle.)
3. Optimized the code of the physics system to avoid a series of physics-related issues for players with low frame rates, such as falling through moving platforms and abnormal jumping.
4. Upgraded the data structure to fix issues with weapon skills and monster configuration that were lost or damaged after the Unity version upgrade. (Data upgrades may introduce some problems, which is why we are conducting open Beta branch testing.)
5. Fixed the issue where the Crystal Hammer couldn't trigger properly.
6. Fixed the issue where the Light Impact would persist with delayed effects if Shiro died while in aim mode until respawn.
7. Fixed the issue with the Element Skill "Piercing Light" not correctly targeting enemies with shields and enhanced the freezing effect.
8. Fixed the problem with incorrect initial attack direction for some monsters.
9. Fixed the issue where after completing the Sprint Skill (Shadow of the Future) challenge in a level, jumping into the lava might cause wrong respawn.
10. After using any ability that grants invincibility (like element skills or Delicious Fudge), Shiro will now remain invincible for an additional 0.5 seconds upon entering a movable state.
11. Optimized the required number of attacks to destroy dropped items in the scene during the echoing of the Lamp firefly equipment.
12. Optimized the jumping puzzle in Prism Highlands.
13. Fixed the issue where some maps couldn't be exited after entering from the entrance.
14. Other memory optimizations and minor bug fixes.

[h3]How to Switch to the Testing Branch:[/h3]

Right-click on "Glimmer in Mirror" in your Steam game library, go to Properties, select the "Beta" option under the "Participate in Testing" section on the right side. This will allow you to switch to the testing branch.