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Development Progress

[p]Sorry for the frequent updates!
We've had a lot of progress and reflections lately that we wanted to share, along with some development updates.
Don't worry—there’s nothing disappointing to announce.[/p]
[h2]💰 Summer Sale and Development Progress[/h2][p]Thanks to the success of the Summer Sale, we’ve had a decent boost in revenue, allowing us to reasonably expand our outsourcing team to accelerate development.
We won’t overextend—our budget and planning are under control.[/p][p]We owe this to your support.
Thank you for standing by us even during Early Access.
We’ll continue to offer exclusive rewards for EA supporters.[/p][p]We’ve also been reflecting on players who bought the "expensive version" of the game before its permanent price drop.
While we originally intended to offer extra rewards to these early buyers, many of you have expressed that you’d rather see all players treated equally—regardless of whether they were EA players or paid full price at launch.
This is an admirable stance, and while we understand the desire to avoid FOMO, we still worry whether we’ve done our moral duty if we don’t offer something to those who paid more.[/p][p]If Steam allowed easy partial refunds based on price differences, we would have done it without hesitation.
But since that’s not feasible, we chose to offer in-game rewards (like virtual items) instead.
We’d love to hear your thoughts and feedback on this approach. Thank you all once again.[/p][h2]🐰 Upcoming Costumes[/h2][p]The next costume theme will be Bunny Girls!
We plan to release some lighter summer outfits before autumn, and one of them will be available as a free reward.[/p][p][/p][h2]👙 On Lea’s Swimsuit[/h2][p]Lea’s swimsuit is currently going through its final adjustments.
Before and after submitting the page for review, we asked Steam staff several times about specific details—whether the original version was allowed, whether this revised one was acceptable—but received no reply.
[dynamiclink][/dynamiclink] Eventually, the page was approved without any response.[/p][p]To be safe, we asked again if we could get a definitive confirmation.
Their reply: if we’re uncertain, we probably shouldn’t use it.[/p][p]We consulted with some veteran H-game developers, and they told us that Valve doesn’t really have a consistent standard—so it’s better to be conservative.
We’re trying to find a balance. You can see the current version in the image attached.
We believe it’s safe and should not cause any issues.[/p][p]We don’t blame the platform.
We understand it could be pressure from payment processors.
We suspect these services don’t provide clear review guidelines, which causes this kind of ambiguity.
Hopefully, developers will have more creative freedom in the future.[/p][p][/p][h2]🎀 On Shimiao’s Twin-Tail Hairstyle[/h2][p]This hairstyle is priced higher than usual.
As we've mentioned, our game doesn’t use a paper-doll system.
That means the default hairstyle and the twin-tails have very different bone structures, which required us to rework many animations.[/p][p]In other words, it took almost twice as much time to produce.
So we set a higher price point that’s still reasonable and optional for those who want to support us.
We also plan to add extra perks to this hairstyle to increase its value.
However, we can’t promise what those will be just yet—please consider this before purchasing!
[dynamiclink][/dynamiclink]Formulate another question based on the above description. [/p][p]Why We Don't Use a Paper-Doll System?[/p][p]So why don’t we implement a paper-doll system where you can mix and match tops, bottoms, and accessories?[/p][p]Because if we did, creating one character could take 3 to 10 times longer than it does now.
While I personally love creating wacky fashion combos, it’s just not realistic for us at this stage.
But who knows—maybe one day we’ll challenge ourselves to do it![/p][h2]🦊 On Koraku’s Delay and Launch Timing[/h2][p][/p][p][dynamiclink][/dynamiclink][/p][p]Koraku is possibly the hardest character we’ve had to design so far.[/p][p]Our game has a fast pace, but Koraku—being designed around a heavy greatsword—was originally slower and more deliberate.
This didn’t feel good, so we iterated multiple times.[/p][p]Meanwhile, the engineer working on her was frequently pulled off to fix other bugs, came back to tweak her, then left again—it was back and forth for weeks, making it hard to pin down a final release date. We’d love your ideas on how to improve her![/p][h3]Please keep these in mind when offering suggestions:[/h3]
  • [p]Our game places a strong emphasis on three-dimensional depth in its gameplay.[/p][p]Many traditional action games—even some that don’t include jumping and only use dashing—may not be suitable as direct references for our design.[/p]
  • [p]Our characters have separated upper/lower body systems—players can move while attacking, and we want to keep it that way.
    We did try disabling attack movement for her, but with the game’s fast pace, it felt terrible and players just got hit constantly.[/p]
[p]If we ignore the "fun" factor for a second—Koraku is technically almost complete.
We just need to fix a few bugs, adjust some VFX, and finish the missing sound effects.[/p][p]We don’t have an in-house sound designer, so we’re waiting for our outsourced partner’s schedule.
That’s why Koraku keeps getting delayed—her gameplay mechanics are tough to tune, and we’ve had resource issues along the way.[/p][p]We really hope she can release before the end of July.
Sorry again for the long wait![/p][h2]⚔️ Next Characters[/h2][p]Melee characters are a core feature we want to showcase.
But they require so much more polish—skills, animations, and gameplay must all work together.[/p][p]If a skill isn’t fun, we often have to remake the entire animation, whereas ranged characters can reuse basic actions like aiming or throwing and focus more on projectile logic.[/p][p]After Koraku, we plan to release around two new ranged characters.
During this time, we’ll also study ways to reduce the production cost of melee characters, so we can hopefully make more of them in the future—they’re just so cool and expressive!

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