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Endless Alice News

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!

[/p]

Announcement for Designated Regional Users Only

[p]Please note that this announcement will only be displayed when the client’s language setting is configured to Traditional Chinese.[/p][p][/p][p]We apologize for taking up space with this notice. Since Steam currently does not support region-restricted announcements, you are seeing this message despite it being intended for a specific region.[/p]

2025/7/17 ALICE Patch Notes - Version 0.0.29

[p]\[Enemy & Monster Adjustments]
• Kasa-obake:
  • Unstable resistance: 10 → 5
• Shogun:
  • Adjusted projectile hitbox to match visual effects[/p][p]\[Interaction & Prompt Adjustments]
• Updated interaction hint and description for the Converging Altar in the info terminal
• Removed gambling machine from the info terminal[/p][p]\[Bug Fixes]
• Fixed issues in localization text
• Fixed issue where the exchanger would not function properly after continuing or reconnecting to a game
• Fixed issues with the item "The Stone of Greed":
  - Energy shield and Barrier could not block Money loss
  - Incorrect calculation of Money lost
  - Players could still gain Money when using self-damage effects
• Fixed issue where the Awakening page was incorrectly selected while using keyboard/mouse, causing movement input issues
• Fixed issue where Alice's weapon UI was affected by other players in multiplayer
• Fixed issue where Alice's primary ability could not be used after switching weapons
• Fixed issue where Alice's skill option list did not close properly
• Fixed issue where monsters spawned inside the Shelter[/p][hr][/hr][p]If you encounter any issues after the update, feel free to contact us via Discord or use the in-game feedback feature.
Thank you for your continued support of ALICE.[/p]

Gratitude for players’ enthusiastic support.

[p]We are pleased to offer the Lea outfit free of charge. Although the Lea Swimsuit outfit has already passed the store-page review, we plan to use it as a purchase reward exclusively for our Early Access players. In addition, we will continue to provide further rewards to Early Access participants and, most importantly, to those who supported us at launch by purchasing the higher-tier edition.[/p][p]Furthermore, our recent Summer Sale generated stronger revenue compared to the previous event, which has significantly relieved our financial pressure. We are confident that the game will continue to improve and achieve even greater success moving forward.[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Custom Skins unlocked upon meeting specific gameplay conditions. We initially planned to offer Custom Skins that players could unlock by meeting specific in-game conditions or achievements; however, due to our heavy workload, we’ve temporarily set aside these features that are not directly related to core gameplay. We expect to complete them in the near future.[/p][p][/p][p][/p][p][/p][p]Since announcing the DLC, we have noticed a significant drop in player numbers in certain regions. I’d like to address some of the concerns and possible reasons I’ve heard.[/p][p]First, some players worry that releasing cosmetic DLC during Early Access will delay core development and harm player interests. Please let me assure you that our 3D team’s capacity and output are more than sufficient. As you can see in the in-game compendium and the occasional model previews on our Discord, many enemy unit models are already complete. While modeling itself is straightforward, animating, rigging, implementing gameplay functions, adjusting skills, fixing bugs, balancing stats, and extensive playtesting are what truly demand time. With our current staffing, the 3D pipeline is well ahead of schedule. However, we still need to keep our artists and developers busy, so we assign cosmetic DLC tasks that do not impact the main development timeline. Rest assured, we are not prioritizing quick profits over game polishing or creating new content.[/p][p]We are an independent studio with no external investors or complex ownership structures; every team member is a veteran player who understands what you like and dislike. All our decisions are carefully measured. By lowering the base game price and offering optional cosmetic DLC that does not affect character abilities, we estimate only about 5–8% of players will purchase it. There is no pay-to-win scenario, and the additional revenue—especially outside of seasonal sales—directly supports our ongoing development. We believe that releasing cosmetic DLC in Early Access is a win-win for our studio, for players, and for the Steam platform, allowing us to move forward more steadily. We hope you will understand our approach.[/p][p]That said, the decline in player numbers may have other causes. We welcome open discussions on both Steam and Discord so that we can gain a more comprehensive understanding of community feedback across different regions—whether about the DLC or any aspect of development.[/p][p]Since launch, Japanese players have formed the largest player segment—35% of our user base—which surprised us given global Steam demographics and Japan’s console-oriented gaming habits. After our price reduction, purchases from Japan rose to over 45%. We are sincerely grateful for your support and apologize that the Japanese localization isn’t yet perfect. We will continue improving it to provide you with a better experience and hope you will grow with us.[/p][p]We know the game still has shortcomings—both in gameplay and bugs—and we work daily to fix them. Many gameplay issues you’ve pointed out are already under internal discussion and resolution. Some bugs stem from our agile development approach during the demo phase and require refactoring; virtually all non-engine issues can be fixed, and engine-related bugs will improve as Unreal Engine updates. Please give us time—every patch will reduce flaws and enhance your experience.[/p][p]Thank you for reading and for your continued optimism. Although we currently carry significant debt, we face each day with confidence in this game’s potential, bolstered by the best community in the world. We are deeply grateful for your support.[/p]

2025/07/11 Hotfix v0.0.28

[p]\[Bug Fixes][/p][p] • The previous patch notes were mistakenly labeled as version 0.1.0. The correct version number is 0.0.27 and has been updated accordingly.
• Fixed issue where non-host players could not leave secret room
• Fixed issue where the number of interactables was incorrectly affected by enemy spawn quantity
• Fixed issue where quest objectives doubled after reconnection • Fixed issue with characters floated above the ground when certain skins were applied
• Fixed issue where jump count bonuses did not grant additional jumps as expected (Alice still has some issue)
• Fixed issue where the damage reduction from item Heart of the Elements was not applied correctly in certain situations

If you encounter any issues after the update, feel free to contact us via Discord or use the in-game feedback feature(F10). Thank you for your continued support of ALICE.[/p]