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'NewMe NuMe LuMe: Alien Wars' - August Game Development Update!

[p]Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.



Hello!



Since the early July update, it’s already the end of the month!

How have you all been over the past few weeks?



As July comes to a close and we enter the second half of the year,

I sincerely hope everything goes well for you during the remaining months of 2025!



Anyway, today’s announcement includes two main points:


1. System patch including additional (epilogue) stage updates
2. Current development progress




Please check the details below!








\[1. Patch: Additional (Epilogue) Stage and System Updates]

Earlier this month, I made a small difficulty adjustment to the final (epilogue) stage,[/p][p]but I still felt it was too difficult — so I’ve made the following changes:




1. \[Coin Bonus System][/p]
  • [p]The trigger conditions and reset threshold for the Coin Bonus have been slightly relaxed,
    allowing you to collect coins more easily from now on![/p]
[p][/p][p]This should help you buy items from the shop or enjoy a smoother experience
when playing the additional (epilogue) stages with Ryong Ryong!

[/p][p]

2. \[Player-Specific Changes in Epilogue Stages]



1-1. Ryong Ryong[/p]
  • [p]Ryong Ryong’s play style consumes coins to attack.
    Once the coins are all used up, she can’t perform her main attacks anymore.[/p]
[p][/p][p]Previously, during the final field battle of the additional (epilogue) stage,
there was no coin supply except for the enemy kill bonus.[/p][p][/p][p]While I initially thought that managing coins under pressure would add tension,
in reality, running out of coins meant you simply couldn’t proceed anymore which made the experience frustrating rather than fun.[/p][p][/p][p][/p][p]So now, the coin bonus for defeating enemies in the final field battle has been increased
from 100 → 300 coins!




1-2. Kim Ttolttol[/p]
  • [p]Kim Ttolttol’s play style in the additional stage is a high-risk, high-reward type:
    his performance heavily depends on whether he gets hit.[/p]
[p][/p][p]However, I realized that avoiding damage entirely is extremely difficult in this stage,
and that this design posed problems.



[/p][p]As a result, I’ve significantly reduced the price of the upgrade
that increases the minimum number of dolls you can hold:[/p]
  • [p]Stage 7 Shop: 900 → 450[/p]
  • [p]Stage 8 Shop: 1000 → 550[/p]
[p][/p][p][/p][p][/p][p] 1-3. OcherFrog

[dynamiclink][/dynamiclink][/p][p]In the last difficulty patch, I reduced the stats of the gargoyle enemies[/p][p]and increased the mid-boss’s HP slightly.[/p][p][/p][p]But then I realized I had forgotten to consider OcherFrog’s play style,[/p][p]which relies on ammo supplies for his weapon attacks! [/p][p][/p][p][/p][p]
To address this, I’ve added support from a bee ally that fires grenade rounds[/p][p]in addition to the regular bullet attack!









\[2. Current Development Progress]

[/p][p]
Right now, I’m working on the final boss of the additional (epilogue) stages![/p][p][/p][p]I’m planning to give it around 6–7 attack patterns,
and currently working on its pixel animations.
[/p][p][/p][p][/p][p]

[/p][p]
So far, I’ve finished about 3–4 pixel animations as shown above,
and I expect to complete the remaining 3 animations and patterns sometime next month.[/p][p][/p][p][/p][p]By the way — this boss has a much larger hitbox, so I made it physically larger, too.
I tried to put a lot of effort into making it look good…[/p][p][/p][p][/p][p]But with a height about 2.5 times that of the player character,
it somehow feels a bit... off. Hahaha...





This is where I'll end this announcement.

If you could let me know through the link below about any difficult enemy patterns or level of difficulty you've experienced, I will actively take it into account!

https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/










Thank you very much for your interest in the game I developed!








[/p][previewyoutube][/previewyoutube][p] +) I also uploaded a video showing the process of drawing this announcement’s thumbnail. Haha![/p]

Adjustments to Difficulty Levels in 'NewMe NuMe LuMe: Alien Wars' (8)

[p]Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.[/p][p][/p][p][/p][p]Hello there...[/p][p][/p][p]It’s only been a few days since the last update, but here I am greeting you again so soon.[/p][p][/p][p]The reason I’m reaching out this quickly is to inform you about some adjustments to the difficulty of the final stage.[/p][p][/p][p][/p][p]I’ve received feedback that, aside from Ryong Ryong, the other two characters were having a hard time clearing the latter half of the final stage.[/p][p][/p][p]To explain why the last part ended up being so difficult…[/p][p]I originally designed it with the assumption that each character’s second upgrade level would be extremely powerful,
allowing players to mow down large numbers of enemies — basically creating a sort of “musou” experience.[/p][p]But since I’m the developer, I naturally understand these second upgrades and how to utilize them at 100%,
so the difficulty ended up being more like a hard mode by default.[/p][p](In short, the problem was that I overestimated the characters’ actual performance…)[/p][p][/p][p]So, to help you fully enjoy the power of these second upgrades,
I decided to weaken the enemies that appear in the latter half of the final stage.
(Mainly focusing on their movement speeds.)[/p][p][/p][p][/p][p]Please see the detailed adjustments below![/p][p] [/p][p][/p][p][/p][p][/p][p]1. Running Gargoyle[/p]
  • [p]Movement speed reduced by 20%
    (15% if playing as Ryong Ryong)[/p]
[p][/p][p][/p][p][/p][p][/p][p]2. Flying Gargoyle[/p]
  • [p]Attack cooldown increased by 2 seconds
    (Note: The cooldown reset upon breaking out of petrification remains unchanged.)[/p]
[p][/p][p][/p][p][/p][p][/p][p]3. Pony-Riding Gargoyle[/p]
  • [p]Movement and attack speed reduced by 25%
    (15% if playing as Ryong Ryong)[/p]
[p][/p][p][/p][p][/p][p][/p][p]4. Security Gargoyle[/p]
  • [p]Charge jump speed reduced by 30%
    (20% if playing as Ryong Ryong)[/p]
  • [p]Return jumps are unaffected.[/p]
[p][/p][p]Landing shockwave no longer reflects some player bullets.[/p][p] [/p][p][/p][p][/p][p][/p][p]5. Swan-Riding Gargoyle[/p]
  • [p]Re-attack probability reduced from 50% to 33%[/p]
[p][/p][p][/p][p][/p][p][/p][p]6. Firework Gargoyle[/p]
  • [p]Movement speed reduced by 25%
    [/p]
[p][/p][p][/p][p][/p][p][/p][p][/p][p]However, after making these difficulty adjustments,[/p][p]there was an issue: since the mid-boss’s concept is to summon gargoyles without having any real attack abilities itself,[/p][p]weakening the gargoyles made the mid-boss far too easy to defeat.[/p][p][/p][p]To address this, I’ve slightly increased the mid-boss’s HP from 400 to 500[/p][p]in order to maintain the overall stage flow and enjoyment.[/p][p]I hope you understand this small change![/p][p]


As for the previous difficulty settings —
if I ever add a difficulty system for future (post-story) stages,
this might come back as a “hard mode”… haha.[/p][p](Of course, I doubt anyone actually wants the kind of nasty hard mode that would bring…
so there are no current plans for that...)[/p][p][/p][p][/p][p]When I personally tested these adjustments, I definitely felt the stage was easier.[/p][p] [/p][p]But if you notice any enemy patterns that still feel too hard, any feedback on difficulty, or if you find any bugs,
please be sure to let me know via the link or comments below![/p][p]I’ll actively take your feedback into account and continue improving the game.[/p][p][/p][p][/p][p]https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/[/p][p][/p][p][/p][p]That’s it for this announcement![/p][p][/p][p]Thank you very much for your interest in the game I developed![/p][p][/p][p][/p]

"NewMe NuMe LuMe: Alien Wars" - New Stages & Partial Story Update!

[p]Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.[/p][p][/p][p][/p][p][/p][p]Hello![/p][p]It’s already July—time flies so fast since our last update at the end of May![/p][p][/p][p]Originally, I wanted to release this update by the end of June, before the Steam Summer Sale…
But here we are, with less than a week left, finally managing to get it out. Haha…[/p][p][/p][p]Anyway! This update finally brings…
new stages and story content for the additional (epilogue) storyline,
our first big update since October last year![/p][p][/p][p][/p][p]Wahoo~~~ A proper update after 9 months![/p][p][/p][p][/p][p][/p][p](Part of the drawing used for the stage 7 mid-save)[/p][p]We’ve also added new drawings for the mid-save points in these additional (epilogue) stages.
Please check them out in-game![/p][p][/p][p][/p][p]Wow~ Final boss! Ending![/p][p][/p][p][/p][p][/p][p]...Well, I wish I could say that, but actually,
this update only goes up to the stage 3 field battle of the additional (epilogue) content.[/p][p][/p][p]Also, the shop’s item purchase dialogues are just temporary lines written under a tight schedule,
so I hope you can understand.[/p][p][/p][p]The final boss and the ending will be added in a future update.
It shouldn’t take as long as this update did,
and I’m aiming to have it all wrapped up within this year…[/p][p][/p][p]I sincerely apologize for the wait, and I’ll do my best
to bring you the next update as soon as possible![/p][p][/p][p][/p][p]...... Wait, there’s no final boss or ending yet?[/p][p][/p][p][/p][p][/p][p]By the way, I feel a bit disappointed because the new drawings I made for this epilogue story[/p][p]didn’t turn out as good as I hoped overall…[/p][p][/p][p][/p][p][/p][p]And since this is the last stage of the epilogue,
I kind of stuffed it with all the ideas I had floating around in my head.[/p][p][/p][p]That means it may feel much harder compared to stages 1 and 2.[/p][p]I did try to balance it,
but I’m honestly a little worried it could end up like the disastrous difficulty we had at launch…[/p][p] [/p][p]So if you run into any enemy patterns that feel unfair, or if the difficulty seems too high,[/p][p]or if you find any bugs, please let me know through the link or in the comments below.[/p][p]I’ll actively work to improve it![/p][p][/p][p][/p][p]https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/[/p][p][/p][p][/p][p][/p][p][/p][p]That’s it for this announcement![/p][p][/p][p]Thank you very much for your interest in the game I developed![/p][carousel][/carousel]

NewMe NuMe LuMe: Alien Wars – Dev Update + Coin Bonus System Added

Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.



Hello!

After the March update, it's now the end of May!
It's been almost two months since I last said hello!

How have you all been these past two months?


This announcement contains two main updates:

1. Extra (Epilogue) Stage Development Progress

2. New “Coin Bonus!” System Feature


[previewyoutube][/previewyoutube]










Before explaining the new “Coin Bonus” system,
I’ve prepared a short 1-minute summary video for you!

You can find more detailed information below.








[1. Extra (Epilogue) Stage Development Progress]


Looking back at the announcements I posted between January and March,
I wrote something like, “Since the Stage 3 field battle is done, the update should be ready around April or May.”

But now that May is ending...
Unfortunately, I’ve failed to make the update in time. Haha…


So then, what’s the current status after about two months?

All parts of the stage, except for the final boss battle, are mostly complete,
and I’m currently working on character dialogue and illustrations.




1. [Character Dialogue Writing]

- Most of the characters’ dialogue is done, with about 80% completed,
except for a few remaining lines.

However, translations into each language haven’t been done yet.

Since I’m going through a process of machine translation first, then personally checking and editing everything,
it’s taking a bit more time than expected.




2. [Character Images]

- For the character images that appear in dialogue windows,
I decided not to reuse the ones from the main story and instead create new ones from scratch.




(Some of the new images for the extra stage dialogue)

But despite my motivation, I’ve hit a bit of a slump—
No matter how much I draw, it feels never-ending, and I’m not seeing much improvement in quality compared to the main story…

Right now, I’ve finished the prologue scenes and am working on images for Stage 1.


So currently, I'm aiming for an update by the end of June,
but there's a high chance it might be delayed to sometime in July...





Kyaaaaaaa!!!








[2. 코인 보너스 시스템 추가]





The original coin UI felt a bit dull,
so I tried designing it to look like a slot machine.







However, when I tested it partway through development,
it didn’t turn out as fun as I imagined, so I gave up on the slot machine idea.





Instead, I really liked the effect of coins animating when picked up,
so I decided to create a new Coin Bonus System!



Here’s how it works:
-----


Each time you collect a coin, the value of Moneycount_diff increases by 1.

Moneycount_diff gradually decreases over time until it reaches 0.





However, if this value reaches 30 or more, you’ll receive a coin bonus
until it drops back below 30.

→ In other words, if you collect coins quickly, you can earn bonuses in succession!
(*Note: For explanation purposes, the debug values for Moneycount are shown in these gifs, but they won’t appear in the actual game.)
-----


After several test runs, I noticed that the amount of bonus coins earned could get too high,
so now if Moneycount_diff exceeds 50, it resets to 0.

So the key is to collect coins quickly and in large amounts—but also carefully manage the pace!




(Amount of coins collected in Stages 1 through 5)

I played two runs on Normal difficulty,
and with the Coin Bonus system in mind, I managed to gather around 550 coins!




That concludes this update notice!


Lastly, the features and systems included in this update were not part of the game’s original plan.

I have tested them thoroughly, but unexpected bugs or issues may still occur during gameplay.
I appreciate your understanding in advance.

If you find any bugs, please report them in the community or in the comments of this post!





If you have any suggestions for additional systems or difficulty adjustments,

please let me know! I’ll do my best to incorporate your feedback.








Thank you very much for your interest in the game I developed!

"NewMe NuMe LuMe: Alien Wars" Additional Update on Achievement System

Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.



Hello!

It's been a little over a week since the March update!

How have you been?


I'm still working on the additional (epilogue) stages. The final stage battle is about 95% complete, and I'm currently working on the prologue for the additional (epilogue) stages!


But before that, this update will focus on further refinements to the achievement system added previously.


[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]










Since this is a small update, here’s a 30-second summary video first.

For more details, check out the information below!








[Additional Update to the Achievement System]
https://store.steampowered.com/news/app/2855660/view/528714540784813059
(For previous updates on the achievement system, please refer to the link above!)


The achievement system was developed based on your feedback. However, since I wanted to release the update before the Steam Spring Sale, I had to rush its development quite a bit.






After releasing the update and reviewing it again, I realized it felt too hastily made, and the sense of achievement when unlocking achievements seemed lacking.


So, I decided to add some extra effects!






(If the basic stage progress reaches up to stage 5)




(If all basic stages are cleared)
(+ The additional (epilogue) stages are not included in the progress measurement.)




(Hard stage all-clear)

(+ For achievements related to basic stage progress, progress is measured based on the number of cleared stages.
Even if you don’t play on easy difficulty and clear only on hard difficulty, the achievement will still unlock automatically!)


Since achievement icons resemble stamp designs, I added effects to enhance the feeling of stamping them.

Additionally, I included drawings of Kim Ttolttol based on stage progress and hard stage all-clear achievements!


At first, the concept seemed great, but after implementing it, it looks a bit rough…





Also, the final boss’s second phase in hard mode was too difficult due to failed difficulty balancing, making it virtually impossible to clear…

So, I changed the all-clear requirement for the final boss to clearing only the first phase.

Along with this change, I added a grayscale stamp drawing for the first-phase clear achievement.


Similarly, the mid-boss in stage 5 has both an initial battle (first appearance) and a second battle (before the mid-save).

Because of this, I added a grayscale stamp drawing for clearing only the first battle.





Besides that, I also added stamp drawings for the additional (epilogue) stages, which were missing in the previous update!

The additional (epilogue) stages do not have a hard mode, so progress is measured only by stage completion, and all stamp drawings are in full color!
(The fake boss in stage 1 will be adjusted later.)








Finally, when all basic stages are cleared,
I added a Gallery Mode where you can view full-body drawings of the game’s characters!


However, since most of my previous drawings didn’t match the game’s resolution,

I had to forcefully resize them, which resulted in lower image quality.


I’ll work on redrawing them and improving this in the future.





That concludes this update notice!


Lastly, the features and systems included in this update were not part of the game’s original plan.

I have tested them thoroughly, but unexpected bugs or issues may still occur during gameplay.
I appreciate your understanding in advance.

If you find any bugs, please report them in the community or in the comments of this post!


(+ The final boss’s difficulty in normal mode (not hard mode) will be adjusted along with a future update for the additional (epilogue) stages.)




If you have any suggestions for additional systems or difficulty adjustments,

please let me know! I’ll do my best to incorporate your feedback.








Thank you very much for your interest in the game I developed!