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NewMe NuMe LuMe: Alien Wars News

About Future Updates for NewMe NuMe LuMe: Alien Wars (2)

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


Happy New Year! Wishing you all the best!



It’s been about two months since the last update back on December 6th, 2025!

It’s great to see you again! Haha!



How have you all been doing over the past couple of months?



As always, I’ve been spending every day staying busy with development.

I hope you all have a strong and wonderful year ahead!!




Anyway, here’s a quick summary of today’s announcement:

1. I’m currently working on a demo version of the game!

2. The demo will not be a top-down shooter like before — it will be a side-scrolling shooter!

3. I originally aimed to finish it by June, but… development has been much slower than expected, and the schedule has slipped quite a lot…




Please check the details below!







\[About why I decided to make a demo version]




After the update announcement on December 6th, 2025…

I finished both the main game and the epilogue update, and then spent a few days thinking about what to do next.

-------------------
1. Make a sequel

2. Make a completely new game
-------------------

In the end, I decided to work on a sequel.

However, in the current situation, I felt that even if I made a sequel, it might not get much attention.
(Of course, I’m endlessly grateful to everyone who has supported and shown interest in my game!)

So, I decided to create a demo version, hoping to show the game to more people!



But instead of making a simple trial version that only shows a small part of the main stages…

I thought it would be much more fun to create brand-new additional stages.





The main game will eventually receive 4 new stages,
and the demo version will include 3 stages.

The stage structure will be the same, but the story will unfold differently!


-------------------
Demo Version: Prequel (story set before the main game)

Main Game Update: Epilogue of the Epilogue
(additional story after the epilogue stages)
-------------------








Also, since the genre is changing from a top-down shooter to a side-scrolling shooter…

I redesigned the protagonist’s outfit as well!




I kept only the key features and made a fresh new design!
(Forehead!)









In the demo’s prequel story, only the existing characters will appear,

but in the “Epilogue of the Epilogue” story update for the main game,
new characters will be introduced!










Also, this time, instead of using the usual pixel-art style…

I decided to create the visuals using a style based on drawings that I made myself.






Each frame is drawn at 512×512,
and then scaled down to half-size in the game.

Honestly, it looks better than I expected! Haha!










마지막으로, 제가 목표로 한 업데이트 일정은 다음과 같았습니다

----------
1. Finish Stage 1 by January

2. Finish Stage 2 by March,
and update Stages 1–2 (without story updates)

3. Update Stage 3 and the story for Stages 1–3

4. Update Stage 4 and the ending story by June

5. Complete the demo story and release the demo with 3 stages

6. Start working on the sequel
----------





And here is the current development progress:

[previewyoutube][/previewyoutube]










[previewyoutube][/previewyoutube]










Well… to be honest…

I couldn’t even finish Stage 1 by January — not even a quarter of it!!

At this pace, Stage 1 might be completed in February at best,
or in the worst case, sometime in March…

So right now, I can’t confidently promise an exact schedule.







There’s a lot more I’d like to share, but the post is already getting long,

so I’ll end this announcement here.



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!

NewMe NuMe LuMe: Alien Wars - Attack Direction Lock Update & Bug Fixes

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






"Please play my game~"

"Please play my game~"



One day in early December, with only a single month of the year left before it slipped away again,

a poor little game-selling girl was walking down the street,
spreading the news about the update for the game she had made.


Just as the long year was drawing to a close, the weather, too,
was growing more and more bitterly cold.

But the girl didn’t seem to mind.
Her cheeks were flushed red as if trying to fight off the chill,
and her small lips kept moving, mumbling her little sales pitch.


"We updated the game for December~"

"Please play the game I made~"





The little girl’s voice, like that of a baby bird, fluttered through the streets like flapping wings.

Before long, she saw a large shadow spreading and growing bigger in front of her own feet.

To see who the owner of that huge shadow was,
the girl slowly lifted her gaze, her eyes shining like glass marbles.




Boots whiter than the white snow itself,

a big, puffy coat and pants made of thick wool or velvet,

a fluffy beard like the mane of a proud lion chief,

and at the end of the drooping hat, a round, white pom-pom dangled.

It was a game customer dressed in a Santa outfit.




"Ho ho ho! Well, well~ Looks like you’ve done another update this time~"

"Let’s see here, you updated the game at the end of November,
and now you’ve updated it again after just one week…
What kind of update did you do this time~?"


When the customer’s hearty and cheerful voice reached the girl’s ears,

she brightened up, her jewel-like eyes sparkling,
and opened her mouth with confidence as if she’d been waiting for this moment.






"Yes! Um… I, I worked really hard on it! So, um… it’s, uh…"

"The additional settings for the Attack Direction Lock I mentioned in the November announcement~! And…"

"a stage bug fix!"

"Oh, ooh~ I see, I see. So you’ve updated the key-control feedback
and the bug report I mentioned last time~"

"Yes~ I worked very hard on it! I’ll explain the details down below~!"







"First, we’ve added a new setting that links the Attack Direction Lock to the attack key!"


[previewyoutube][/previewyoutube]
"Before I start explaining, here’s a short summary video."




"Now then, to explain the details:"

"In the November announcement, I said I was planning to split the functions
of the Attack Direction Lock based on how long you hold the lock key,"

"but once I actually made it and tested it, the controls felt pretty bad…."

"So while I was struggling with that, I tried implementing it
using your very first piece of feedback about linking it to the ranged attack key,
and that direction felt much better!"

"In the end, I added two different ways to use the Attack Direction Lock,
which you can choose between in the settings!"




=====

Attack Direction Lock – Ranged Attack Linking

(Common)
- The attack direction is locked to the direction you are facing
at the moment you first press the button.


1. Setting OFF
- Use the Attack Direction Lock button to toggle it ON / OFF.


2. Setting ON
- When you hold the ranged attack key, the lock is active.
When you release it, the lock is inactive.
- While it is active, if you press the Attack Direction Lock key,
the locked direction will be updated to your current facing direction.

=====




"Ho ho ho! Sounds like it’ll be easier to play than before~"

"So, if I want to turn that ON or OFF,
I just change it in the settings menu, yes?"






"Yes~! I took the old [Show Player Hitbox] option
that used to be in the display settings,"

"and split it out into a separate section called [Other Settings]!"

"Ooh~ I see, I see. Then, what about the bug you said you fixed?"







"Second, we fixed a bug related to clearing Stage 1!"

"We received a report about a bug where the game would crash
when clearing Stage 1~"


"When I checked it, I realized that because of a very basic mistake on my part,"

"instead of the Stage 1 clear dialogue,
I had accidentally set it so that the Stage 9 clear dialogue would appear!"

"So after clearing Stage 1, the game tried to move you to Stage 10,
and that’s what caused the error!"

"On top of that, because of this bug,
if you cleared Stage 1 after the previous update,
your save data probably treats the epilogue stages (7, 8, 9)
as if they were already cleared as well…"
(Unfortunately, it looks like it will be difficult for me
to fix those affected save files on my end…)




"The root cause of the bug was just a simple code mistake,
so the fix itself didn’t take long,"

"but I’m really sorry for causing you inconvenience
with such a basic error!"

"Ho ho ho~! I see, I see. Well, in any case the bug is fixed now,
so I suppose I’ll just have to sit down and play again, won’t I?"

"Until next time, then~"

"Yes~ See you again soooo~oon~~~"





The game customer in the thick Santa outfit walked off in the opposite direction,
his footsteps crunching through the snow,

and the little game-selling girl raised her small arm
and waved her hand toward his back.

Before long, like the setting sun sinking in the western sky,
the game customer’s figure slowly faded from view,

and when he was finally gone, the game-selling girl,
as if warmed by the encounter, forgot about the cold
and started walking home.




On the snow, only the small footprints
of the game-selling girl

were left behind in the quiet street.



















That’s all for this update announcement.

If you find any enemy patterns that feel too difficult,
have feedback about the difficulty,
or discover any bugs,

please let me know through the link below,
and I’ll do my best to address them positively.

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













Thank you so much for taking an interest in the game I developed!

NewMe NuMe LuMe: Alien Wars – Final Boss & Ending Update!

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




Hello!

Happy Halloween! …… Or not, actually. Before I knew it, it’s already the end of November since I posted the last announcement at the end of September.

I had a do-or-die goal of releasing an update on Halloween, but in the end I couldn’t make the schedule, so the update ended up happening now instead. Hahaha…



How have you all been over the last two months?





As for how I’ve been doing… as you can see in the picture above, I somehow ended up with a fractured foot!

So I learned one lesson:
“When you go running at night, always watch your step.”








Anyway, enough small talk. The core of this update is, finally…!

The extra stage’s FINAL BOSS and ENDING are now in the game!




On top of that, I’ve also added new drawings that appear during the mid-stage save in the final stage!





To briefly share my thoughts on this update:

It has taken a whole year and seven months since I first posted the update plan announcement on April 19, 2024.

Back then I was casually thinking, “Well, I’ll probably manage to update it within 2024, right?”, but I never imagined it would take this long…



Thank you so much to everyone who waited all this time.






That said, even though this is the “ending update,”

there are still additional improvement updates planned.






[Keyboard Controls – About Attack Direction]



I received some feedback regarding attack direction when playing with keyboard controls.
(Thank you very much to the person who took the time to give feedback on this feature!)




To summarize it briefly:

In addition to the existing “attack direction lock” button,
there was a request to also add

“a system where the attack direction stays locked while the shot button is held down.”



So, based on that suggestion, I’m planning to change the attack direction lock button as follows:

-----

1. Add a ranged attack function to the attack direction lock button



2. Split behavior based on how long the button is held (under n frames)

(Common behavior)
- When you press the button, the attack direction is locked
to the direction at that moment

(Differences)
- Short press: No auto-release; press the button again to release
(orange arrow)

- Long press: Direction stays locked only while holding the button,
and is automatically released when you let go
(arrow color changes from orange → red)

-----

I’ll implement and test these changes, and

if I feel the controls are working well, I plan to include them in a future update!









Aside from that, I’m also a bit worried because I’m not sure how the difficulty of this final boss will feel to everyone.


If you find the difficulty too high, or if you discover any bugs or other issues,

please let me know via the link below or in the comments,



and I’ll address them with an additional patch along with the keyboard attack direction update mentioned above!

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









Lastly, I’m also including the Halloween drawings that I originally wanted to post with the Halloween update announcement, but couldn’t!

[carousel][/carousel][p]
(Recently I’ve been trying out various compositions, but the first picture looked kind of off, so I redrew it… and the second one still feels weird too. After agonizing over it, I decided to just upload both. Hahaha)












That’s all for this announcement!

Thank you so much for taking an interest in the game I developed!


'NewMe NuMe LuMe: Alien Wars' - September Game Development 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]Hello!

It’s been a month since my last announcement at the end of August, and now we’re already in late September!

How have you all been over the past month?


As we reach the end of Q3 and head into Q4,
I hope the last quarter of the year wraps up with good things for everyone!


Like the previous post, today’s announcement covers my development progress and a few miscellaneous notes.

Please check the details below!








1.\[Development Update] [/p][p]
The final boss of the additional (Epilogue) stages that I was working on last month is mostly done—about 90% complete!


[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][carousel][/carousel][p]

I’m currently building the true final boss of the additional (Epilogue) stages.

I’m planning a total of 8 attack patterns, and as of today I’ve implemented 7,
so it’s about 70% complete so far!


There’s still quite a bit left—ending, story dialogues, and more—
but my target is an update at the end of October, around Halloween.

I’m working hard toward that!
(That said, there’s about a 90% chance the update will land in November–December rather than late October...)



[/p][previewyoutube][/previewyoutube][p]
As a little extra, I also put together a short clip showing how the additional (Epilogue) stage’s final boss fight might play out!








2.\[Library & Capsule Images]

One day I took another look at the store page’s library/capsule images.

Even when I drew them one years ago, I felt they weren’t great—and seeing them now, I still think they look rough… haha.


So I decided to redraw them from scratch!
(For comparison, I included a rotating before/after image.)

[/p][carousel][/carousel][p]
[/p][carousel][/carousel][p]

(I heard that making drawings larger helps, so this time I made the new drawings bigger!)



After uploading the new drawings I was quietly satisfied—

and, surprisingly, perhaps thanks to these new drawings, the game seems to be getting a bit more attention than before!



By the way, I’d already drawn a 4-panel comic for this post, but the joke’s premise ended up a bit diluted—kind of a shame, haha...[/p][p]
[/p][carousel][/carousel][p]
(Thank you so much for buying the game, adding it to your wishlist, or playing it. (ᵕ̣̣̣̣̣̣﹏ᵕ̣̣̣̣̣̣))






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/ [/p][p]






[/p][carousel][/carousel][p]
Thank you very much for your interest in the game I developed![/p][p][/p][p]

+)
If there’s a drawing you’d like me to make, please let me know in the comments!
I’ll draw it and upload it as artwork.[/p]

'NewMe NuMe LuMe: Alien Wars' - August Game Development Update! 2

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

[/p][p]Hello![/p][p][/p][p]It’s already late August since our end-of-July update!
How have you all been over the past month?[/p][p][/p][p]Two-thirds of the year have already flown by! I hope many good things come your way in the remaining months! :)[/p][p][/p][p][/p][p]I’ve been continuously working on the final boss of the additional (epilogue) stage![/p][p]So this announcement will be about the development status and some miscellaneous chatter![/p][p][/p][p]Please check the details below![/p][p][/p][p][/p][p][/p][p]1.\[Development Status][/p][p][/p][p][/p][p]Currently, 6 boss attack patterns are finished.[/p][p][/p][p]What’s left is adding 1 more pattern, tuning difficulty per player character for the boss fight, and item supply,[/p][p]as well as a boss-only HP bar, etc.[/p][p]So I’d say we’re roughly 70% complete!
[/p][p](Of course, things like the ending… story dialogue… and other parts besides the boss fight are still left—haha…)[/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]I also made a short video to show how the boss fight will play out—please have a look![/p][p][/p][p][/p][p][/p][p]2.\[Miscellaneous][/p][p][/p][p][/p][p]2- 1. \[About Development Speed][/p][p]Originally, the boss was planned to be finished in early to mid-August…[/p][p]As you can see, far from being finished, there are still many parts that need adjustment.[/p][p]To explain why development has slowed down…[/p][p][/p][p]For the past 2–3 years, during the July–September period, my PC suddenly and repeatedly (about 10+ times a day)[/p][p]hits a blue screen and then reboots.[/p][p]I’ve tried several times to fix this mysterious issue, but the exact cause hasn’t been confirmed yet.[/p][p][/p][p]After I lost 5 hours of work due to a reboot right before saving,[/p][p]I’ve been proceeding with frequent manual/automatic backups.[/p][p][/p][p][/p][p]I sincerely apologize that this issue has slowed development…[/p][p][/p][p]I’m still developing even though the PC keeps crashing,[/p][p]and while writing this announcement, it has crashed at least five times! Yikes…[/p][p][/p][p][/p][p]Additionally, I tried to express my situation with a drawing! Hahaha…[/p][p][/p][p][/p][p][/p][p]2- 2. \[About Sound Effects][/p][p]In the current build, the BGM pitch rises according to the player’s HP.[/p][p][/p][p]I was quite happy with that effect,[/p][p]so I thought it would be good to apply a similar adjustment to the sound effects as well. I tried 5–10% pitch changes.[/p][p][/p][p]In testing,[/p][p]the change was barely noticeable; and when I increased the range, it started to feel unnatural,[/p][p]so I’ve postponed the update for now.[/p][p][/p][p]Still, since I put in a fair amount of time and effort (about 2 days),[/p][p]rather than throwing it away completely, I plan to polish it a bit more and include it in a future update![/p][p][/p][p][/p][p][/p][p][/p][p]This is where I'll end this announcement. [/p][p][/p][p][/p][p][/p][p]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![/p][p][/p][p]https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Thank you very much for your interest in the game I developed![/p]