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Deadline Savior News

"Deadline Savior" Demo is Out Now!

The DEMO version is officially available!
[p][/p][p][dynamiclink][/dynamiclink][/p][h3]After a full year of dedicated development, we’re thrilled to finally let everyone try it out![/h3][p][/p][p][/p][h3]This demo offers around 30–40 hours of content for a single playthrough, featuring two playable characters to choose from![/h3][p][/p][h3](Excerpt from the in-game class introductions)[/h3][p][/p][h3][/h3][h2]Paladin[/h2][h3]A warrior with a strong physique and the power to heal.
Paladins excel at survival and can also wield magic to strike down their foes.[/h3][p][/p][h2]Ranger[/h2][h3]Masters of stealth among the trees, Rangers use their bows to pick off enemies from afar.[/h3][h3]They boast high critical hit and evasion rates and can inflict various status effects with different arrow types.[/h3][p][/p][p][/p][p][/p][h3]There’s much more to discover—download the demo and give it a try![/h3][p][/p][h3]May you all survive the looming deadline crisis!
P.S. Playing the demo will earn you a special bonus in the full version![/h3][h3]
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[h3][/h3][h3]Facebook[/h3][h3]https://www.facebook.com/CointinueGames[/h3][h3][/h3][h3]Threads[/h3][h3]https://www.threads.net/@cointinuegames[/h3][h3][/h3][h3]IG[/h3][h3]https://www.instagram.com/cointinuegames[/h3][h3][/h3][h3]X (Twitter)[/h3][h3]https://x.com/CointinueGames[/h3][h3][/h3][h3]Website[/h3][h3]https://www.cointinue.games/[/h3]

June 2025 Development Log

[p]Thank you all for your patience![/p][p]We’re in the final stretch of preparing the demo, and it’s scheduled to launch this August![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Here’s a look at the key development updates from the past two months:[/p]
  • [p]Designed and implemented gear for the Paladin and Ranger classes.[/p]
  • [p]Created combat animations for monsters and player battle items.[/p]
  • [p]Added music and sound effects functionality.[/p]
  • [p]Implemented the item overflow system for post-battle rewards.[/p]
  • [p]You can now expand your inventory and belt capacity using coins.[/p]
  • [p]“Small Chests” and “Food” items can now be used directly in the inventory.[/p]
  • [p]Your journey progress is now displayed clearly at the top as a 2D linear map.[/p]
[p] [/p][h2]More combat animations and immersive sound effects[/h2][p][/p][p]We’ve also added a variety of new monster abilities and items, making combat feel more diverse and engaging.[/p][p]The tactical side of battle has also deepened—scouting enemy types before combat is more important than ever![/p][p][/p][p][/p][p][/p][p]We’re planning to gradually add more features that help players better understand enemy information during combat.[/p][p][/p][p][/p][p][/p][p] [/p][p][/p][p][/p][h2]Tons of Gear and Items[/h2][p][/p][p]Right now, only the Paladin and Ranger gear sets are available,[/p][p]but the total number of obtainable gear and items has already surpassed 500, much more than we initially expected.[/p][p][/p][p]We believe this will give players plenty of content to enjoy during the demo![/p][p][/p][p][/p][p][/p][p]Also, don’t forget—your character’s Satiety slowly decreases while idle.[/p][p]Remember to use food from your inventory to keep it topped up![/p][p][/p][p]And now, battles may drop chests and keys, so don’t miss your chance to try your luck![/p][p][/p][p]As you progress and win more battles, you’ll also need more space in your inventory and belt.[/p][p]No worries—you can easily expand your storage by spending gold![/p][p][/p][p][/p][p][/p][p]Even if you forget to expand in time and your inventory gets full,[/p][p]you’ll still be able to choose which items to keep through the new overflow system.[/p][p][/p][p][/p][p][/p][p][/p][p] [/p][h2]Core Gameplay Loop Completed – Now in Final Polish Phase[/h2][p][/p][p][/p][p][/p][p]Your journey progress is now visually represented at the top of the screen,[/p][p]so you can clearly see how far you are from your next destination.[/p][p][/p][p][/p][p][/p][p]The remaining tasks are mostly support features and visual polish,[/p][p]such as the tutorial, town scene transitions, and settings menu.[/p][p][/p][p]The overall gameplay loop is now fully functional.[/p][p]Yes—we’re using our own game to save deadlines![/p][p][/p][p][/p][p][/p][p][/p][h2]Closed Demo Test Coming Soon[/h2][p][/p][p]We’re planning to launch a closed beta test around mid-July![/p][p]If you’d like to be among the first to experience the demo,[/p][p]please join our Discord server, where we’ll be sharing more information on how to join the test. [/p][p][/p][p]Discord:[/p][p]https://discord.gg/gTHHZRKYTu[/p][p][/p][p][/p][p][/p][p]That’s all for this devlog![/p][p]The demo is expected to launch in August,[/p][p]so this will be the final development update before release.[/p][p][/p][p]See you in the demo! 🎮[/p][p][dynamiclink][/dynamiclink][/p][p] [/p][h3]Follow Us on Social Media![/h3][p][/p][h3]Facebook[/h3][p]https://www.facebook.com/CointinueGames[/p][h3] [/h3][h3]Threads[/h3][p]https://www.threads.net/@cointinuegames[/p][h3] [/h3][h3]IG[/h3][p]https://www.instagram.com/cointinuegames[/p][h3] [/h3][h3]X (Twitter)[/h3][p]https://x.com/CointinueGames[/p][h3] [/h3][h3]Website[/h3][p]https://www.cointinue.games/[/p][h3] [/h3]

April 2025 Development Log

Thank you all for your patience; for these past two months, we’ve been primarily rushing through battle performances.

Below are the development highlights for these past two months:
  • Player items and skill equipments can effect in the battle system.
  • Continued addition of features to the combat logic layer
  • Implementation of skill casting, status effects, and Buff displays in the combat presentation layer.
  • Configuration and performance of monsters and character skills appearing in the Demo version
  • Event interface and map interface (functionalities not yet integrated)




[h2]Implementing Battle Performances[/h2]

The battle performances look like this:

[previewyoutube][/previewyoutube]

Players can choose which skills and items to bring into battle.
Different skills or items will be automatically triggered under different conditions.

For example, a health potion will automatically trigger when health is low and will be consumed upon use.
Counterattack items, for instance, will trigger when the player is attacked by an enemy.

Therefore, it’s important to flexibly adjust your strategy for different enemies!

Win battles to earn experience points and rewards!



[h2]More Biome Scenes[/h2]

In addition, we’ve been gradually adding different ecological scenes.
Beyond the original swamp and grasslands, we now have deserts and dungeons.





[h2]Map and Events[/h2]



Players can pre-set the destination they want to move to.
During the Pomodoro focus phase, the character will continuously explore the map.



Apart from combat, there will also be numerous random events and story sequences.
Depending on the player’s chosen character, skill level, or items held, the outcomes can be completely different!



That’s it for this development log!

We will launch the Demo version this summer, where players can choose between two characters.

Be sure to stay tuned for our latest updates!

P.S. If you’d like to experience the Demo early, you can join our Discord group for announcements about closed testing.



[h3]
Discord:https://discord.gg/gTHHZRKYTu

Follow Us on Social Media!


Facebook:https://www.facebook.com/CointinueGames
Threads:https://www.threads.net/@cointinuegames
IG:https://www.instagram.com/cointinuegames
Twitter:https://x.com/CointinueGames
Website:https://www.cointinue.games/
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February 2025 Development Log

Hello, everyone!

After nearly four months of development, we finally have some progress and visuals to share with you!

During this period, we focused mainly on designing the logic layer of the battle system, as well as UI design and resource integration for some features. As a result, there isn't much battle footage to showcase just yet.

[h2]Pomodoro Interface Showcase[/h2]

The Pomodoro feature is now fully developed.

In the settings menu, you can adjust the length of focus sessions, short and long breaks, and the interval between long breaks. Additionally, the game will automatically record the accumulated focus time for the current task.


You can easily review cumulative focus and idle times through daily, 5-day, or 30-day charts.


The task list clearly displays the focus time for each individual task.


Only the currently pinned task will be displayed in the game interface, accumulating time accordingly.


Once a task is completed, it can be archived and viewed in the reports!




[h2]Battle Skills and Items[/h2]

In Deadline Savior, players gain experience points by focusing on tasks or defeating monsters.
Upon leveling up, players receive skill points, which they can allocate as they see fit.

For example, the Paladin class has a total of 14 battle skills, of which 9 can be equipped and used in battle.


The game features an auto-battle system, where players select which skills to equip and their casting order.




Items carried on the battle belt and equipped gear also play a crucial role!


Besides affecting character attributes, the order of item and equipment placement can also influence battle outcomes, requiring strategic consideration.





That wraps up this development log!

Additionally, we plan to release a Demo version this summer, where players will be able to choose from two playable characters.


Make sure to stay tuned for the latest updates!

P.S. If you’d like to experience the Demo early, join our Discord server for closed testing announcements!

[h3]
Discord: https://discord.gg/gTHHZRKYTu

Follow Us on Social Media!


Facebook: https://www.facebook.com/CointinueGames
Threads: https://www.threads.net/@cointinuegames
Instagram: https://www.instagram.com/cointinuegames
Twitter: https://x.com/CointinueGames
Official Website: https://www.cointinue.games/
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