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エイリアン侵ドローム_デモ版ver0.96.3.zip 98.0 MB
Alien Invasyndrome_Demo_Ver0.96.3.zip 98.0 MB
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September 15, 2025

Demo Update ver0.96.3 デモ版更新 ver0.96.3 

We've received a lot of comments and requests lately, so we've been working on them.
デモ版の更新を行いました。

いくつかの要望やコメントを受け取り、それの対応を行いました。

・Made the normal attack of Alien, now you can move freely while attacking.
・When you're spotted by the enemy, you'll have one more chance before Alert triggers.
・Added visual cues for the objects in the Security room.

・エイリアンの通常攻撃をスムーズにして、攻撃中に方向転換が可能になった。
・敵に見つかっても、1度目では警戒状態にならなくなった。
・警備室のPCとレーザー、カメラの関連性を可視化した。

As there're opinions addressing that being spotted once triggers the alert is too unforgiving, we've changed the system so you have another chance.

We are also told that the attack button is to clunky to use and it makes the boss fight harder, now we've changed how it works and movement should be smoother.

Regarding the relationship between Traps and Panels in the security room, we have made it clearer to see which Panel triggers which object.

エイリアンが見つかった時にすぐ警戒状態になると、ゲームの進行が妨げられることがストレスになるので、1度目は見逃すようになっています。
警備室のボスとの戦いで、エイリアンの攻撃速度や攻撃の後に方向転換ができないことが難易度を引き上げているとの指摘があり、エイリアンの通常攻撃を若干スムーズにしてみました。
警備室のPCとレーザーの関連性がわからないため、どれを破壊すればどの装置が止まるのかを可視化しました。

WIP H animation of Security robot
警備ロボとのエッチシーンwip

Currently, the development progress is at about 40%.
Before moving to the next new big area, we'll be focusing on polishing and completing most of the main core features like Skill trees, Nest level related content, etc.
For the time being, we hope to see your support and thanks for enjoying our game.

現在、ゲームの進捗は全体の約40%ほどです。次の階層に移動する前に、スキルや巣のレベルなどの部分を作り、細かい調整を行ってから新しいエリアの開発をしようと考えています。
これからも応援をよろしくお願いします。

Comments (21)

Y
Yratnemele · December 12, 2025

We hope you're fine too.

D
Dk · September 26, 2025

Good , could you tell me what programs you use for animation, design, and programming, please and thank you.

百
百舌鳥 · September 27, 2025

The game program uses Pixel Game Maker MV. I'm not responsible for CG, so I don't know the software used. For pixel art, we use a tool called EDGE2.

E
Edwards The man · September 19, 2025

Seems like the gameplay got more smoother. 1 Question tho will our alien evolve/gain new ability everytime by defeating boss or just progress the story normally?

百
百舌鳥 · September 27, 2025

Rather than evolving after defeating a boss, you gain experience points by capturing various crew members and destroying objects. We're considering a system where you use those points to acquire new skills. We're still undecided about the timing for evolution. It's unclear whether we'll incorporate it into the story.

M
MundoSando · September 18, 2025

Waiting animation for engineer

百
百舌鳥 · September 19, 2025

It will definitely appear in the new area, so stay tuned.:D

n
narthaadus · September 18, 2025

Great work as always! Do the nest upgrades entail visual modifications to the nest as it levels up and/or customisation options for the nest depending on upgrades?

百
百舌鳥 · September 19, 2025

Thank you.XD As for the colony, its size and shape will change as it levels up, and it will become possible for the Alien itself to power up and evolve.

A
AMMMOOO · September 17, 2025

really love it😋😋

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百舌鳥 · September 19, 2025

ThanksXDD

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Edwards The man · September 16, 2025

Nice! will try it later

百
百舌鳥 · September 19, 2025

Take your time and enjoy.:D

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VIRUS · September 15, 2025

Personally the new attack sounds more like an upgrade than an issue, since the fights were possible with the old attack, I personally see that locking the new attack system behind an upgrade sounds more in line and logical, as in if you want the fight to be easier, then go ahead and upgrade your attack

百
百舌鳥 · September 27, 2025

In the next update, Charge Attack will no longer be an initial skill. We are preparing events and systems to obtain that skill. Moving forward, we plan to prioritize stabilizing the game systems over adding new areas, so updates will focus on system-related improvements.

S
SigmaTrooper · September 15, 2025

A very excellent update! Curious question, are you saying the whole game is 40% done, or just the next segment that you’re working on?

百
百舌鳥 · September 15, 2025

The game is now 40% complete. Still a long way to go...XO

Z
ZeroStrike · September 15, 2025

Will my Alien Bug Character get larger as I power up the nest late in the game? I do love the idea of small cute alien bug. But later in the game as more powerful enemies attack maybe the alien bug will evolve as well. Currently this is more stealth game, I do like the flamethrower enemy guards you have added. It will help make the game more interesting. I do like the idea of a stronger bigger alien bug late game, however it will also require more animations for the base character. Maybe it is too much work. I would rather the animation time go into the women animations. You are doing amazing work.

百
百舌鳥 · September 19, 2025

I also believe it's important to prioritize female animation. But since alien evolution is part of the original game concept, I plan to keep working on it as long as my body holds out.XD

Z
ZeroStrike · September 15, 2025

Thank you for all your hard work. I am really enjoying the game so far. I think the guard enemy with the flame thrower has a minimum distance so the flamethrower sometime doesn't hit. Maybe a stomp ground attack AOE around attack? Also the walking or pathing for the flamer thrower enemy can sometimes get stuck on the wall searching for me. Small error bug.

百
百舌鳥 · September 19, 2025

Thanks for the comment. Regarding the issue where the guard's pursuit gets stuck on terrain, it's quite difficult to improve its performance beyond the current state. And it would take an unrealistically long time. If it doesn't interfere with the game's progression, I plan to leave it as is. Having it perform stomp attacks when approached is a good idea, but due to the barrier, placing the attack detection too close can easily cause bugs. As for this, it might be implementable for boss guards or similar enemies, so please look forward to that. This time, I'll try adjusting the flame thrower's hitbox to be slightly wider at its base.