Our game was first conceived in 2023, finished development and submitted for review in 2024, and only just passed review now.
[p align="start"]At first, we wanted to make a small-scale brick-breaker game. Never expected to be hard-banned for two years, dragging things all the way to today.[p align="start"]In the meantime, I figured — well, since I'm just waiting anyway, might as well add some more content.[p align="start"]And then, as I kept working on it, the story grew from 8 chapters, 30 CGs, and 50,000 words... into 20 chapters, 40 CGs, and 200,000 words.[p align="start"]I know what you're thinking: "Three years and this is what you made?"[p align="start"]Because of... well, certain reasons, we ended up revising the game over a dozen times before the official launch. We were still doing last-minute assembly right up until release.[p align="start"]This led to us fighting ourselves, wasting a huge amount of time and energy, and it also made publishers take a wait-and-see approach. That's on me.[p align="start"]I've seen all the current issues.[p align="start"]I'm not going to say things like "please believe in my future."[p align="start"]So the only thing I can do is start from day one's feedback and fix things one by one.[p align="start"]I'll gradually patch in the follow-up updates.[p align="start"]The following issues will hopefully be fixed before October 1st:Main menu, combat, and dialogue UI.
Ball physics logic.
Auto-ball and catch tolerance.
Tutorial level changes.
Partial story revisions.
All combat CG stuttering and pause failure.
Crash and preload issues.
Boss EXP absorption — no more picking it up yourself.
Ctrl to fast-forward story.
Load and save.
Steam cloud save and compatibility.