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Announcement

Featured Game Give Away!

Oh wow! Fear & Hunger got on the front-page? Wasn't expecting this.

RMN, you have my deepest gratitude! RPG Maker community has a dear place in my heart, despite not being that active member around these parts of internet. I actually started my game making on Don Miguel's forums ages ago and it had a very big impact in me eventually returning to this stuff. And that's also the reason I've stuck with RPG Maker, despite what 99% of internet tells me. So getting featured here really means a lot to me.

To celebrate the front-page spot, here are few free Steam keys for the game. First ones to get them, gets them, sorry :/ Please don't hog more than one!

WBZEF-TA3MW-LA7BY
8J89Y-EW0HJ-YYW40
JC3HQ-E97VA-HR0LN
GWNFX-DZNKR-EC2T4
H96Y6-9KEC2-2HIZ2
IQNYW-8I29F-38XFN
K0YMR-KE9VE-2Z3HZ
YHTRH-PM6IC-6GIJD

Would love to hear what everyone thinks of the game. It's a bit divisive and I don't mind even heavier criticism.

Progress Report

Fear & Hunger - Version 1.4.0 Update!

Oh I haven't properly updated rpgmaker.net's site for a while! My apologies!
Anyways, today I just released the latest version 1.4.0 of the game!



List of general updates:
- Fixes and tweaks
- Torch/Darkness mechanic
- Terror & Starvation mode
- Added Sanity mechanics and scenes
- Miasma nerf/new mechanic
- small events with Embryo and Harvestman

Updates exclusive to Terror & Starvation mode:
- The extra boss of the void is now Terror & Starvation only
- lots of little bullshit
- small events with Crow Mauler and Black Witch
- 2 new enemies (variations of existing ones - kinda)
- tougher enemies and harder to run away
- inclusion of rotten food

The biggest update is the torch system. It doesn't have a big impact to the normal mode (Fear & Hunger mode), but the update also introduces a new difficulty mode (Terror & Starvation) where you cannot see much without a torch. This introduces a new level of resource management to the game, where you sometimes have to sacrifice much needed cloth fragments for light. In my opinion it makes the game more interesting. Of course if you felt the game was stressful enough as it was, the previous mode is still available. No worries there.

With the torch mechanic making things a bit more difficult, I decided to go all in with the new difficulty mode and added lots of small bullshit every here and there. They've been scattered around the dungeons from level 1 all the way to the ancient city. I'm afraid very few of the new features make things easier for you :-/

Along with the new torch mechanic, the fear mechanic has seen some fleshing out. Now if your party members are low(-ish) on Mind they might in certain places drop out of the party. You and your party members can try to persuade them to continue, but at some point they will give in to the darkness if things continue the same.

There is a Miasma event similar to the fear mechanic too which has different outcomes with different characters.


Oh yeah and I also added some Filter Effects to certain areas. I'm not sure how big of an impact they will have on the performance, but you can always disable them from the menu!

Announcement

The full version is out!!

The full version is out on sale!!
You can buy the Windows and Mac versions from either itch.io or Gamejolt.

It’s finally here! The full version of Fear & Hunger. After two years of development time the game is finally at a state that can be called a full game. It has been no easy two years by any stretch. As a solo developer behind this game, it has taken its toll on my social life and my wallet. And that is one of the reasons I’m going commercial with this game now. The world of Fear & Hunger begs for more content and I wish I could continue expanding the lore and its world with future installments with similar commitment of time and resources.

The previous demo version already offers a large portion of what the full version has in store, but I’d estimate that the full game is roughly double the size and even the previously existing areas are tweaked and updated with this release. The game has new enemies, new characters, new magic and skills, new gameplay additions, plenty of new areas, more story, more lore, more everything. There are 5 distinct and different endings. Even more if you count some character specific variations. The game keeps up with its grueling difficulty and some of the bosses that are waiting for the poor souls that dwell too deep are the biggest challenges in the game yet.

I will continue with Fear & Hunger for sure. There are bound to be loads of bugs to fix at the very least, but I also plan on tweaking things once I get a better idea on the overall reception of the game and what needs balancing and what needs to be more difficult. In any case, I hope the game is worth the wait for all of you!

Progress Report

Progress report 29th of July

I figured I need to make an official progress report too every now and then. People who have been following this game on youtube or discord probably got a good idea in what's going on, but here it is in text form too!


PROGRESS REPORT 29TH OF JULY

The development has been going steadily (although maybe a little bit slowly) Many of the game systems are getting into their final states and things are coming together nicely otherwise too. I have a lot of assets done, some very end-game assets too. It's mostly a matter of bringing it all together and into a working state.

The plan is that the game could be called "complete" by the next release. I will continue working with the game even after that for sure, but I would like to have the game "finished" by the mid-november, if not sooner. That way the whole development time would remain under 2 years.

Here's few new ares:




Many of the existing areas are seeing some small-to-big changes and facelifts too, so delving to the dungeon would feel fresh to veterans too..

There are some pretty major game system changes coming up. I've gotten a lot of feedback about the coin toss mechanics and the notorious instant deaths. And I've finally given in! There's finally going to be a proper way to evade them (other than cutting off the body part that activates them that is). In the next version you gave evade most of the instant deaths just by defending against them. So defending will be playing an important role and you still need to learn when to use it to maximize your efficiency in battles. Other battle balances are also coming up. The new Weakness system introduced in the version 5 is going to remain to guarantee you those precious head shots, but I'll also add other weaknesses - like burning the foe or using poison. I'll also tweak the head hitting %, so that even without the weakness you can still manage to land a lucky head shot every now and then.

Another big game system addition is a skill tree of sorts called "The Hexen". You can absorb souls of the fallen foes and use those souls to learn new skills or strengthen your weapons. The Hexen also plays around with god alignments, so it's not all that simple. This will give the game at least a minimal progression system that hopefully makes the player feel a little more involved.



There are many other changes too, but let's not reveal all the cards just yet ;D

Thanks to everyone for support! The game has gotten some visibility slowly and it all helps me keep motivated. Hopefully I'll be able to keep up with this schedule. I'm kinda at a busy spot as far as personal life goes and it hasn't been easy to find time for game making all the time, but I've been super motivated throughout the development, so there is no danger that the game wouldn't finish eventually.

- Miro (aka orange~)

Progress Report

-Quickfix version 5.1 is out!-

Hi!

Just dropping by quickly!

This is just a quickfix for the bigger bugs in the demo version 5. It also has some new stuff like:

  • Le’garde is playable

  • New event in the level 7

  • Proper Red man fight

  • New Tormented one fight

  • New dialogue at places

  • Drinking a vial leaves you with empty one

  • New scroll items that teach you skills

  • Fear system updated

  • Phobias for all human characters

  • You can check your status now


Progress Report

Demo version 5 is up!!



A new demo version is up! Fear & Hunger demo version 5!

Most of the work for the new version has gone to the engine and new systems. Then of course these new systems conflicted with the existing game and equally large amount of time went into fixing all the bugs. There are plenty of new things to find too, so no worries, not all the updates are under the hood. I feel like the RPG Maker MV is at it's limits with this game already, so I have to start finishing this up by the next release. That's why this will be the final demo version before the full game, unless some big game breaking bugs raise their head that is (not that unlikely giving that this version has had very little time in testing)

Anyways, hope you guys enjoy the game! I'd like to thank the awesome discord channel for the continuous support. I can't stress enough, how much your input has motivated me ;D

Update V5 includes:

  • An opening scene

  • One of the many endings available already!

  • Many new areas in the beginning and final parts of the game.

  • A new Fear & Hunger systems, including an all new phobia system.

  • A new weakness system for battles

  • A new way to save your game, because of popular demand... Hope you are happy with it ;D


Demo Version 5 // WIN

Demo Version 5 // MAC

Announcement

Demo Version 4 is up!!



The new demo version 4 of Fear & Hunger is up!!
It's a big update too.

Check out the Downloads section for links!

New features include:

  • Tons of new areas and items

  • Randomized dungeon layout

  • New enemies and bosses

  • 4 different character classes at the beginning

  • New skills and magic

  • New playable characters

  • You can now save game too

  • Ranged combat with bow and arrow and bear traps!

  • All kinds of cool stuff, believe me!


I was meaning to launch a kickstarter campaign at the same time as this demo, but little did I know that Kickstarter is still not available at the oh-so-regulated-Finland. Thank you Finland.

Oh well, I'll probably look into Patreon or something soon, but it's probably going to take some special bells and whistles to get it running here too.

Well enough of my rambling. Hope you enjoy the demo! :D

Any feedback is super welcome and I hope to see you at the discord channel or on twitter!

Progress Report

A little video with some new features :-)





Not that much, but at least it's proof for progress. Just a sneak-peek ;)

Progress Report

Status update~!!

Status update~!!

I realized I haven't been giving any updates about the game lately, apart from my occasional visit in the screenshot topic. This doesn't mean that the game hasn't been progressing forward - quite the opposite actually. I've been working pretty hard with the project. So I decided to post a a simple status update on where the game is at atm.


I made a post about this one earlier already, but the game has multiple main characters now. 4 character classes, from left to right: Mercenary, Knight, Dark priest and Outlander. Each got unique skills and different equipment at the beginning. There are other new playable characters too. These are just the main cast. The next version of the game will also have more story and that's where these main characters come to play.


New areas, enemies, skills and items! So far I have made a couple of completely new areas, which have been pretty graphics heavy. Most of the enemy designs for few more levels are designed too. They're just waiting for implementation to the game.


I have also expanded the existing areas. You can find new things from already familiar levels. Gameplay-wise there has been few new features as well, that bring new strategies to help players deal with the horrors. I'll probably make a new post about those later on...

The story is also written pretty far now and I think there are a couple of cool things in there waiting for discovery. Lore has become more concrete in my mind too, gotta start writing more in-game books :)

Now all this is of course just big tease, because I don't have new downloads ready or anything. I could release new versions with every new addition, but personally I prefer making bigger updates. This way the experience is more fresh every time for the players, I think. I aim to release the next demo by the end of august (hopefully) My aim is that there is going to be at the very least 100% more new content. Although I think there's going to be more when I put everything I've planned together. It's not going to be a full game yet, but there should be playable content for few hours easy. The game has been a one-person project so far and dealing with all the digital paintings, making music, coding, etc. takes time. That's the reason the game isn't really nearing it's completion yet, sorry D: Luckily I recently got a friend to help with some animations, like the fire animation seen on the screenshot above. This helps a lot, because I've been struggling to commit enough time on all the different fields of game development.

But yeah, I'm surprisingly motivated with this game still. I've gotten only awesome feedback and all the constructive criticism has been very thought provoking too. Thanks to everyone who has been around! It's been unreal seeing some people go out their way and promote this game on their own! Million thanks really! ^^


Oh and here's a little story trailer!

Progress Report

Introducing the main cast of Fear & Hunger! Also info on planned release schedule...

Introducing the main cast of Fear & Hunger
Also info on planned release schedule...

So I've spent last few weeks drawing character portraits, ridiculous amount of sprites and adjusting hundreds of fork conditions and switches in RPG Maker in order to get the main cast of the game working. I'm a little behind the schedule I set on myself, but there's still definite progress and the characters are in working order! yay! ^.^

So let me introduce the main 5 playable characters of Fear & Hunger:



There are of course more playable characters in the game as is already evident in the teaser demo, but these are the main cast whose fates are intertwined in the dungeons. From left to right: Mercenary, Dark Priest, Captain, Knight and Outlander. At the start of the game, you get to choose your character. Each got their own set of skills and story to play out.

About the planned release schedule... There have been few people who look forward to the full game, but I'm afraid it's not anywhere near ready and the wait might be a tad long D: I don't have any concrete plans yet, but I've also been toying around with the idea of monetizing the game in some way in the future. Just some small price for the full game perhaps? Although in the end it's more important for me that as many people get to play the game as possible, so we will see.... But in any case, before the full game I intend to release a proper(and free) demo as the teaser demo was there mostly to test things out and it didn't have all the features I wanted people to experience. So I'm aiming to release the next version in the late summer and I think you can expect good amount of gameplay from that version already. What happens after that? Who knows....


Oh and thanks everyone for all the feedback, reviews and the interesting ideas! It's a great community here and it really helps me stay motivated! :D
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