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Hi everyone! It's time for the monthly DevLog 😁

Studio's Life

This month I hit a new milestone on the campaign receiving over $100 in support. A big thank you to my 31 patrons for making this possible 😊

Super Night Riders 2016

It's now available on Nintendo Switch 🙀

You can finally play it on a *pocketable* handheld - such as the Switch Lite - after the cancellation of the PlayStation Vita version 😋

I recommend activating "Performance Mode" on the Title Menu > Options to get smooth 60 FPS gameplay even in handheld mode 😁

More info: neko.works/SNR2016 

Super Night Riders S1

It was my focus this month too.

Improved the road system with many new features, including dynamic width, way less textures usage, a decals system for changing the lanes color and a new, more efficient shader.

Tested a few low-fi screen shader presets. Not sure if anyone would play like this though 😅

A few native shots in the attachments bellow - as you need to view them fullscreen in 4K to better see the effect.

Improved stereoscopic 3D support with the addition of full side-by-side, required on some devices such as the Nreal Air. Also in the attachments bellow.

Quick throwback: The Desert stage 2023 VS 2016 🙀

I'm a big fan of CRTs - especially the Sony PVM series. I'm planning full support with this game - including proper 4:3 ratio output.

Don't mind the cut UI on this photo 😅

Also implemented support for tunnels.

More info: neko.works/SNRS1 

Bonus

A new illustration of Emiko from the Light Fairytale series. You'll see her again in Episode 3 😁

What's Next?

Next month, I'll still be working on Super Night Riders S1 as it is close to ready for release.

I'll restart working on Light Fairytale Episode 3 once SNRS1 is released on Steam Early Access, around the end of July.

That's it 😊

Again, thanks you so much for your patience and support. See you next time 😁

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Comments

BCast Gaming

Thank goodness. The return of Emiko!