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The sequel to the popular Stove hit, The Daughter of the Volcano, has been released.
It's called Daughter of the Moon and it's scheduled to be released in 26 years.
Due to the success of the previous work, the development company grew in size and the development speed increased.
You can see it on the stove too, right?
This time, Korean is supported directly on Steam.
Below is a summary of the game's features.
- Over 50 career routes
- 30+ locations to explore
-20+ emotional and karmic relationship stories
- A structure that opens up hidden martial arts, skills, story fragments, and new endings when played multiple times
- Possible to operate businesses such as street stalls, inns, and hospitals - Activities such as hunting, fishing, bathhouses, and theaters
S1736965505739600 caught 65 dinosaurs!
I got 0 Flakes as a challenge reward.
You have some good skills!
But aren't the real experts faster?
🦕Catch the moving dinosaur
Take the challenge now!
👉 [Play on the Stove App]
STOVE83703777 caught 61 dinosaurs!
I got 200 Flakes as a challenge reward.
You have some good skills!
But aren't the real experts faster?
🦕Catch the moving dinosaur
Take the challenge now!
👉 [Play on the Stove App]
BeeohBee caught 94 dinosaurs!
I got 900 Flakes as a challenge reward.
Top Ranker Mode ON 👑
But you mustn't let your guard down!
🦕Catch the moving dinosaur
Take the challenge now!
👉 [Play on the Stove App]
In the 1990s, which can be called the golden age of shooting games, many shooting games were released. The major standard for dividing shooting games into horizontal scrolling and vertical scrolling, depending on which direction the stage progresses, was, but there was another way to divide shooting games. It was by how the character I could control looked.
The vast majority of shooting games often let you control airplanes or fighter planes. Some games, such as Sengoku Blade and Gunbird, better known as Tengai, even had characters flying around, but these were extremely rare compared to games featuring fighter planes.
However, there is one thing that has a lower appearance rate than being able to control human characters. That is, helicopters. Helicopters are not hard to come across as enemies, but strangely, they do not appear often as the main character.
In games like Battlefield or Warlock, it appears as one of the vehicles that I can ride and control, but it is hard to find a game where you ride a helicopter from the beginning to the end of the game. However, it is not that there were no such cases, so today I will take a look at such games. In particular, I looked for games that appeared in an era that can be classified as classic games, and where the helicopter is the main character.
In the latter half of the Metal Slug series, a helicopter appears as one of the slugs, but it is only used briefly in a specific stage, so I excluded it and prepared a game where you can enjoy the helicopter as a boarding device.
The first game is Zero Gunner, a shooting game developed by Psykyo. Released as an arcade game in December 1997, Zero Gunner is a game where you can choose one of three helicopters to progress through the stages.
Although it was basically a side-scrolling shooter, the viewpoint was relatively free, and the lock-on system made it easier to aim at and shoot enemies, so Zero Gunner became quite popular and even led to a sequel, Zero Gunner 2.
The second game was Desert Strike, produced and distributed by EA. Desert Strike, which was officially imported and released in Korea by Ssangyong, was unique in that it was a game that dealt with the Gulf War, but it was also unique in that you could control an Apache helicopter.
Since there are only 4 stages, it is not a game that you can enjoy for that long, but it is a game that captures the feeling of being a pilot who has to control a helicopter during war better than expected, so it has a fairly high level of recognition among games that feature helicopters as the main character.
The third game is SimCopter, which was produced and distributed by Maxis. SimCopter is one of the games that emerged while trying out various simulation games with different themes other than city-building SimCity. It was a game where you could perform tasks that were possible with a helicopter.
The fact that you could perform tasks that a helicopter pilot would do in non-combat situations, such as putting out fires, rescuing the injured, or police work searching for criminals, was quite appealing, and since it could be enjoyed in conjunction with SimCity 2000, it was a game that had quite a lot of recognition at the time.
Another game that you can tell from the title that the main character is a helicopter, along with SimCopter, is Tiger Heli. Developed by Toaplan and distributed by Taito, Tiger Heli was a shooting game with a simple progression, except that the main character changed from a fighter jet to a helicopter.
The biggest feature of the Tiger Helicopter is that it features ground equipment such as tanks as enemies, taking advantage of the fact that the game is usually fought against ground enemies rather than helicopters attacking other helicopters. However, the difficulty level is higher than expected, so it did not receive much love.
The game that appeared as a sequel to Tiger Heli, Ultimate Tiger, is probably the game with the highest recognition among games with a helicopter as the main character. Ultimate Tiger is a game that is evaluated to have completed the system of a vertical scrolling shooting game beyond simply having a helicopter as the main character.
It was meaningful that a game that established familiar shooting game elements, such as the ability to move with a joystick and enjoy using two buttons for basic attacks and bombs, and the ability to perform different attacks depending on which of the various power-up items you have, had a helicopter as the main character rather than a fighter jet.
The last game is a gun shooting game called Gunblade NY. It's a game where you fly a helicopter around New York City and fight terrorists. It's a game where you can use machine guns, which are the first weapon that comes to mind when you think of helicopter weapons.
This game was quite popular in arcades as it was a game that made you feel like you were actually riding a helicopter, and it had a lot of immersion by using the perspective change and the heavy controller, and it was a game that allowed you to fly over downtown New York.
congrats
Albedo, the desire of waves
"Do as you wish."
🔜Scheduled release time: Tuesday, July 1, 2025, 10:00
After it's released, you can use the additional costume ticket in the shop to purchase the additional costume!
#일번가오버로드콜라보
#마작일번가
#오버로드
Ghostrunner 2 and the serial cleaners.
Personally, I think Ghostrunner 2 will be very competitive.
I have both...
Interview with Nocturne, the developer of the female-oriented visual novel game "Eternal Glory"
*This is a series of interviews with indie game developers. The photos used in the interviews were provided by the creators through Discord, email, etc., and the interview content was compiled from honest interviews. If you are a developer (domestic or overseas) who would like to participate in the interview, please feel free to contact me through various methods such as leaving a comment on my profile or a post comment (email, Discord, SNS address, etc.).
Interview: Q (hashiruka48) / A (Nocturn)
Game Title: Eternal Glory
Stove Store: https://store.onstove.com/ko/games/4515
Genre: Visual Novel, Simulation, Casual
Creator: Nocturn
Q. Hello, Nocturn. Thank you for taking the time to interview us. Please introduce yourself.
A. Hello, I am Nocturn, a solo game developer. I have released a fantasy otome game called <Eternal Glory> in early access, and I am working hard on other character routes to complete the game. Please take care of me!
Q. What kind of game is Eternal Glory? Please introduce it. (Development period, release goals, etc.)
A. <Eternal Glory> is a fantasy otome game, so you can think of it as a visual novel for women. However, the worldview is a bit unique and a bit heavy to call it a simple dating simulation, but since it is a romance-themed game, you can think of it as a romance fantasy visual novel game. The synopsis is about a female protagonist who is under an unknown curse and a romance that blossoms as she meets three men and tries to resolve the curse.
Q. What do the moon, rabbit, and Nocturne in the Nocturne logo that appears at the start of the game mean?
A. At first, I had a lot of trouble deciding on a developer nickname, but in the end, I decided to use the name <Nocturn> because it was related to the nickname I had on my illustrator account. And since the word Nocturne is related to the night, I derived the idea of dream from it, and so I ended up creating a fantastic logo with the meaning of becoming a developer who gives fantastic dreams.
Since the combination of the moon and the rabbit inevitably has a fantastical characteristic, we decided to use the moon rabbit reflected in the river, which reminds us of a dreamlike, fantastical landscape, as our logo. I think it will be up to the users to decide whether it is a good connection or not.
Q. Please tell us why you started making games for women and tell us about your experiences as a solo developer. I’m also curious to know if you’ve made any games before Eternal Glory.
A. I had never made a proper game before making <Eternal Glory>. At most, I had played around with Almantools a little bit when I was in middle school. The reason I started making games for women is that I was really impressed by the otome game <Ephemeral>, and I also had a dream of making a visual novel game for women like this. However, I was so busy during my school days that I didn't have time to think about game making, so it was a dream that I buried. However, after I started writing in earnest and learning how to draw, at some point I had a gut feeling that I could develop it on my own.
From then on, I started developing the game right away, and although there were many difficult times during the process, I feel very proud that I was able to complete it to early access. I don't really remember any episodes. I think I don't remember any episodes that I feel are particularly special because I just quietly worked on the development and worked hard every day.
Q. As of June 1st, 2025, looking at the routes of the Early Access version of Eternal Glory, all of the Yuria routes are open, and it is explained that you can view up to Chapter 2 of Heights and Ismei based on the store. For fans who are waiting for the Heights and Ismei routes, what is your target development period? I am also curious about differences by platform, such as language support between Steam and Stove versions. (Language support for open routes, etc.)
A. We're working really hard, and if we're lucky, we're aiming to finish it within a year, but on average it'll take a year and a half, and if we're not lucky, we're looking at up to two years. However, at the current rate of progress, it looks like we'll be able to finish the Heights Route update before the end of year 25..! (I'll work as hard as I can.) The difference between Steam and Stove is language support. Stove only supports Korean, while Steam supports both Japanese and English.
Q. After playing the game, I couldn't help but talk about the voice actors. Since it's a visual novel, I was surprised to hear the voice acting of English-speaking voice actors instead of Korean or Japanese voice actors. It took me about 30 minutes to get used to it, and after playing the game, I was captivated by the game scenario and writing skills, and I also got used to the voice acting of the voice actors. I'm curious about why you make games with English-speaking voice actors.
A. That's... It's because of what people commonly call adult circumstances. Since Korea has a well-organized voice actor culture, most of the voice actors for visual novels are recruited, but I don't have the capacity to hire that many Korean voice actors, and since the volume is so huge, with over 5,000 lines of dialogue, I expect it will easily cost at least 30 million won. (Including voice actors, recording studio, directing, editing, etc..!)
On the other hand, English-speaking countries have a very active indie voice actor culture, so passionate aspiring voice actors/voice actors collaborated with me. Fortunately, the budget was within my capabilities for the Yuria route, and since I had actively planned to provide English support, I ended up adding the voices of English voice actors. (However, because of that, my workload increased fivefold, including more detailed English translation work, directing 5,000 lines of dialogue, participating in voice editing, and communicating with English-speaking voice actors.)
Q. I can't help but ask about the save method. The way it saves by chapter is unique. Also, to reload a saved game, there is no separate load window in the game menu, so you have to click on the chapter or run the game and then reload, which feels inconvenient, but refreshing.
A. The save method was inspired by the game <Ephemeral> that I mentioned above. There are many parts of the basic system of <Eternal Glory> that I designed anew based on inspiration from <Ephemeral>..! Accordingly, <Eternal Glory> is a chapter-based game, and you can review a chapter you have read at any time, and you can immediately see which chapter you have read, so I decided that a function that saves by chapter within each chapter was more appropriate than a save slot. (Like a bookmark!)
Q. When I played the game, it felt like an epic game with female and male protagonists, similar to Marvel's X-Men series and WB Games' Harry Potter series, with adventures and events unfolding. Also, although the game screen didn't seem to use many illustrations, the dialogue of the female protagonist talking to herself and the stories of the characters were very interesting, making the game very fun. Did you write the entire objective scenario for the game called Eternal Glory by yourself? It would be very interesting if it were made into a novel, comic book, or movie.
A. Yes, I was in charge of almost all the work on <Eternal Glory>, from the scenario to development, illustrations (CG, UI, background, standing, etc.), planning, English translation, publicity, etc., except for the Japanese translation and sound work. I would be more than happy if it could be released as a novel, comic, movie, or animation. (That means it needs and is loved by users..!)
Q. The game is described as a fantasy otome game in the form of a visual novel. For those who are not familiar with fantasy otome games in the form of a visual novel, could you please introduce it?
A. There are quite a variety of otome games..! There are many otome games that combine other elements such as RPG, nurturing simulation, and Tsukur. However, my game is a game that only progresses through the screen, so I introduce it as a 'visual novel-style fantasy otome game'.
Q. In my opinion, when I first started the game, I watched the prologue and when I chose other chapters, I chose Yuria and played through them first. When the official version is released, are there any chapters that I should prioritize for Yuria, Heights, and Ismei? (I wonder if it’s okay to play them regardless of the time zone.)
A. This is exactly why the prologue was made short! No matter which character you conquer, you will have no trouble understanding the story, and each character's part is given a different foreshadowing to maximize the depth of the character and the narrative. There are no chapters or characters that you must enjoy first, and you can play the character conquers in any order you want without any problems.
Q. I tried playing the game and it seems that some of the locked sound music items have been unlocked. I wonder if the official version will provide various unlocked perks.
A. Rather than a special feature that will be unlocked in the official version, we are planning to release the art and development behind-the-scenes book DLC along with the official version. (We will also add one BGM each for Heights and Ismei, a theme song for each character.)
Q. Are you currently developing the game by yourself and doing all the scenarios (dialogue), art, etc.? I wonder if you outsource anything. I'm also curious to know if you use your own money to develop the game. Did you have any difficulties using Ren'Py?
A. Yes, I was in charge of everything including the scenario and illustrations, and the only outsourcing I did was editing the sound and voice actors, and Japanese translation. I paid for the entire game entirely on my own, and as for Ren'Py, I searched Google, Reddit, and Lemma Soft diligently, and I think I was able to implement most of the features I wanted. However, since I first encountered Ren'Py while developing <Eternal Glory>, I had some difficulty getting used to it at first.
Q. Are you translating the Japanese and English texts of the current Steam version by yourself? Or do you get help from others? I'm also curious if the translation feels different from the original language (Korean). When you translate, it feels like the game is transcending translation. It feels like it's targeting the global market.
A. As it is written on Steam that the Japanese version was "translated using AI and edited by a professional translator," I did receive help from a translator. In the case of English, I personally reviewed, unified terminology, and edited sentences with the help of AI, so I think the feel of the original language (Korean) was well preserved as it was translated by a developer and scenario writer. (In fact, the reviews from English speakers seem to be not bad either..!)
Q. I wonder how many hours of playtime there will be once the official version is completed.
A. Since we are planning to have the same amount of content for other characters as the currently open content for Yuria, we are expecting a playtime of more than three times that. (If we estimate one character route to be 5 to 7 hours, it will probably be around 15 to 21 hours.)
Q. For gamers who love female-oriented games and are new to Eternal Glory, can you briefly explain the appeal of Yuria Mahel, Heights Karo, Ismay Heren, and Agnes (the female protagonist)?
A. I will summarize it with a meme(?) that I made..! I will describe Agnes as a strong female protagonist.
Q. Regarding the streaming guide, the current version states that only up to Chapter 8 is allowed. Is there a reason why up to Chapter 8 is allowed in the streaming guide?
A. Since it is a story-oriented game, it is bound to be vulnerable to direct spoilers. Accordingly, in order to not spoil the fun for users, I only allowed streaming up to Chapter 8. After that, all the chapters contained really strong spoilers, so I judged that it would not be good for me or the users.
Q. When I select the option to increase affection level, the UI for that chapter turns red. When I select the option to decrease affection level, the UI for that chapter turns blue. Please explain.
A. This is also a system inspired by <Ephemeral>!
Q. How does the UI feel when it's colored? - In each chapter, except for the prologue, there are two dialogue selection screens. One is a choice to increase affection, and the other is a choice to decrease affection. Does this system affect the ending later?
A. The reason I adopted this system is because I prefer a simple progression method in visual novels, rather than in breeding simulation games. That's why I designed it so that you can intuitively see whether you've chosen a good choice or a bad choice, and these choices come together to determine the ending.
Q. When you make a game, you can't help but think about profit, but Eternal Glory has a lot of gameplay time and a lot of dialogue. If you were to appeal to users who want to buy the game you're making for profit, what would be the game's strengths?
A. I will appeal with the scenario and visuals, which are the biggest advantages and are not an exaggeration to say the whole of a visual novel. Since I have published about 4 web novels, I was able to achieve a considerable level of completion in terms of the scenario even though it was developed by one person. (The reviews from those who actually played the game were also quite good.)
Also, since I was in charge of everything by myself, I could put in as many event CGs as I wanted in terms of graphics, especially CG. Accordingly, there are about 30 CGs (excluding variations) for just one character route, and there will be about 90 or more CGs for the official release. (I think it's a lot for an indie PC otome game.) Finally, I'll end with the appeal that the scenario and visuals are in perfect harmony, as one person handled it all!
Q. Thank you for the interview today. Lastly, please give a message to the users.
A. <Eternal Glory> is being developed and completed thanks to the love of our users, so we ask for your interest and support. Thank you always!
weakling pro d Cheater
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