
❄️ FlakeMission|March Day 8 #260308
Week 2 - Day 8 Started! Don't forget to check progress!


I got "The Assault: Survivor," which is being given away for free for a limited time on Epic.
It's a Vampire Survivors-like game.




I was wrong about daylight savings. Midnight didn’t turn into 1:00 AM. It actually turns 2:00 AM into 3:00 AM.



(China, Global)
[Battle Camp] event starts next season! Train with your Super String colleagues and become stronger!
Event period:
1. P.U.S Training Camp - After the update on March 10, 2026 ~ March 24, 2026 5:59 AM (GMT+8)
2. Caesars Training Camp - March 24, 2026 6:00 AM (GMT+8) ~ April 7, 2026 5:59 AM (GMT+8)
3. Urbino Training Camp - April 7, 2026 6:00 AM (GMT+8) ~ April 21, 2026 5:59 AM (GMT+8)
Event Rules:
- During the event, each faction will hold training camps at different times.
- Complete daily missions to earn rewards.
Event Rewards: Faction-specific Emotes, Continuum of Memories, Event Records, Basic Strings, etc.


Hello! This is New Vision, setting a vision for newbies.
We are a team that started making indie games in earnest with friends from my alma mater!
#9는 covers the story of January 26!
[After the Indie Boost Lab Ends]
The Indie Boost Lab ended successfully, and it was time to send rewards to the users who gave various feedback on Stove.
We also held a mouse pad event, so we made and sent rewards related to it!
The 38cm X 28cm mouse pad was large for a short pad, so I was happy that those who received it seemed satisfied!
https://page.onstove.com/boostlab/global/view/11762747?boardKey=143911&combined=false
[Summary of Feedback]
After the Indie Boost Lab ended, we summarized the feedback while looking at the survey and store page.
We realized that making a game started in an immature state, and the road to completion is not easy.
After organizing what needs to be improved in Excel, we decided to determine the direction of improvement.
[Game Remake Direction - Planning]
The game started with the character's conversation in the demo part, but the game ended due to the lack of character appeal or explanation.
We judged based on feedback that the coherence of the conversation was greatly lost as the development progressed without gaining persuasiveness in the beginning.
Therefore, we are focusing on strategies to captivate users in the introduction and are reorganizing the story itself to increase fun, immersion, and persuasiveness.
We will maintain the core plot of the game and the elements of the main characters.
[Game Remake Direction - Art]
There were many users who praised the character design, but we will check if there are any likes and dislikes and refine the character design a little more,
In the case of standing CG, it was pointed out that it was a shame that there was only a front pose, so we will add one pose each for the left, center, and right,
We planned to add facial expression changes accordingly.
In the case of the background, we used 3D models until the demo, but we are also looking for ways to draw the background by hand.
The coloring method has also changed a lot since January 2025, so we are trying to meet users with a new sensibility!
[Surprise Feature Preparation]
A function to decide on a date course in the morning using a smartphone or to view the heroine's profile status message
During a date, a date situation memo appears to help with the direction of the strategy, or
Various reorganization ideas are coming out, such as a function to exchange messages with heroines in the evening!
[In closing]
As 2026 began, our goal was to enter the stage of definitively determining the 2026 demo.
While preparing for this remake, we postponed the original goal of completing it by Christmas 2026 by exactly one year.
Nevertheless, we postponed it for one year in order to present a complete game to the world.
We will work harder to create the game for the many users who are waiting!


https://www.facebook.com/share/v/1C8kHGDDMz/



https://page.onstove.com/indie/global/view/12271777
<My Eccentric Streamer!> Physical Goods Authentication Event Added!
This event is for users who have received physical goods through various events, promotions, or sponsorships.
We recommend that you check if you have the goods first.
(I don't have any...)


Before I start, I would like to inform you that I am looking at this game from a very favorably biased perspective.
Everyone will have different opinions on what is good and bad in the story,
and as this is a post written to share how Secret Curry felt to someone who liked it, liked the previous work, and was looking forward to this one,
I hope this post does not interfere with the impressions or create preconceptions for those who have not yet played this game, so if possible, finish the game first
and think, 'This is how this type of person felt.'
That's how I hope it will be conveyed.
I haven't enjoyed the visual novel genre extensively.
When I first encountered Secret Curry (the previous work), I fell in love with the art and started supporting game development. This work got me interested in the genre, so I sponsored Love Delivery 2 and played Love Delivery 1 to fully enjoy Love Delivery 2.
Compared to others, I approached the genre in a slightly strange order.
However, I was able to experience many famous foreign works that became mega-hits and were adapted into various other media mixes, such as Fate/Stay Night, Tsukihime, and Steins;Gate,
before the animations, so
I had a very good experience with the advantages of visual novels compared to other more accessible media mixes, and I always made sure to visit each booth at events with a desire to support them.
I think the biggest advantage of visual novels is immersion.
While following the main storyline,
you are not swept away by the flow of scenes intended by the creator, like in a movie,
and while you can adjust the pace of reading the story like in a novel, the fact that your choices change the direction of the story, like in a game, greatly increases immersion, I think.
In Secret Curry, there is no change in the story based on choices, so there is no advantage of increasing immersion as a game-like element, as mentioned above.
However, it raised immersion in a different direction, which is that the story progresses and flows differently in the same timeline as Secret Curry (the previous work).
In some ways, this can be seen as a third choice to divide the heroine routes in Secret Curry for those who have played the previous work,
but I think that those who have only played this work without playing the previous work may only feel like they are following a predetermined story without feeling like their choices change the story.
This work was able to receive funding and see the light of day thanks to 'Baek Seon-hwa's character.
Baek Seon-hwa was a really reliable and wonderful person in Secret Curry.
She was a mature figure even to the protagonist, who wanted to become an adult quickly because she had too much on her shoulders from a young age,
and she was a reliable helper who supported and guided the protagonist, who had passion and ability but didn't know where to go and was just moving forward, when he was struggling and lost his way,
but the problem is that Baek Seon-hwa's character created Secret Curry, but this is where the problem arises.
'Divorced woman with a large age gap, employer and mother of a student'
The social taboos that are doubly and triply involved are attractive elements that give a strong impulse to overcome them,
but overcoming such taboos,Baek Seon-hwa as the heroine of a 'makjang drama'is too much of a'righteous and excellent adult'. That's what I think.
I liked Baek Seon-hwa the most, but when I heard the news that funding was confirmed, that was my concern.
'I really like Baek Seon-hwa, but can this story really turn out well? Won't it be a footnote that ruins the impressions of the previous work and destroys the character?'
So this story goes around a really rough and difficult path to bring that'righteous and excellent adult'to'makjang drama'.I think the biggest advantage of Secret Curry (the previous work) is reality.
If I were to compare it to a fantasy novel, it would be a low-level fantasy?
The fact that each character and event development is not too exaggerated and comes across with a realistic temperature suited my taste and increased immersion.
However, I was worried that this part, which was the biggest advantage I expected from Secret Curry, would be ruined because the sequel to a work that valued reality so much would deal with 'makjang drama'.
The main story of the game hasn't even started yet, but the introduction is already very long.
I think that the advantages mentioned above were not damaged in the Secret Curry main story and the atmosphere of the work was fully maintained.
To protect that advantage, serious reality, Secret Curry chose a method of constantly touching the player's heart (experience, memories).
"We have prepared this because the sponsor really wanted this story, but can you really take responsibility for this choice?"
From the middle of the work, this question is asked repeatedly, to the point of being a bit burdensome, and the protagonist/player is tested.
I think this method of directly communicating with emotions, especially the hearts of those who have enjoyed the previous work, has two disadvantages.
First of all, I think that new players who have not played the old work may not feel it directly and may feel like the same story is going around in circles.
"I came here to seduce a divorced woman, but why do her daughters keep clinging to me when they can't even be with me?? If I wanted to see this, I would have gone to Secret Curry, the previous work!"
I think that's what they would think,
but for those who have played the old work, this emotional conversation comes as a direct pressure.
Due to the nature of the work that progresses in the same timeline as the previous work,
you will encounter scenes and events that you encountered in Secret Curry in the past,
At the school visit, which was the branching point of the common route, the rainy event that was time with Yuri in Secret Curry
becomes a romantic time in the rain with Baek Seon-hwa, and even when the relationship between the two becomes junior and senior for a short time from teacher and mother,
these parts that touch memories didn't come across so sharply,
but the game that I played to get closer to Yuri is overlaid with the game with Baek Seon-hwa,
and the karaoke date with Woo Yeon-hee, who captivated the protagonist's eyes and ears like an idol, is not even noticed by the protagonist's eyes, who are already looking at another woman.
Even the theater date with Woo Yeon-hee, who wanted to create good memories about movies for the protagonist who had not enjoyed cultural life properly, does not even enter the eyes of the protagonist in Secret Curry, even through the eyes of the protagonist who was so oblivious, we could indirectly see Yeon-hee's consideration and cute appearance.
These parts were attractive scenes that each character showed in the previous work and were memorable parts,
so I thought, 'Oh, that's how the same scenes look to someone who is in love with someone else,' so it came across very emotionally heavy to me.
"You made this story where your choice shone like this, it will be even harder in the future, can you take responsibility for all of this?"
I felt like the work was talking to me.
Because I liked Baek Seon-hwa so much, I felt that test was heavy, but I was still able to move forward to the next story,
but for those who liked the two people in front of Baek Seon-hwa more and wanted to see more of their appearances, the method of stimulating guilt and testing them by touching the memories that those players had built up would have been very burdensome.
It feels like an extra story for people who like Baek Seon-hwa, but I think it was a very harsh progression method for people who like Yeon-hee and Yuri and chose this game because they wanted to see more of them.
Both Secret Curry and Secret Curry have three tasks given to the protagonist in this story.
1. Romance
2. Completion of the curriculum of the two students as a tutoring teacher
3. Improving the relationship between the sisters as friends of the same age
In Yeon-hee's route, completing the second curriculum was the most difficult task.
In Yeon-hee's route, where she wanted to give more of what she had, romance with the protagonist took up so much of her mind, so she followed him to a foreign country to complete the curriculum and took supplementary classes,
and in Yuri's route, she worked hard to improve the relationship between the two sisters, so Yeon-hee studied hard and inadvertently solved the second task as a young adult,
but this Secret Curry, which can be seen as Baek Seon-hwa's route, was so difficult that the second and third tasks felt like they were solved with a bit of weight off and with a smile.
Lastly,
someone may have taken out a story from countless bookshelves to lightly enjoy the story of the desired atmosphere in a visual novel,
and there may be people like me who like a character and want to see more of that story, so they can fully endure the wall of reality,
but I think this work was a very burdensome story to enjoy lightly.
The topic was too heavy to maintain the atmosphere of 'not too light, serious story' that I have for this work,
and I think the method of adding guilt to the player by overlaying memories with the heroines of the previous work to bring the 'righteous and excellent adult' to the center of this story will be very divisive.
If new players came expecting a stimulating title of divorced woman moe game and expecting a makjang drama, the walls of reality would have come to them in layers and put a burden on them.
However, I received enough value to overcome all the difficult obstacles I mentioned above.
My expectations were very high, and the process felt quite heavy to me,
but the beautiful art, the writer's struggles that make you feel like you're grabbing your head and wailing, the voice actors' passionate performances that make your ears happy, and the programmer who is still fixing bugs and working overtime with the resentment of all the fans of this game even as I write this,
it was a regretless work that made me feel that everyone who participated in this work did their best to make a difficult dish with really difficult ingredients.
I don't think it's a work that can be the best for everyone,
but I think it will be a satisfying story for players who can share the burden of the protagonist's heart.
주인공이 짊어진 마음의 부담을 함께 나눠가질 수 있는 플레이어에겐 만족스러운 이야기가 될꺼라 생각합니다.



I've tried both accepting and resisting the choice in Luminous Summon 3 (the one holding the Sword of Judgment), but why isn't it clearing? Is there another gimmick? I'm so frustrated ㅠ Please help me ㅠㅠ




I got "Crowalt: Traces of the Lost Colony," which is being distributed for free for a limited time on Steam.
Also, "Along the Edge" on itch.io, and
"Tiny Tina's Assault on Dragon Keep: A Wonderlands One-Shot Adventure" on Amazon Luna,
I got "Tattoo Tycoon" and "Siege of Avalon: Anthology."
I'm happy to receive so many games every day.



https://store.steampowered.com/app/753640/Outer_Wilds/
영어를 그대로 읽으면 '아우터 와일즈'라고 해야겠지만 더 많이 쓰이는 '아우터 와일드'로 통칭하겠습니다.
간략한 게임 소개
가상의 우주를 배경으로 한 타임루프 / 오픈월드 / 어드벤처 게임입니다. 22분마다 태양의 초신성 폭발이 일어나 죽었다가 다시 깨어나는 타임루프가 반복되고, 그 이유와 세계의 비밀을 찾아 태양계를 탐험해야합니다.
플레이 타임은 11.8시간이 걸렸고, 공식한글화가 되어있지만 번역상태가 그리 좋은 편은 아닙니다. (그래도 있는 게 어딥니까. 참고로 다른 유저들의 플레이 타임은 대략 20시간 정도로 보입니다. 저는 우연의 연속으로 엔딩을 급하게 본 것이라...)
호기심은 탐험의 원동력

'어드벤처 게임'은 어떻게 정의할 수 있을까요? 끝이 있는 스토리? 맵을 돌아다니며 탐험하는 것? 퍼즐을 통한 진행? 참 애매하게도 현재로서는 '모험(Adventure)'이란 의미로 그 느낌을 살린다면 대부분 어드벤처 게임의 범주로 넣습니다. 사실 단어가 함의하는 범주를 정확히 정의하기란 어렵습니다. 범주의 구체적인 틀을 제시해도 사회가 발전하는 속도를 단어로 범주화하는 속도가 따라가지 못하기 때문에 '경계의 문제'는 항상 발생하기 마련입니다. 그래서 새로운 작품도 계속 구시대적인 단어에 욱여넣을 수밖에 없습니다. 그래도 어드벤처 게임들이 가진 공통점을 끄집어내자면 역시 '호기심'이 아닐까 싶습니다.
인간은 늘 새로운 것을 추구합니다. 참을 수 없는 '호기심'을 가지고 이곳저곳을 쑤셔대죠. 그래서 위험을 무릅쓰면서라도 새로운 세계를 발견하고자 모험을 떠납니다. 사실 그 위험을 즐기기까지 합니다. 하지만 현실의 모험에서 겪는 위험은 치명적입니다. 게임처럼 코인을 한 개 넣고 부활하는 일은 없습니다. 반면, 어드벤처 게임은 가장 손쉽고 안전한 방법으로 현실의 모험을 대체하면서 그 감각을 충실히 전달합니다.
이런 어드벤처 게임의 매력적인 장점 때문에 우리는 실제 모험을 하러 나가기보다 어드벤처 게임을 하는 것을 더 선호합니다. 때로는 현실 이상의 경험을 보여주기도 하지만 어드벤처 게임에도 단점은 존재합니다. 모험이 개발자가 제시하는 (주로 선형적인) 한정된 공간에서만 이뤄진다는 것입니다.

그래서 등장한 것이 '오픈월드'입니다. 단순히 갈림길에서 왼쪽, 오른쪽을 정하는 것이 아니라 맵 자체를 드넓게 확장시켜 이동의 자유를 크게 확보했습니다. 현실적인 모험에 한 발 더 다가선 것입니다. 특히 장대한 경치를 보고 느낀 호기심을 현실의 한계가 꺾은 것과는 달리, 오픈월드는 게임적 허용을 통해 미지를 정복할 수 있도록 도와주었습니다.
아우터 와일드 : (양자 상태의 호기심)
아우터 와일드도 이런 오픈월드 게임 중 하나입니다. 젤다의 전설이 호기심을 매개로 탐험을 이끌어내듯 아우터 와일드도 심오한 미지의 세계인 '우주'를 배경으로 하여 그 자체로 호기심을 격동시킵니다. 메인 퀘스트를 통해 개발자가 유도한 길을 따라가는 것이 아니라 개인이 목표를 설정하고 진행시키는 방식입니다. 하지만 이 방식은 게이머에게서 지속적으로 강력한 호기심을 이끌어내지 않으면 진척이 힘듭니다. 그리고 아우터 와일드는 이 부분에 있어서 꽤 미흡한 부분이 존재합니다. 호기심을 불러일으키는 것은 성공했지만 효과적으로 지속시키지는 못했습니다.

처음 게임을 시작하면, 가상의 행성들이 가진 신비함에 매료되어 경이로운 마음으로 탐험을 하게 됩니다. 게임 속에는 탐험할 수 있는 천체가 10개 존재하며, 강력한 목표가 설정되어 있는 것이 아니기에 어떤 행성이든지 원하는대로 선택하여 탐험할 수 있습니다. 각 행성은 어린왕자의 소행성들을 연상시킬 정도로 꽤 작은 크기를 가지고 있기 때문에 둘러보는데 오랜 시간이 걸리지 않습니다만, 각 구역이 막혀있는 경우가 많아 특정 방법을 통해야만 더 깊은 탐험을 지속할 수 있습니다.

여기서부터 문제는 시작됩니다. 아우터 와일드는 가끔씩 등장하는 NPC를 제외하고는 모두 고대 '노마이'인들이 남긴 문서를 해독하며 우주가 처한 상황과 타임루프의 비밀 등을 알아갑니다. 오직 텍스트로만 정보를 주입시키기 때문에 자칫 지루할 수도 있습니다. 이 문서들에는 다른 행성의 막힌 구역에 입장하는 힌트도 적혀있어서 처음에는 정보를 얻기 위해 무작정 행성으로 반복해서 찾아가야 합니다. 이 과정 때문에 우주의 풍경에 놀라는 것도 처음일 뿐 나중에는 큰 감흥이 없어집니다.
실제로 각 행성의 노마이 문서들을 살펴보며 정보를 얻기 전까지는 대부분 수박 겉핥기 식의 탐험 뿐이었는데, 이 때 걸린 시간이 5시간입니다. "와, 행성의 분위기가 정말 신비롭다"라는 말 외에는 아무런 할 말이 없었습니다. 게다가 처음에는 '우주의 눈', '애쉬 트윈 프로젝트' 등 이해할 수 없는 용어들이 많아서 눈으로는 읽는데 무슨 말인지 모르는 경우가 많습니다. 즉, 우주의 경이로운 분위기에 취하긴 하지만 본격적인 스토리가 담긴 텍스트에는 빠지기 어렵다는 것입니다. 보통의 게이머들은 5시간 동안 이렇다할 자극을 받지 못한다면 포기하고 말 것입니다.
또한, 노마이 문서를 얻지 못한다면 그만큼 정보의 부재가 생깁니다. 각 단서들은 치밀하게 연결되어 있다고 하지만 게임이 이끌어 주는 힘이 약해서 정말 꼼꼼하게 살피지 못한다면 그만큼 놓치는 텍스트의 양도 늘어나고, 그만큼 새로운 행성에 대한 접근이나 스토리에 대한 실마리를 놓쳐 게임의 경험에 구멍이 생기게 됩니다. 꼭 게임의 단서를 얻지 못해도 우연한 방법으로 막힌 구역에 접근이 가능하다보니, 중간 단계를 건너뛰어 이런 공백이 생깁니다. 저는 이런 정보의 부재 때문에 엔딩을 본 이후에도 게임의 엔딩이 무슨 뜻인지 제대로 인지하지 못했습니다. 나무위키를 정독한 후에야 비로소 알게 되었죠.

또, 블랙홀에 빠져 우주 미아가 되거나 태양의 중력에 빨려들어가거나 아귀에게 먹히는 등 위험한 요소들이 많고, 그게 아니더라도 22분의 시간이 지나면 태양의 초신성 폭발로 필연적으로 사망하게 되어 있습니다. 이런 반복되는 죽음 속에서 피로감이 크게 쌓여 게임을 오래 플레이할 수 없었습니다. 실제로 두세번 죽으면 허탈해져서 게임을 끄고 다음 날 다시 플레이하는 형식이어서 플레이 타임은 12시간 정도였지만 실제 걸린 일수는 몇 주가 걸렸습니다. 호기심을 계속 붙들고 있기엔 참 척박한 환경었습니다.
결국, 폴아웃, 위쳐 등의 게임처럼 메인 퀘스트로 게이머의 관심을 유도한 것도 아니고, 젤다의 전설처럼 탐험의 호기심을 붙들고 있을 전투나 퍼즐, 보상 등이 지속적으로 등장한 것도 아니었습니다. 모험의 특성을 담아내는 과정에서 현실의 모험이 가진 불친절함까지 들어간 느낌입니다.
그래도 다시는 없을 황홀한 경험

그렇다고 이 게임이 무조건 나쁜 게임이라는 것은 아닙니다. 비록 타임루프를 통해 세계는 처음 시점으로 회귀하지만 노마이 문서를 통해 얻은 단서들은 우주선 일지에 간략한 기록으로 축적됩니다. 일지를 보면서 행성들의 진입 단서를 얻게 되고 더 많은 구역을 탐험하면서 성취감을 느끼게 됩니다. 스토리 면에서도 하나씩 퍼즐들이 짜맞춰지면서 어느정도 윤곽이 잡히는 후반에는 게임의 재미를 확실히 느낄 수 있습니다. 게다가 엔딩의 내용까지 알게 되면 이만큼 흥미로운 스토리는 정말 몇 없습니다.
또, 행성의 새로운 구역에 진입할 때마다 우주의 새로운 면을 보게 되면서 황홀함을 감출 수가 없습니다. 게다가 특별한 로딩을 거치지 않는 심리스 방식이라 세계에 더욱 몰입할 수 있습니다. 사실 이 게임은 이런 경이로운 비주얼을 보기 위해서 하는 게임이라고 해도 과언이 아닙니다. 거대한 우주 속에서 홀로 떠다니는 고독감 때문에 코즈믹 호러를 느낀다는 분들도 많았습니다. 저는 진엔딩에서 우주의 눈에 빨려들어가는 그 찰나에, 문자 그대로 전신의 근육이 얼어붙는 우주적 공포를 경험했습니다. 아마 어떤 게임에서도 이런 경험은 하지 못할 겁니다.

게임 속에 자연 현상이나 물리학 법칙 등을 녹여낸 퍼즐들도 다른 게임에서는 쉽게 접하지 못할 경험입니다. 인상 깊었던 것은 크게 3가지인데, '시간 / 자연현상 / 양자역학'입니다.
먼저, 게임이 타임루프를 주제로 하다보니 '시간에 따른 변화'가 매우 큰 역할을 합니다. 예를 들면, 작중 '재 쌍둥이'와 '잉걸불 쌍둥이'는 서로를 공전하는 행성인데, 중력의 차이 때문에 재 쌍둥이의 모래가 잉걸불 쌍둥이에게 빨려들어가는 특징을 가지고 있습니다. 재 쌍둥이의 모래는 시간이 지날수록 줄어들기 때문에 어느 정도 시간이 지나야 행성의 깊은 곳을 탐험할 수 있고, 잉걸불 쌍둥이는 점점 모래가 쌓이기 때문에 최대한 빠르게 탐험을 해야 합니다.
자연현상을 이용한 퍼즐들도 존재합니다. 태양의 주위를 공전하는 혜성 '침입자'는 얼음으로 덮여있기 때문에 태양에 가까이 가야 표면이 녹아 그 안으로 진입할 수 있습니다. 태양에게서 멀어지면 표면은 다시 얼어붙어 닫힙니다. 또, 각 행성마다 고유의 중력을 가지고 있어서 비행 시 컨트롤이 필요하기도 합니다.
'하이젠베르크의 불확정성 원리'와 같은 양자역학도 게임 속 중요 소재입니다. 존재가능한 상태들이 중첩되어 있다가 관측될 때는 하나의 상태로 확정된다는 것인데... 그냥 게임에서는 '관측 시에는 물체가 고정되고, 관측하지 않으면 이동한다' 정도로 받아들이면 됩니다. 그래도 나름 스토리와 맞물려서 게임을 심오하게 만들어줍니다.
이 모든 것들이 정확한 법칙을 지킨다기보단 게임적 변모를 통해 재미를 주는 소재 정도로 사용되어 크게 머리가 복잡하지 않으면서 게임의 깊이를 더해줍니다.
마치며
순간순간을 되새겨보면 그 어떤 게임보다 놀라운 경험이었지만 위에서 말했듯 그 과정이 지루해서 웬만하면 피하고 싶은 종류의 게임입니다. 그래서 라이트 게이머에게는 추천드리지 않으며, 아주 꼼꼼하게 텍스트를 읽어나가는 인내심이 있는 분들에게 추천드립니다. 그래도 우주 탐험을 좋아한다면 차마 뒤로 미룰 수 없는 훌륭한 게임이기도 합니다.
