Cyberpunk Monster Taming Game That Raised Almost $100k! | What Happened to Laxidaze!



In today’s video we’re going over the current state of Laxidaze from it’s initial funding goal being met over two years ago as of June 17th. Hope you guys enjoy, and remember to let me know your thoughts down below.

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End Screen Music: Coromon Ice Mountain Theme
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16 thoughts on “Cyberpunk Monster Taming Game That Raised Almost $100k! | What Happened to Laxidaze!”

  1. I hope they give us an update in July but unless they specially mentioned July as a month then summer could stretch this to September 20th 😅 ultimately it’s like what you said this game looked really promising and I really want it to succeed so here’s hoping they show a good update this summer and that they’ll have more communication with the fans going forward

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  2. Dude I forgot about this game why'd you have to bring it up?? I'm not too mad about it I still hope it releases I mainly looking forward to PAL world moonstone dragon quest nexomon 3 and so many more! ❤ Keep up the good work as always

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  3. Oh my god I COMPLETELY forgot about this game. I remember there was so much hype when this was first going through funding. It still looks awesome – I hope we can get a full release some day.

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  4. I wonder if they’re having trouble or not…though I question the decision to change engines in what I assume to be midway through development, I hope everyone who backed gets their money’s worth eventually

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  5. regarding the bit about switching engines to boost performance, it is a bit of an apples to oranges comparison to use a GMS1 -> GMS2 switch for an example because both GMS1 and GMS2 are pretty similar all things considered. Meanwhile Unity and Unreal are 2 completely different beasts.

    Unity is better for targeting lower specs (namely mobile) in my experience, but it struggles to produce high fidelity graphics without HEAVY optimization. Unreal on the other hand is generally harder to work with on a surface level but doesn't require you to scrutinize every single light and polygon onscreen in order to run decently well. It all comes down to what your game needs and what the engine you're using has to offer- so I can see laxidaze benefitting from a switch to unreal

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  6. On one hand, the devs do have a responsibility to keep their backers updated regularly but on the other hand, I do understand that real life gets in the way and can delay a game being made by a few people.

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  7. The switch to Unreal would definitely come with a boost in performance. Unreal has more potential than probably every other commercially-available game engine, but as a result it's much harder to use. Coding in C++ sounds like a nightmare that I don't want to go near, so I understand the adjustment taking a long time. To use your GameMaker example: if you ported, like, one Laxidaze monster model into GameMaker, it would probably run at 1 FPS. So, yes, choice of engine does matter a lot for performance. 🙂 If the game was getting too big for (I presume) Unity, then switching should help a lot.

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  8. There are quite a few differences between Unity and Unreal in terms of development flow, so I can relate to the learning curve challenge especially if it is only two people working on it. Assets should be transferrable so hopefully they can save time on that side. But as a backer myself, I agree that there should be more frequent updates just to give us a sense that the game is being worked on at least.

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