Final Rider · public · first seen
Tokyo. The 1980s. A golden ticket. Three hundred dollars.
Kurono Natsuki thought he'd finally caught a break. Now he's in a world with completely different rules. And he doesn't even seem to realize what happened to him.
STYX Bank thanks you for your cooperation.
A lot has changed since Final Rider entered Early Access in April. I'm developing it almost entirely on my own, production hell is still going strong, and I've had to rebuild an enormous amount of the game.
What's changed:
Performance is significantly better. Many freezes and FPS drops have been eliminated.
The cultists no longer devour all your RAM.
Overly complicated gameplay has been simplified where it needed it.
Bowling has been fixed.
The hydrogen bomb explosion now looks better and runs faster.
Checkpoints are in. Levels, win conditions, and progression have been reworked.
The Representative now has new story dialogue and a full narrative arc.
Vehicle handling, shooting, physics, and enemy behavior have all been improved.
Interfaces, graphics, lighting, cameras, and audio systems have been reworked.
Four mini-games for the console next to the TV.
Work continues on localization into 31 languages.
A tape deck has been added, including the option to play your own music.
Both endings have been improved as much as my time and resources allow.
AI-generated music tracks have been added (ONLY TO THE TAPE DECK!). The rest of the game still features my original, self-composed music.
The first version of two-player multiplayer is now in the game.
I'll be straight with you: it's still rough. There are plenty of problems with synchronization, physics, UI, and interactions. There is an absurd amount of work left to do.
Next, I want to build standalone co-op games in several genres, focused on shooting, waves of enemies, and B-movie-style 1980s horror action. I'm doing everything I can. And sometimes what I probably can't.
I know Final Rider is still a long way from where players deserve it to be.
I'm handling the code, art, music, levels, and fixes. Sometimes I can't keep up even with AI tools (frankly, they're nowhere near as useful as developers hope). Sometimes I fix one bug and get three more thrown in for free!
I'm not going to pretend everything is perfect.
There's a monstrous amount of work ahead. But I'm still doing it, despite everyone telling me to 'give up on the game.'
Thank you to everyone who played, criticized, reported bugs, and didn't forget this strange game.
If you were here in April, come take another look.
Alex Merqury.
Creator of Final Rider.
And apparently I'm stuck in this damn isekai too.
I LIVE… AGAIN.
Delirium Interactive
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