The Waiting Game

In an effort to bolster my printhouse contributions, this blog will serve as something less structured and analytical than Ghost Notes. Like when a YouTuber makes a second channel to throw their garbage on. With that in mind, I thought it might be interesting to, in no particular order, explore some of the many game and game related projects I've kept a keen eye on. In particular, ones that feel as though they have been in progress for an especially lengthy amount of time. Alongside each entry will be a rough estimation of how long I've been waiting for each project. Enjoy!

Momentum Mod –

Waiting time: At least 3 years

Momentum Mod Banner Image

This project in particular was probably the main inspiration for this article. My typical approach when it comes to extremely long-term projects I am interested in is... to forget about them. Only when I remember they exist do I check in to see their respective status. But for whatever reason I cannot seem to keep this thing out of my head for more than a month at a time.

“Source” is the game engine primarily used by Valve Software, creators of renowned games such as Counter-Strike: Global Offensive, Team Fortress 2, and Portal. A noteworthy quirk of its physics allows you to slide along sharp slopes by strafing into them. This minor detail has snowballed into an entire community of creators who make maps designed to exploit this phenomenon in order to make a giant course for you to slip and slide around. These maps have been dubbed “surf maps”.

Preview of what surfing looks like

The issue is that to play these surf maps you need to open them through a game like CS:GO, then join a community server hosting one of these maps, or download the map yourself and configure the physics settings of your game to accommodate it. While not necessarily the most cumbersome process, it is inconvenient enough for me to avoid doing it in favor of something else.

This is where the Momentum Mod comes in. As a standalone client, it'll become trivially easy to open up the game and start sliding around to my heart's content. It is that exact ideal that I pine so intently for. Unfortunately, as is common for its breed, it is a mod that is supported by a small but dedicated group of developers, who work on it in their free time. So any estimation of its day of completion is a fruitless endeavor.

Hollow Knight: Silksong –

Waiting time: At least 2 years

Hollow Knight Silksong Cover Banner

It's no secret that I have a particular fondness for Hollow Knight. The developers at Team Cherry have taken the levelheaded approach to the hype by keeping the community blind to their progress on its highly anticipated sequel. What's more amusing is seeing the feral reactions from the fans whenever even the most minor of informational scraps are thrown in their general direction regarding the game or its release date.

Like many others I found Hollow Knight to be a beautiful game in all aspects. Its visuals invoke rich atmospheres of varied landscapes. Its soundtrack, often haunting, yet whimsical. Its gameplay, potentially very challenging but with an equal sense of reward when mastered. Judging by what previews we do have, Silksong exhibits the same excellent attention to detail as its predecessor.

I may be cursing myself to more years of waiting by saying this, but I actually think this one might release soon. Despite their tepid desire to indicate any potential release date for the game, they did allow Xbox to post on their Twitter that Silksong, among many other games, will be “playable over the next 12 months”.

Assuming no delays, that puts the checkered flag sometime in June. If it doesn't release then, I will have no choice but to do the exact same thing I've been doing for the last 2 years.

Continue my wait, as long as it takes...

Pepper grinder –

Waiting time: At least 6 years

Pepper Grinder banner image

Ori and the Will of the Wisps was a game justifiably commended for many things. One aspect in particular was a section of the game where you drill through some sand and launch outwards when you surface. Now imagine this section expanded to the scale of an entire game on its own, that is Pepper Grinder.

A trend you will notice is that I have stumbled onto many of these games through Twitter, and this one is no exception. Had I not found it on Twitter I would have nonetheless discovered it through a Dunkey video talking about his experiences with it PAX 2017.

I imagine Dunkey saw the same potential in this game as I did, being charmed by its lightly abrasive pixel art and its captivating hold on momentum and flow. Looking through it again for this article has shown me it has matured quite a lot since I last investigated it in earnest. The once-solo developer has now partnered with a musician and a porting company. In addition, the game seems to now be published by Devolver Digital so it's certainly in very good hands.

Like everything else on this list, I await its release with great anticipation.

OTHER: Her Loving Embrace –

Waiting time: About 3 years

The release of Undertale in 2015 prompted an explosion in the “Earthbound Inspired” RPG genre. These games tend to focus on quirky characters and dialogue, in addition to having amazing soundtracks. Something else Undertale revitalized was the idea of turn-based combat but with some twists to make it more engaging for a broader audience.

With these aspects in consideration, OTHER: Her Loving Embrace is a quirky RPG with engaging characters, catchy tunes, and combat that opens up a 2d arena to briefly fight in for each turn (as opposed to Undertale's bullet hell segments). Safe to say it wears its inspirations on its sleeve. Despite this, the game has successfully forged its own identity, and I tend to have a soft spot for goofy guys.

A came across this game through a pretty deep rabbit hole I will explain in more detail later in this article (see: Magus Array). I have no idea how far along it is in development, and I am left with no choice but to forget about it for a couple of months and come back to it later like I often do.

I have a lot of faith that this game will turn out well. So much so, in fact, that I actually own a few pins based on the characters of the game. Pins from a game that as of right now, has not yet been released. So here's hoping things turn out well.

Bomb Rush Cyberfunk –

Waiting time: About two years (Since August 11th 2021)

Bomb Rush Cyberfunk Banner image

From Team Reptile, the developers of Lethal League comes Bomb Rush Cyberfunk Jet Set Radio.

No, seriously it's basically Jet Set Radio, they even have the original composer (and funny Twitter guy) Hideki Naganuma in this as well. This is a huge boon because a major part of JSR's identity was its banger soundtrack.

I haven't yet played Jet Set Radio, because if I did, it would have to be its now abandoned remake on the Original Xbox, Jet Set Radio: Future. Unfortunately, I haven't been able to experience the rail grinding, public vandalism, and wacky art style that is Jet Set Radio. What I can do instead, is wait for Bomb Rush Cyberpunk. Which, judging by brief snippets, comes very close to its inspirations not only in music as mentioned previously but also in art, gameplay, and just general vibes.

ADDENDUM: Ok so as it turns out I've taken so long to write this article that the release date for Bomb Rush Cyberfunk was announced, August 18th, making it an eventual 3 years total of waiting.

Deltarune –

Waiting time: Little more than a year since the last chapter

Deltarune

It's Toby Fox.

TF2 Heavy update –

Waiting time: 5 years now, ∞ to go

Heavy holding the second bannana

Team Fortress 2 still sits at the #1 spot of my most played games on Steam. Its last update, Jungle Inferno, released in October 2017 came with a promise for at least one other update down the line, the heavy update. The update promised to revitalize the game's titular fat man as it did with Pyro in Jungle Inferno.

Since then my hope has slowly dwindled as a game that I love decays before my eyes. Even with the knowledge that Valve does not get anything done in a timely manner (very relatable, I mean, I've been writing this article for almost a month now), there has been very little indication that a major update is on the horizon, or even in the same solar system.

I still hold hope that it might happen one day, but I am not holding my breath. TF2 is still a playable game, and I do on occasion hop on to play it. However, the writing has been on the wall for years, nobody wants to work on a 12-year-old piece of software when flashier, newer things like Counter-Strike 2 exist as an alternative option to contribute to.

Night runners –

Waiting Time: At Least 3 Years

Car go fast zoomy SWOOSH nyoom wow so blurry

In me, there exists a desire to drive dangerously down dimly lit streets in gaudy tuner cars. Ever since Need For Speed: Most Wanted, no other racing game has successfully eclipsed its greatness. Nowadays, most racing games commit to full simulation or full arcade, which NFS existed as a nice medium between. Even Need For Speed itself has fallen from grace after brushing against the heavens with Most Wanted. On top of that, it's extremely rare to find any amount of car customization in any of these games. My feeble attempts to fill the steering wheel-shaped hole in my heart with a modded version of Need For Speed: Heat just doesn't quite capture the vibe and gameplay that I wish for. Until now.

From what I can tell this is also a solo development effort but with an extremely deep understanding of the exact kind of experience that has been neglected for so long. All of the menus look like VHS recordings and the showcased depth of customization will allow one to personalize their car to such fine detail that it surpasses even modern Need For Speed games.

Wow customizing your car, look at the retro aesthetic

My only worry is in the handling model, which can really make or break a game like this. Most Wanted had a very weighty physics system that was challenging without requiring you to know how to actually race a real car. On top of that, it's difficult to discern the feeling of driving just from preview videos alone, so the final judgement rests on when this game finally releases. Regardless, what has been shown so far is really promising and has only gotten better with time.

ULTRABUGS –

Waiting time: Around 4 years

It says ULTRABUGS but in a buggy kinda way

There are few development teams I hold in such high regard as I did for the 2-person studio Vlambeer. All of their games have this hyper-focus on “feeling” that can be difficult to describe in words but is immediately understood when you actually play them. This unspoken language is what set them apart and I've played and adored almost every game they've made.

My eagerness for their upcoming game ULTRABUGS comes from that aforementioned “game feel”. However, it is sullied by the announcement that Vlambeer games has shut down and that ULTRABUGS will be their final game ever.

It's hard to say if this game will ever release, the first of the two developers has gone off to create their own projects such as “Minit” or “Disc Room” and the other has focused on fostering independent game development efforts in underrepresented regions of the world (while also becoming a pilot).

A part of me doesn't want it to release. Its completion will mark an end of an era for indie games, and my experience of playing this game will be bittersweet in its finality.

UFO 50 –

Waiting time: At least 5 years

Speaking of indie game titans, UFO 50 is a collection of 50 mini-games developed for a fictional 8-bit console. The people behind it include Ojrio Fumoto, the developer behind Downwell and POINPY (two games I intend to write a Ghost Notes article about), as well as some other names I don't immediately recognize. The project is spearheaded by the legendary Derek Yu. Derek and the team at Mossmouth are the minds behind one of the greatest roguelites of all time, Spelunky, which people are still making new discoveries in 10 years down the line.

There's really no telling what to expect from a project such as this one. 50 games is a pretty heavy undertaking, no matter how big or small each of them is. It also means that one could expect a huge variety of different ideas executed by some very talented people. I am also very curious to see how the lessons learned from developing Spelunky carry over to this.

In many ways, UFO 50 is quite enigmatic, but overall I think that only adds to the excitement.

Hytale –

Waiting time: About 5 years

Much like Undertale, Minecraft also sparked a wildfire of games that could be considered under the umbrella of “indie survival game”. However, Minecraft's survival mechanics are pretty simplistic and progression is more of an inclined hill than it is a curve. Minecraft is also no stranger to competitors, many attributed Terraria as a “2d Minecraft clone” which while not really true goes to show Minecraft's dominance in the space it occupies.

All this to say, when the team behind one of the most popular Minecraft servers, “Hypixel”, pledges to make a game that intends on going toe to toe against the goliath that is Minecraft, it's bound to garner some attention.

What's interesting to me is Hytale seems to tackle that challenge by creating a foundation that is comparably more developed than its inspirations. It's difficult to say if the sheen coating this game has is simply a thin veneer over an underwhelming experience or if it genuinely advances beyond Minecraft in things like combat and progression. On its surface though, perhaps it would be more accurate to call it a “3d Terraria” as opposed to a Minecraft clone.

Another thing Hytale is doing that really differentiates itself from Minecraft is an extremely high prioritization of modding and custom content. Despite Minecraft having a modding scene comparable to the likes of Skyrim, the relationship Mojang has with its modders is more of a passive acceptance than actual support. Hytale in comparison seems to present something more akin to a game engine that can be modified and shared consistently across all supported devices. This would eliminate the kind of isolation found between console Minecraft players and PC Minecraft players, where PC players get to enjoy the wellspring of modded content available to them while console players are left to make the most of the very limited toolset for customization released for the platform.

Hytale is without a doubt facing a very steep cliff to climb to the top of. However, if executed well, could be a genuinely phenomenal experience the likes of which could only be met with something like Roblox* (unironically). I have no idea if they'll be successful but I don't mind waiting another 5 years to see it polished to perfection.

*I've never personally played Roblox but from an outsider's perspective it looks like GMod for kids, which is honestly insane.

Genokids –

Waiting time: At least 2 years

I forgot about this one so hard that in writing an article about things I was waiting for I hadn't even considered writing about this.

For those of you who were on the old monkey cafe, you may recall a post I made about liking art styles that would go straight to black for shading. The examples from that post were from games like Hades, The World Ends With You, and also this game, Genokids.

Another trend you may notice is a couple of the games I have been watching have a Y2K vibe to them and Genokids looks like an old cartoon from 2005 turned into a hack-and-slash video game. Where these 4 color-coded kids in a band fight against aliens. The game overall seems to be very silly.

Compared to the rest of the games on this list, my knowledge regarding Genokids is fairly limited. Despite that, the art style and presentation have me interested enough to on occasion question how the project is doing. It seems like the initial Kickstarter I found in late 2020 has been taken down (I remember it not being successful), with another one published much more recently getting funded in 24hrs. I'm glad this game is getting the support it deserves.

Honorable Mentions

Cuphead DLC –

Waited for: 4 years

Cuphead is a pretty straightforward concept. Take early 20th-century animation styles and adapt them into a video game. But while the idea is straightforward, their dedication to the craft results in a workflow that can only be described as maddeningly arduous. In the end, studio MDHR braved the gauntlet that is hand animating an entire video game's worth of characters and enemies, and the initial release of Cuphead was met with critical acclaim, and rightfully so. Not to forget scoring the whole thing with a live jazz band.

At the finish line, the question of “what to do next” arises. Much like the straightforward nature of the game comes another direct answer, which was “make more Cuphead”. So in June of 2018, the Cuphead DLC was announced (amusingly abbreviated as the Delicious Last Course).

In June of 2022, it was finally completed and released to the masses. I finished it in 4 days, and then haven't really touched it since.

Those 4 days however were as good as when I played Cuphead the first time. In the end, it was more Cuphead, which is all I ever expected or wanted out of it. The last course was really delicious.

Sable –

Waited for: Something like 3 years, I don't really remember specifics for this

I remember seeing this cool desert game floating around on Twitter. Most striking of which was its comic book art style with thin black outlines around everything you see (Later I learned about Moebius, the inspiration of the art style). As I followed along with its development I learned that this game takes place on a desert planet where you drift along the dunes and explore the world and its scenery.

When the game was finally released in 2021, I remember enjoying it a fair amount. But, because the experience is so heavily based on “vibes”, it quickly soured when the mildly inconsistent optimization made the experience much less seamless. Which is a shame because it really is a beautiful game otherwise. Even now the game is quite stuttery, so unless I manage to swallow that discomfort I will probably not finish it.

What was especially interesting to me about this game was how peaceful it was. You're not really fighting anyone, or saving the world. The entire premise is that it's a journey of self-discovery, traversing the quiet sands and navigating bustling towns. Certainly a rarity among its peers.

Installation 01 –

It's still not out, and I don't care anymore

It's been 7 years since I first learned about Installation 01. Back in 2016 playing Halo on your PC limited you to just the first two iterations of the series, which by that point has had 7 games in its lineup, the most recent of which were released by a different company (called 343 Industries) and were very underwhelming.

This was the niche that Installation 01 was targeting, a modern version of the Halo series, playable on your pc, that stayed true to the classic formula that had since been neglected by 343. I was squarely in that niche, and I wanted to play this game so badly. I subsequently started following their blog posts (where I first learned about ULTRAKILL amusingly), reading their developer updates, and generally invested myself in the progress of this game hoping to see its release one day. That release however... never came.

Where did that leave me then? Fortunately, in the meantime I had learned about another, less legal, halo fan project/mod which I thoroughly enjoyed when it was popular around 2018. On top of that, both of these Halo projects gave Microsoft the kick in the pants to go ahead and port every Halo game to pc starting in 2019. Which brings us to today. If I want to play some good old Halo on my computer, I can do that with no problem, leaving Installation 01 in a sticky situation. Since development took so long, it timed itself into irrelevance.

So now I don't really care about this project anymore. If it releases one day I might give it a shot. In the end, though, it's now obsolete with the current state of the series on PC. A strange case indeed.

Magus Array –

Barely had a pulse to begin with

On April 6th, 2020 a Source Filmmaker animator I follow released another banger video. That video contained a song from a then-unreleased game called Velorum. I really liked that song and investigated further into the artist behind it, who at the time went by the name “brainfoam” (they now go by pngsequence, or Joe). This name lead me to their now defunct website, which also had a list of projects they contributed to including many other “earthbound inspired” RPGs like OTHER, mentioned earlier.

I really felt like I had uncovered an interesting niche, and the general quality of not only their music but their art as well had me feeling as though I had discovered something really special. This was all I needed to start intently watching for any progress regarding whatever this project came to be. At some point the game was rebranded to “Magus Array”, a soundcloud and Twitter page were created and some more minor scraps of music and art were uploaded to each.

Unfortunately, sometime later down the line, the game was cancelled. I don't remember where or when it was announced, but it's been a little while now. This was a little disappointing, as I am quite fond of Joe's art and music, so I was curious to see what game a person like that could make. Fortunately for me, I might be able to do just that. They've been hyping up their newest game, Reflectile, which looks far more like an actual game than Magus Array ever was.

Duel Arms –

Cancelled, and I'm still a little sad about it

In 2018 I stumbled on a little game called Knight Club. It was a fun twist on your typical platform fighter which focused on health bars as opposed to the stamina knockback system found in Smash Bros. I tried it out a little, had a good time, and then put it down for a while. Then, in December 2020 Knight Club had a little rerelease on Steam dubbed “Knight Club+” which polished the game somewhat and also added Steam multiplayer support which made playing online much easier. I bought it for myself and then convinced a few friends to grab some of the free keys they were giving away and try it with me.

Sometime before the release of Knight Club+, I started seeing glimpses of a sequel/remake called Duel Arms. This game seemed to expand on the very solid foundations of Knight Club with a special move system and multiple equippable utility items. However, in 2022 it was cancelled, which like Magus Array, was also disappointing. Sadly, the developer didn't have the money to be able to support themselves while making a game like Duel Arms.

As some kind of consolation, the unfinished build of the game was released on itch.io. I don't really want to try it in the blind hope that the developer stumbles into a million dollars in a ditch and is suddenly able to finish this game properly. So here's hoping for that day to come.

A Fox In Space Episode 2 –

Waited for: at least 6 years

wOAH It's star fax, all hand drawn, plus some other characters I don't know

I'm not really a Star Fox fan. I've interacted more with the character's appearances in Smash Bros than I have with the game itself. On the other hand, I really love this 90s-style fan animation of Star Fox. Another solo project, A Fox In Space presents Star Fox as a Saturday morning cartoon, packaged with a meaningful helping of low-fi ambience. As I have no connections to the characters from the games, the renditions shown in the pilot episode were so captivating that I am unable to imagine them differently now.

Animation takes a long time, a long, long time normally. A long, long, long time for one person on their own. This guy, Mathew Gafford, wrote, animated, scored, edited, partially voice-acted, and directed an entire animated episode of this show himself. So I knew that I would be waiting YEARS for the next episode of this show to come out, and years it took, as while writing this article I decided to check on it again and realized that episode 2 finally came out a month ago now. It's 40 minutes long.

Hopefully, it was worth the wait, I'll be watching it soon.