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rayjiun

rayjiun

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EARLY ACCESS IS LIVE.

Hey everyone,

We're happy to announce that Early Access is officially live!

Please subscribe to the Patreon or Ko-fi for those who don't enjoy subscription services.
https://ko-fi.com/rayjiun

Note that content is LIMITED and everything is subject to change.

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New post showing gameplay

Hi everyone,

We've released a minor snippet of gameplay up on my Twitter/X account.
We're ready with an announcement soon :)

Thanks for sticking by!

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Teasers, Announcements & More

Hey everyone,

No announcement yet, very soon!
We're currently going to be teasing some stuff over on Twitter/X in the coming weeks until the announcement.

Feel free to check out the currently available posts:
https://x.com/rayjiun/status/1994817127816335532
https://x.com/rayjiun/status/1994857704930...

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Update

Hi,

Sorry for the late update.
We've been working hard on the project, which has made us lose track of time a bit.
There's no new content to show right now, but we are working on a big announcement we want to get ready within this month.

Thanks for your support!

See you soon :)

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A public update

Hey everyone,

We figured we'd do a public update today!
We've been so busy on the project and updating our paid patrons, we figured shining light on the map in a public manner would be appreciated.

As of now, we're not super far from release! Unfortunately, given that this is end-year our lives will be rather busy.
We've as of recent been working on the HUD rework, polish and getting ready for implementing side quests, more cosmetics and the final boss.

While there'...

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Update

Hey everyone,

Apologies for the delay, unfortunately life got in the way, however we do have an update today!
Last weekend, a big update went live.

We unfortunately were met with multiple roadblocks due to engine limits and trying to optimize the map for lower end systems. We have finally worked around this and gotten it to work, but a hiccup or two definitely occured halting the development.

Luckily, the update itself has been received well and is slowly pushing the m...

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Development

Hi everyone,

With the contest wrapped up for us, we're going to be continuing development on Machin[A] 1.61051.

Unfortunately I've been having some health issues making me take a break, but we'll be resuming within the next 2 weeks to hopefully have an update for you all!

Thanks for your patience, see you soon :)

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[B]aphomet 25.807 is out NOW!

Hey everyone,

The deadline is over and we have released! It was an absolute pleasure (and sometimes a headache...) to work on. Seeing our progression as devs has been nothing short of astounding. Hopefully you will enjoy it.

May you defeat The Chosen One!

https://steamcommunity.com/sharedfiles/filedetails/?id=3516066433&tscn=1751633731

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Update for [B]aphomet

Hey everyone,

With only about 4~ days left of development, we'd figure to update you.
The map is going well! We've gotten a lot done. 2 side easter eggs, 3 main AI, 3 boss fights, lots of voice acting and more.

What you can expect of this map is a mash up of my 1st ever contest entry: Sinister Sanctorum (on crack) and mechanics of the gameplay from typical knockout fighting games (such as Smash).

With the remaining days, we're planning to polish up, add more items, hop...

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Development update & contest

Hey everyone!

I know we haven't updated everyone in a while. We're currently in very big polish phases.
However, I am here to update that the development of Machin[A] will be halted.

Instead, we will be joining the new NoahJ contest, where we'll update the progress regularly here. Progress videos won't be pretty, as the deadline is very strict, however we are aiming high and intend to release something awesome within simply a month of development time.

We really appreci...

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Update

Hi everyone,

We haven't updated in a while! So here's an update post.

Although we haven't shown much, a lot is going on behind the scenes. A lot of polish and getting new people in to make sure the map is nearing the finish line.

While nothing can be shown yet due to the work in progress nature, we are happy to share that the following plans are in place:
1. HUD Rework
2. Finalizing the last quest
3. Boss fight (which now has a significant amount of plans)
4. ...

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Update video!

I finally remembered my password.

Here's the update video, talking about all the updates we've done in the past 3 or so weeks! We also speak of the roadmap and an estimated release date.

Although we say this a lot, truly thank you for your support! You have our gratitude, as it's made this map much more enticing than what it was before.

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The "Upcoming Post" was a lie!

Hi,

We apologise for taking long. We mentioned that last week we would do an update, however due to us working hard and adding new content, we've been withholding this.

This weekend should be an actual update! There's a lot of new content to look forward to.

Thanks for your patience! Once again, our apologies for the wait.

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Upcoming post

Hey everyone,

Thanks for staying patient!
We'll be posting an update next week with what we're working on and showcasing new UI functionality and changes!

See you then!

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Update

Hey,

The transition to the new PC has gone smoothly and here's an update!
Today's update includes AI, box, a new weapon and future plans.

We once again can't thank you enough for your support. While it truly does seem minor, it really helps us a lot.

To the next update!

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Update

Hi everyone,

This week another update is coming! As of now, there's no update as I'm going to be transitioning PCs.
We're working hard! This week should be a public update on base zombie AI and also some new weapons.

Thanks for being patient!

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Updates, roadmap and more! (in video-form)

Hi,

I hope that the video isn't god awful! It's my first time trying something like this.
Please let me know if this is preferred or if you just prefer the random talk in here with showing videos and images. We've struggled making updates as we don't want to spoil all map features and remain the intrigue of it for you guys.

Thank you for your support!

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We exist

Heyo! Not a big post, just quickly wanna remind you guys that we do, infact, still exist. We're working hard! Currently, there's not much to show but next week we'll be able to show a decent chunk! Lots of UI improvements, weapons and more.

Thanks for sticking with us!

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Update & Roadmap

Hey everyone!

First of all; Merry (belated) Christmas! Hopefully you all had a wonderful Christmas.

Given end-year, our lives have been busy so this update doesn't have as much to show for it.

In the attached image is a visual rework of the Weapon Workshop bunker - a place where you'll spend a lot of time merging your weapons with items to make them function differently.

As this map is slowly closing in on being finalized, the following is being worked on:
1. Sa...

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Thank you & updates

Hello everyone,

Thanks so much for following us! It means a lot.
We know the progress of showcasing new content has been slow. We're intending to hopefully ramp up showing stuff early 2025, given by then we'll mostly be in the polish stage and we don't wanna spoil all the good stuff!

That being said, we wanna thank you and show the current progress of the new visuals regarding the 'Town' area + some extras (don't mind the placeholder billboards and t-posing enemies...)
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Machin[A] Updates

Hi everyone,

With this post we're wanting to update you on everything we're currently working on and that will be worked on in the future.
In the videos, there's 1 new weapon and a bunch of new Game Options (previously UI Options). These will all be available at launch, and any new recommendations are always helpful! We wanna make this map as expansive as possible.

Besides that, the mapping is coming close to a very polished state. We're hoping to have a playtest ...

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Transparency + UI changes

Hello everyone,

We wanted to be more transparent regarding our development and upcoming features.
Given we've indefinitely delayed Machin[A], we want to make the most out of BO6s release by making sure we keep developing, polishing and keep making really cool stuff.

In this post, I'm sharing 2 small UI changes that are coming. One being the scoreboard, one being a UI option for the reload prompt, akin to old CoDs displaying Reload, Low Ammo or No Ammo under your reticle. Howe...

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New weapons, inspects and the future

Hey everyone,

Our weapons guy has been working hard on porting weapons including a bunch of inspects for weapons that previously didn't have any. Here's a showcase of a few of the new ones!

Besides that, progress is going smooth on the project. We've decided to take as long as we want with the project given we'd clash with BO6, due to this, we want to make sure all of our initial plans will be executed at a high quality and not cutting any corners. We're hoping to sh...

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MachinA update

Hello,

Sorry for being so quiet! We've been working incredibly hard, but at a slower pace while re-evaluate our scope for this project.
We've been working hard on effectively everything, weapon system updates, weapon overhauls, character overhauls, mapping overhauls, working on the sidequests, AI, effectively everything you can think of.

While we can't show anything very well in gameplay yet. We're happy to show work in progress stuff. So here's a bit of a dump! View Post

BYTEBOUND Progress

Hi everyone,

We've been quiet, but working hard. Here's some of the progress for Bytebound - our entry for NoahJ's Escape Room themed contest!

This map will not play like your regular Zombies. Instead, it'll be a stealth-focused PSX-styled map. Hoping to see if it works, but this map serves as a tech demo and to open source post release!

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Machin[A] on hold

Hello everybody,

Machin[A] will be on hold for the next 8+ weeks, as Deadshot & I are participating in NoahJ's 4th contest (Escape Room themed).

We'll be updating you guys here with behind the scenes progress of our project "BYTEBOUND", but if you want to cancel your subscription given that you won't see Machin[A] updates for a bit, we totally understand!

Greetings,
Deadshot & Rayjiun

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UI & Weapons

Hey everyone!

My vacation is over and we've been grinding really hard. As some of you may have seen on Twitter, I've been experimenting heavily with UI-oriented things. Our UI is still not finalized, however we are getting very close.

Since the introduction of damage numbers, we wanted to challenge ourselves. For this reason, we went deeper into 3D UI, which is the result as you see above.

Above is a new weapon in the roster; the 30-30 Repeater from Apex Legends with a fu...

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UI & Save Data

Hello,

After talking to various people and discussing it with the team, we've decided to go forward with the save data method to prevent some annoyances and add even more content to the map. Although we have no malicious intent with the save data, we still want to ensure people's privacy and rights are protected which is why you'll always be asked for a menu to give your permission.

With our save data, we track achievement progression and your selected UI Options. Wi...

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Update

Hello everyone,

Not to worry. Machin[A] isn't going anywhere! We just wanted to update you on the way things stand.
As of now, we've taken a small break (past week or so), both as it is my vacation and Elden Ring DLC (let's be real... surely we're all playing this?)

However, as time is continuing so is our want to develop the map. We're currently planning all quests and working on the visuals hard still. Deadshot has done amazingly with the map, and while we don't...

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Machin[A] Update

Hey everybody,

As time has gone on, we've been unhappy with certain results of the map. Because of this, changes have come into place causing us to do quite a bit of reworking.

The reworking includes most of the maps visuals, as we've realised the lore outgrew the maps aesthetic and we'd enjoy creating something more atmospheric and personal to the map.

Besides these changes, because of your support we've been able to get a lot of our stuff done. One of our main voice act...

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