
Hi everyone! CrumblingWorld is finally out!
Grab it now! It's 27% off on Steam.
https://store.steampowered.com/app/1003560/Crumbling_World/
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Hello everyone! My game Crumbling World is 80% off for Halloween! Grab it on Steam for less than $3. https://store.steampowered.com/app/1003560/Crumbling_World/
Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.
Inspired by The Last of Us, Lobo uses gates as progression. Some open only when all lanterns along a path are lit, others are tied to undead guardians. A small valley, packed with lore and history.
Do you want to play Crumbling World for free? The new demo includes the same features and improvements that the full game. Download the FREE DEMO here: https://gamejolt.com/games/crumblingworld/358092 Thanks so much for your support
Boss Enemies Happy Holidays! In this update, we will be talking about the Boss Enemies you’ll soon have the chance to encounter throughout Crumbling World.
A knight who refused to die… now fights with what’s left.
The first boss of The Wolf in Me.
Decay took his body, not his skill. Precision. Discipline. Relentless technique.
This is not a monster. It is a warrior.
Happy Devruary! I'm developing my game, Lobo: The Wolf in Me, with Unreal Engine :-) If you love the lore of The Witcher, the gameplay of The Last of Us, and the humor of Monkey Island, this one is for you.
Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.
Lobo is now The Wolf in Me. A narrative-driven action game about losing control. The Steam page has been fully updated. Wishlist now https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
Jump And Grab Edge System Since the last update, I have been working on the Jump and Grab Edge System for Crumbling World. I decided to rework these movement mechanics, as I thought it would be great to add a bit more complexity to each of the levels.










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