Game
PLASM FUNKIN'

9 days ago

PLASM FUNKIN' - September 2025 Development Report


Hello Gamejolt!
As promised there will always be a Development Report every month unless something really important comes our way, or if we're really focused on finishing something for PLASM FUNKIN'.

Last time I made an effort exclude the fact that we were featured in FUNKKAST!! (hooray :D) It was sincerely such a incredible experience to be with SO many other talented people.

We chose FUNKKAST because it is not only the most well-known direct but the one that I always looked forward to each year!
And the applications opened in the perfect time: we had content to show off, banging songs no one heard before... and most importantly, hope!

If you're wondering when PLASM FUNKIN' shows up in the direct, try looking for us around the 28 minutes mark!

The trailer was made by @MarkedAman , which is now the Co-Director(/Music Director) of PLASM FUNKIN'. — All major art was a collective effort from me and @DigitLuck , with alot of help from the animators in the team. — The visualizers in our "song sampler" sections were also entirely made by me c;

funkin_network_art.png

Keep up with Time

Ever since the last report we have been getting new members in to help with tasks ahead of time, but management has been difficult with the growth of the team.

After FUNKKAST our crew grew from ~10 Members to 25 Members! (That's alot of people...), new musicians/composers worked on songs for the update after this one — Newer artists took some time to adapt especially considering art style, what was and wasn't ready to be worked on, etc...

Although music can be ahead of time, art unfortunately isn't the same way with how things are going in our development team. So if we're taking too long to finish something it's probably because the art department is screaming in development hell...

captura_de_tela_2025-09-19_112627.png

-- (Toska Week Girlfriend WIP) --

Recently, our solo coder called in a second person to help with the source code of PLASM FUNKIN' and they're handling the gameplay and menu implementation together as time goes.

The coding department wanted to change engines at some point, which seemed very risky considering we were already used to Psych, but they guaranteed that everything would be ported to a FPS Plus fork sooner than later...

So now, while the art and music department is on time with the planned schedule, the coding department is behind because they're porting and fixing bugs in the build. That means the mod is and isn't done at the same time.

Even while FUNKKAST were on production we haven't started on Toska yet, probably due to the lack of faith that the art department would grow. But I'm slowly focusing and managing time to move us forward.


A Release Date?

The start of September was very unpredictable, and due to the difficulties on making progress we couldn't get things done for the previous planned release date, which would be around the end of this month.

However things seem to be slowly catching up again, and if we manage to put some extra effort especially related to assets such as sprites and stages a release around October would be possible,

So no, we don't have release date. But once we're confident everything's ready to go we'll properly announce one.

- goiaba

optionsmenu.png

-- (Scrapped Options Menu Mockup; Will be reformatted) --


Aug 2025 - Sep 2025 -



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