Unity LOK: Rebirth [v0.1.8.0 Test] [The Tribe Devs]

1.60 star(s) 24 Votes

jess7979

Member
Jun 29, 2018
164
132
I think this game is abandoned again for sure, was only used to create immediate hype, milk it out and clean and then drop it like a hot potato in the trash while trying to lure as many in as possible with the sweet smell before it rots away
Not sure, there were updates on their patreon with version 1.3 it's seems like it not public yet or something so only time will tell
 

chopolander

Active Member
Dec 9, 2018
839
1,627
I think this game is abandoned again for sure, was only used to create immediate hype, milk it out and clean and then drop it like a hot potato in the trash while trying to lure as many in as possible with the sweet smell before it rots away
Don't worry, in two years there will be an internal fight again and it will be cancelled again, leaving those who pay with their asses in the air and, then, they will restart it again with a new team with the same arrogance as with this one.

Stick this post for when the time comes. :cool:
 

D4n0w4r

Member
May 21, 2020
355
1,190
LoK still has no sex, and neither does either of Abelius's current projects.

Got a laugh out of making this at least (related, since Kuja and LoK are directly mentioned):

 
Mar 28, 2017
200
324
LoK still has no sex, and neither does either of Abelius's current projects.

Got a laugh out of making this at least (related, since Kuja and LoK are directly mentioned):

If only all those patrons that got duped from this game would go to Abelius, at least he has the drive to work on something with a goal.
I still don't know if LoK has any, they don't seem to be working very fast and even then it'll be a decade before I pony up any money, since that's how long they'll take to finish the game.

They're lucky Abelius isn't undercutting their profits by starting his own Krystal Remake in the vein of the other one they dropped, if it were me I would.
As it is said in the stock market, it doesn't matter if people don't like you when you're rich.
 

poohead13

Newbie
Mar 19, 2021
21
43
Everybody acting like Abelius would be the savior of Krystal are delusional. That MFer was taking months long vacations before the old Krystal collapse and even now his current project is barely doing one SFW scene per 2 months. Pizza Hot/Cold just looks nostalgic and you put on the Rose Colored Glasses.

Almost certain neither of these projects will ever get completed, most games here don't.
 

dvalkyrie

Newbie
May 20, 2020
36
29
It would be very silly to compare their products, since the LOKR TEAM apparently has a larger team and higher income. They have been developing since 2017, restarting their product in 2020 and it still does not have an hour of play or the number of scenes that its predecessor.
While Abelius's team is smaller and with less revenue, created in 2021 relatively new to compare.
I came here for Krystal, the new version doesn't shine yet, while Jenny seems more interesting.
I can only wish them the best and may time show the truth of their work.

PS: English is not my forte, sorry
 

RazRazor

Newbie
Sep 26, 2017
56
95
Everybody acting like Abelius would be the savior of Krystal are delusional. That MFer was taking months long vacations before the old Krystal collapse and even now his current project is barely doing one SFW scene per 2 months. Pizza Hot/Cold just looks nostalgic and you put on the Rose Colored Glasses.

Almost certain neither of these projects will ever get completed, most games here don't.
Haha, exactly what I thought when I read the last few messages here in the thread. I was around at that time and backed the project. The old Krystal game was not moving an inch forward at that point. Dont know what exactly I paid for, definitly not for game progress. Sad times...

Hope both parties learned from that.
 

Ion.TemUS

Active Member
Jun 8, 2017
883
924
LoK still has no sex, and neither does either of Abelius's current projects.

Got a laugh out of making this at least (related, since Kuja and LoK are directly mentioned):

Honestly, these are the moments where I ask myself in what world these people live. 2000 is still a lot. hell, even 1500 a month is more than some people I know get. Now, obviously, idk which country Abelius lives in, there might be differences. But as far as I can tell, Subscribestar calculates in dollar, so it should be even better.

Honestly man, Abelius, I get you want to live the dream and develop a game and do nothing else. But there comes a point, when your financials are low, you gotta ask yourself if it wouldn't work better to do this 4-5 hours a day, but PRODUCTIVE, and then take on a normal side job where you work 20 hours a week to get some extra cash on the table. It might not be pretty, but it would make you get out of the house, get some new ideas, also get to know some people, maybe even have fun. Ik it sounds stupid, but sometimes jobbing can be fun for a while, even if it's stressful too at times. Then you'd have less financial pressure, you could support your passion - which is developing this game - and once you are on a green path and your game gains popularity you can quit your dayjob again and do it again full time. Honestly, I can't imagine 12 hours a day to be healthy, and I bet at least 5 of those 12 hours are very unproductive. There have been studies across the world showing that in some cases, working 4 days a week can be MORE productive in output than working 5 days a week with overtime. Its a world of difference when it comes to your state of mind. And always working on the same thing has you exhausted. I bet once he'd make it routine and was in the groove working the day job part time on the side and working on the game in his free time, he might end up delivering updates just as fast as he does now and feel a lot better. Mentally maybe, but especially financially.
 

Tannin00

Member
Jul 1, 2017
346
264
People don't get complicated, this is like going to the casino, sometimes you don't lose so much and other times it's a total loss.

There are projects that with years of support and about to come out, out of nowhere stall or are cancelled, it happens all the time.

The only thing that... as someone had already said, it only remains to see the theater that is set up. As well the only sad thing about the situation is that just like the curse of superman, no one has managed to make an H-game of Krystal in conditions (yes, the flash is fine as well as version 0.8, but they were half sewn, not completely cooked and the 3d although it has the "models" its essence is something else and not a Lok game).

Edit: Ok... being fair, it's not like they aren't "apparently doing something" just that, as always, they don't communicate anything.

Pikant finished another scene last Saturday (or is just about to finish it) and he´s the most active of the group and of the others who are in the team from what I saw, some have previous commitments with other projects and maybe that is why it is that things are going at a snail's pace, so for the moment, although I don't change my previous point, if an angry mob arises, I won't join.

 
Last edited:

Ion.TemUS

Active Member
Jun 8, 2017
883
924
I think a big issue is often setting expectations and overpromising things. Also, maybe overreaching. Its cool to have ambition and want to make a great game, and there are several ways to do so. And it is not a negative to want to make a fun game beyond the h-content. But there are many ways to do it.

For this a developer has to ask themselves several questions:

1. What does my audience fundamentally want from me? And in this case this is the CORE audience that you have from early on. Getting in additional audiences is a thing you can build over time, but that appeal needs to be secondary in priority.
2. What would I like my game to look like and play like in the end?
3. How much money do I have (per month/quarter/half/year) to invest in this project?
4. How much time can I (and everyone on my team) invest in this project (per day/week/month)?
5. What amount of content seems appropriate (monthly/bi-monthly/quarterly) with each bigger update?
6. Where does my storyline start (, where - roughly - is the middle), and where is the end ? How many endings will there be?
6b. What are the main paths I want for my character. Pic..... 3 or 4, each with a different theme/fetish, each potentially having one specific character or maybe two, that it is tied to (among the cast of side characters).
7. What are the main fundamental gameplay mechanics I want in there? (i.e.: turn-based or real time combat? platforming? searching and puzzles? reaction time based events? decision paths? upkeep mechanics like hunger or corruption or lust/momentary arousal, etc, etc)
8. What could interesting events be that I can tie to the above mentioned paths/themes and fetishes and which one of those would be one-time events and which one could be repeatable? What are the conditions for the repeat in order to not have the player go through the same event multiple times in a row, but rather experience the same event at different times, more stretched out, and rotating with other events, so it does not feel too repetitive? And how does that make sense in terms of story and natural progression of the character's mindset and the point in the story that they are at?

Now, these questions build on each other. I might not have listed all important ones, and I might have listed some higher that others would have put lower. But generally they follow an order. Because the ones above are the most fundamental questions, and the further you go in the more specific it gets.

In the end, you need to set the audiences general wishes as the top priority, after that come your own wishes and vision. Those need to agree with the financial budget and the time budget you have, and they need to conclude in a concrete plan of action that has to be roughly followed. As time goes on expectations will be adjusted slightly with experience, since some stuff will take more time than expected while other stuff will take less. Still, setting those expectations early is important.

And that is one key point. Im not going to hark on it too long, but going in with a vision for a game, having decent progress till version 0.8, then having irl issues stopping production, then relaunching is one thing. Then add on top a utopic vision for the games new scope and quality which clashes with the reality of what you end up producing, for you having to backpedal and adjust the vision down in scope again, but having to start fresh again because of that. But having a decently sized team (some succesful Indie Games need 2-3 years to develop and are done by one dev goddammit), some of them supposed professionals from the broader non-h industry. Telling people you will work on it hard and honestly. Then having a slow dripfeed again projecting the project as finished in 10 years roughly, if it keeps going at that pace.

Now Im not in their discord or other forums, so its possible I lack details here. But from my POV, there is no clear sign if these people are all working part-time, full-time, are getting payed or just do it on a "free time" comission basis, etc, etc. So assuming what was said before is true and some are working at other things, this does two things. First, it reduces production cost, which is great for them. But second, it slows production time, which in their situation is bad. In a case like this, it needs to be extensively communicated through all possible platforms that this is going to be a very slow process and that the "dev team" are all having other full-time jobs that gets them money on the table but that also prevents them from doing "normal" full-time level amounts of work on the game. Hence the slower pace and the bottleneck in the pipeline.

Again, these ecpectations need to be set, and they are often not. Im not only talking about this project here of course.
 
  • Like
Reactions: dvalkyrie

chopolander

Active Member
Dec 9, 2018
839
1,627
I'm sorry to say that the art seems to me to be just a way to keep the patreons on a leash, because it doesn't do it justice in the game.

By the way, a free note.

Has it really occurred to anyone to realize that the closer to the camera, the bigger the model should be so that it doesn't look like the stage is bigger?

ab.jpg
 
Last edited:

Staning

Member
Oct 14, 2021
299
116
I'm sorry to say that the art seems to me to be just a way to keep the patreons on a leash, because it doesn't do it justice in the game.
That there’s a drop in quality when it’s added to the game? Or the game hasn’t lived up to the expectations?
 

dvalkyrie

Newbie
May 20, 2020
36
29
Perspective details and angles, it is normal when it is said that it will be more than an H game, about the expectations we have to wait about five years to talk about it, since they have not yet come out of the beginning. Despite the time they have been developing this new version.
 

Ion.TemUS

Active Member
Jun 8, 2017
883
924
Has it really occurred to anyone to realize that the closer to the camera, the bigger the model should be so that it doesn't look like the stage is bigger?

View attachment 1853870
Not a bad point actually. Her models really needs to be a bit bigger at least, and yes it would be decent if she was getting bigger as she gets closer to the screen. Though idk how well they can do that mechanically in the game, and how it would end up looking.

And yes, I think the art is a big draw for people. If other Krystal games had that level or art people would probably flock to them more. But its similar for story setup. That is the reason why its so annoying that these games never come to fruition. The original LOK:Rebirth basically had everythin I wanted out of a game like this. Amazing scenario - stranded on a planet with native inhabitants and primite tribes (primitive in comparison to the spacefaring races), witch archaic traditions and power structures and a set of different characters that are tied to different themes/fetishes. K was stranded and had to do her part to survive and the cultural norms slowly made her change, while the player could have some input on the direction of her chance (routes). Art was mostly clean, animations good, K's design was furry enough to be liked by the furries and human enough to be liked by the non-furries. It was a very solid setup. And... here we are. Not to go back into complains again, my point is those were the two main appeals of the game - the story setup, and the art.
 
Last edited:
  • Like
Reactions: dvalkyrie

chopolander

Active Member
Dec 9, 2018
839
1,627
That there’s a drop in quality when it’s added to the game? Or the game hasn’t lived up to the expectations?
Mainly that the models look so small in the game that the level of detail is barely noticeable.

Not a bad point actually. Her models really needs to be a bit bigger at least, and yes it would be decent if she was getting bigger as she gets closer to the screen. Though idk how well they can do that mechanically in the game, and how it would end up looking.
Well, the solution is not to create such large displacement spaces. Are they really necessary? And the eight directions only manage to create an excessive cutting effect when moving the character.

The previous game had a comfortable line of sight and you only have to see this image to realize that characters, events and backgrounds fit perfectly.

1117004_.png
 
Last edited:
1.60 star(s) 24 Votes