Spirit X Strike Demo Now Permanently Open & Survey

Hello, players! Over the past week of the Steam Next Fest, more than 10,000 players have tried the demo and added it to their wishlists. Thank you so much for your passion! Since action games are best experienced firsthand, after consideration, the DEMO will remain open even after the fest ends. Whether you're a new or returning player interested in fast-paced combat or hardcore fighting games, feel free to dive back in anytime! I’ve also prepared a feedback survey to gather your thoughts on the demo. Your feedback is highly appreciated, and I look forward to hearing from you! Survey Link: https://forms.gle/AWiHgv3ehfjm6kTu6 During the Steam Next Fest, many players shared videos and content about the game. Seeing fellow action game enthusiasts discuss Spirit X Strike has truly felt like a dream come true. My original goal with this project was to create the pure action game I had always envisioned. The fact that it has resonated with others has been both surprising and humbling. [h2]FAQs[/h2] [b]Q: Which engine was the game developed with? Was it really made by just one person?[/b] A: The game was developed using Unreal Engine 5. Many people are surprised or even skeptical that it was made by one person. But to be honest, what you see now—though still rough—represents my work over the past two years. As a hardcore action game player myself, I know that making a great action game requires both solid technical groundwork and countless adjustments. However, since this is a solo project, I’ve had to focus on the core combat experience—including action design, animation setup, and keyframe implementation. Other aspects might not be perfect, but I’ve tried my best to keep things immersive. Thanks again for your patience and understanding! P.S. The music and sound effects still need improvement. I plan to collaborate with professional sound designers on that in the future. I also want to thank the voice actors who helped bring my over-the-top script to life! [b]Q: The parry window feels too short. Will it be adjusted?[/b] A: Yes! The timing for parries, dodges, and other counter mechanics will be made more forgiving in future updates. In fact, I’ve already made minor adjustments in last week’s patch, so be sure to check it out. [b]Q: Will there be a target lock or camera lock feature?[/b] A: Yes, the lock-on system will continue to be optimized. I’m working to make the camera feel more modern, including smoother target switching. [b]Q: How will you address enemies attacking off-screen or bosses starting attacks without wind-up animations?[/b] A: We’ll adjust enemy aggression levels based on difficulty settings and add visual cues and camera protections to help players anticipate incoming attacks. As for bosses, the lack of wind-up animations (or overly short telegraphs) is something I’m aware of. I’ll be adding transition animations and lengthening wind-ups to make their attacks easier to read. I’ll also tweak boss stagger mechanics so players feel rewarded when successfully countering or interrupting their attacks. [b]Q: How is the game’s development progressing?[/b] A: The vision for Spirit X Strike has always been clear: after laying a solid foundation, the goal is to steadily build out the combat system and story. Besides the demo, the game will include five chapters during its Early Access phase. So far, I’ve completed the first two. I’ll continue to adjust the combat system and gameplay balance based on feedback from the demo. If you want to follow the development progress more closely, feel free to join our Discord community! We also plan to organize more demo playtests in the future. Thanks again for playing Spirit X Strike! [url=https://discord.gg/gjhmdzdfM6][img]{STEAM_CLAN_IMAGE}/44461563/4db1a16e4b43ebcac9746f9d521b33d59d68167d.gif[/img][/url]