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Classic Japanese side-scrolling action, evolved and transformed by Keiji Inafune, an all-star team of veteran Mega Man devs...and YOU! Read more

Tokyo, Japan Video Games
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This project was successfully funded on October 1, 2013.

Classic Japanese side-scrolling action, evolved and transformed by Keiji Inafune, an all-star team of veteran Mega Man devs...and YOU!

Tokyo, Japan Video Games
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comcept USA, LLC
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comcept USA, LLC

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July Development Update: Can you feel that icy breeze?



Mighty Beckers, we’re back on track,

The last couple of days were eventful to say the least, and we’ve learned a lot from your reaction to our last update’s Anime Expo announcements. Thank you for the feedback, support and inquiries, we’re reading and reacting to it all. More on that in a second though, for now let’s focus on July’s development update, and for that I leave you in Director Imaeda’s more than capable hands.


Imaeda: Hello Mighty Beckers, it’s me again! With an animated series and new funding campaign in the works for Mighty No. 9, our project is really picking up steam! ...That being said, it's times like these one has to take a step back and make sure to be remember their roots. Let’s go back to basics, and take a closer at Beck’s basic in-game actions.

 Run, Jump, ‘n Shoot-man! Though these might be as basic as it gets, they must feel just right as they can potentially make or break the game if they aren’t expertly tuned. That being said, that backward jump-shot is real slick! 

Our tiny little Beck has to explore big stages full of ups and downs… literally. Though you might think to yourself that he looks a little comical climbing up and down those big ladders, let me assure Beck is giving even this simple task his absolute best!

 Kept you waiting, but here it is, the heart of Mighty No. 9’s gameplay: The Dash. No sign of the timid little Beck inching up those steps here, as the Dash’s fearless forward surge takes enemies head on, and shows us just how Mighty our hero  really is!

Last but not least, once you’ve weakened the enemy with a few shots, dashing into them triggers your Absorb ability, which allows you to absorb their Xel (the bits robots are made of in the Mighty universe) and convert it into power-ups! This ability is unique to Beck in the Mighty No. 9 world, and it’s this ability he has to use in order to save everybody. 

That being said, you’ve gotta be careful when attempting to absorb enemies. If they’re not sufficiently weakened first, you run the risk of getting hurt. Also, not only is the amount of damage from ramming head on into unweakened enemies greater than average, you will get pushed backward upon contact too! And if there’s a pit or trap there… Well let’s just say abuse the Dash/Dash-Absorb action at your own risk...

When you do use these actions to successfully absorb those blocking your path or, say, a Mighty Number boss, a new power surges through Beck and he…


And now that I’ve whet your appetite with that concept art entree, let’s move on to the piece-de-resistance: this month’s (work-in-progress) ROM check by Mr. Inafune.


Been a while since we had a ROM playthrough in the Osaka office, hasn’t it? Inti Creates’ Takuya Aizu and Kinshi Ikegami have made the trip all the way from Tokyo, so we promptly started the check!

The latest addition to this build is the lights-on, lights-off mechanic specific to one of the stages in the game (though not unique to Mighty No. 9...). Some enemies will take advantage of the darkness to attack you, so there isn’t a moment of respite!

 Not only is this stage gloomy at best, and its platforms always treacherous…

 But to make matters worse, enemy attacks get more intense in the dark!

  And there in the deepest, darkest depths, she lies waiting...

...And so forth and so on! To tell you the truth though, despite the fact that we’ve put up screenshots to go with the usual ROM development progress this time, this new stage received some pretty harsh feedback. The stage’s layout, the failure to capitalize on the darkness/light mechanic, and really the whole direction were criticized. But the biggest issue (that left a lasting impression) was the uninspired placement of enemies within the stage.

“It’s fine to ramp up the difficulty, but the most difficult enemy Beck faces appears again and again, and his placement pattern is repetitive. Because of that, the entire stage ends up feeling monotone, and I’d like to see a lot more variation there,” said the Inafking.

He's right, of course! Just like in a movie, you can’t make every scene the climax, now can you? Don't worry though, Beckers, you can definitely look forward to all of these issues being completely fixed by the time you get your hands on the game of course!

Inafking went on to clarify: “Think of it this way, if all you had was meat, meat, meat every day, you’d get tired of it, right? You’d start clamoring for variation like “salad! potato! steak!”, right?” 

Spoken like a true poet.


Last but not least today, we think it’s about time we gave this Mighty Number the full-blown design breakdown treatment: hello, No. 2! Can’t let the hub bub of the weekends’ announcements steal the spotlight, right? You know the drill, we hand the mic over to KIMOKIMO and Imaeda!

KIMOKIMO: No. 2’s design was revealed at the very beginning of our Kickstarter campaign. I remember thinking “Is it really alright to open with a character whose face we cannot see?” at the time, but the whole thing went on without a hitch and I could breathe easy.

 I can’t say the design has changed much between now and then. I guess the only differences now are the shape of the head and the lack of a water tank, right?

Imaeda: From the looks of the silhouette, you can’t really tell whether it’s a boy or girl. I had originally proposed No. 3 and 8 be female, but...

KIMOKIMO: No. 2’s theme is water and ice, so I thought that’d be more fitting for a female character than No. 8. That faucet on 2’s head was originally reminiscent of a ponytail on purpose, as she was designed with female characteristics in mind. Indeed, our Mighty No. 2 is a girl! In the end the faucet itself was moved to the hand, and the head became bulb-like in shape. 

KIMOKIMO: Beck’s design was based on a astronaut’s spacesuit, so when it came time to design No. 2 around the themes of ice and water, I immediately turned to a personal favorite: old-timey diving suits! These old suits have large bulbous helmets that I find adorable, so I made the character baby-like and gave her a water-bubble shaped carry-on tank. I really tried to make the character as cute as I possibly could!

Imaeda: One look at KIMOKIMO’s art and I instantly knew what No. 2’s personality was like. She would be very lively in-game, and particularly mischievous when she spoke. I even dare say her dialog was the easiest to write!

KIMOKIMO: Incidentally, the tank on her back is reminiscent of a baby bottle, while the contraption over her mouth was designed in the shape of a pacifier! When she sprays water out of her hose hand, it’s almost like a baby going potty! XD

Though she was devised to be the Mighty Numbers’ adorable mascot, I really like having her cute appearance be a stark contrast to her tremendously powerful ability.

 KIMOKIMO: I thought the straw protruding from her back was a funny touch, and was very happy to see Inafune liked it too. The problem of how exactly the tank on her back got replenished with water came up, and the solution was to have the left arm pump water and the right one discharge it. This crystallized into an interesting asymmetrical design, which is always a good thing to have.

 Imaeda: Once we settled on a design, we had to figure out how No. 2 would move in-game. So we turned to KIMOKIMO again for another session of brainstorming and the resulting set of accompanying sketches.

KIMOKIMO: I have to admit we only ever showed the final design of No. 2 as it stands today. So I thought I’d mix it up by sharing the very first (and very girly) sketch of No. 2 I thought up. TA-DAAA!

 Around the time when Mighty No. 1 was still a boxer, I’d thought Mighty No. 2’s affinity with ice would go best with a slender figure skater’s figure.

But when we settled on headphone-like protrusions as a key element of the Mighty Numbers’ design, the design we have now fit perfectly and there was no turning back.

Imaeda: The original designs really capitalized on the idea that the battle Colosseum was a sports event. As we narrowed its function down to pure combat, the design of the robots naturally focused more on that end and we got the battle-ready, powerful designs we have now.

KIMOKIMO: Given the chance, I’d love to revisit that original design and tweak it into something more combat-ready with offensive capabilities. As game development soldiers on, and I find myself with more and more time to explore different design venues and characters, I’m sure the chance to rework it into something new will arise eventually. I look forward to it! 


Imaeda: Thought I’d sign off with this wondrous photo of Inafune striking a cool guy pose in the midst of the latest ROM check. Enjoy!

Don’t think we could’ve gotten a more raw reaction out of the -admittedly mischievous- man himself!

And that’s it for the development side of things for today! Thank you, Imaeda-san!

Now let’s talk stretch goals, concerns and voice acting.

The bombshell of an announcement from Anime Expo saw quite the sizeable reaction, and we realized a few things needed to be explained. We do apologize for any confusion we caused, and want to make sure all matters are clear. We’re putting together a new FAQ now to answer the most pressing concerns, so keep an eye out for that!

Of all the feedback and suggestions we’ve received, one of the most prominent requests so far has been making both Japanese and English voice acting available for the first stretch goal. Truth is, we had intended to have both VAs as stretch goals all along, and to that end we launched the Japanese side of our new crowdfunding campaign at the Japanese crowdfunding site Makuake at the beginning of the week.

We were running on the idea that Japanese fans would be more motivated by Japanese voice acting, and English-speakers by an English one. We were surprised (pleasantly so!) by the Mighty Beckers that came out in droves to support the idea of Japanese voice work, asking us why they weren’t included in the Stretch Goals to begin with.

This led to our decision to combine both stretch goals into one, larger stretch goal, as you can see now on the Mighty No. 9 site. We understand that you still have concerns about this new process, and please know that this is an ongoing dialogue we want to maintain with the backers.

We hope you take this first step as an olive branch, and that you continue to ask us the important questions that guide our internal decisions. We look forward to your feedback!

Please keep your faith in us, and let’s keep moving forward together! ( ̄^ ̄)ゞ 

- Dina (Mighty No. 1046), KIMOKIMO (Mighty No. 299), Koji Imaeda (Mighty No. 610), and the Mighty No. 9 Team


    1. Creator Nibelung on July 19, 2014

      @Matthew Perdrisat

      "The thing with localization is that things work in some places that don't work in the other-- especially voice acting. Take Goku from Dragonball Z for example, he's a high pitched female voice-- along with his kids and father-- in Japanese."

      That specific example is the result of continuity problem. Goku have the same VA since the DB anime, and it never transitioned for an "adult" voice to keep familiarity. However, on the western world, most of us got Dragon Ball Z before the original Dragon Ball, thus the VA was selected based on an adult character since the start.

      Also, just because the character voice have an innate theme, does not mean the VA itself don't have some flexibility in working within the theme to give personality to the character.

      Finally, "the voices should match for their audience and locations" simply ignore that we only have two languages being spoken (English and Japanese), and the game will have a global audience. Even ignoring the other languages, within english-speaking countries, we have different standards. What sounds nice for an australian may not sound nice to an indian or nigerian.

      So, I think it is best to reflects what the creation team have in mind for the voice of each character, and let it spread worldwide.

    2. Creator AABAR on July 16, 2014

      @André Mateus Garcia Morel & others - In the forums it's mentioned that voices (if we get it in the 1st place) can be turned off:… - so there should be subtitles? - yeah there's no charged shot, but Beck can obtain a "fiery piercing shot":… & some transformations include charged attacks like No. 7:…

    3. Creator Reza on July 15, 2014

      One thing i would love to see is cross play or save. I'm buying the game for Vita and WiiU or my 3DS and was thinking if there would be a universal save place for all these platforms. That would be pretty cool if you guys could come up with a way to do this.
      Ex i play on my 3DS and when i'm done i select upload save game to your datacenter.
      I move to my Vita and select download save and can continue on my Vita. That would be really great. Sounds easy bit i'm sure there are allot of constrains and logistics around it. Anyway i thought i should ask :) i'm buying the game for 2 consoles right now and might go even higher so it would be sweet to not start over each time.

    4. Creator Harrison Salzman on July 14, 2014

      Every new piece of news makes me want to play the game more! Really love the insight into Mighty No. 2's design.

    5. Creator André Mateus Garcia Morel on July 14, 2014

      Every time I see something new about the game it gets me a little more excited... But I agree with some stuff said here before... The animation of him dangling feels a little too like a child hopeless to climb... And also, I miss the charged shot too. About the VA, I just wish there is an option to include subtitles along with dialogues. I'm half deaf, so it gets complicated sometimes to understand things without something to read along. Anyway, it's getting great!

    6. Creator Reza on July 14, 2014

      I really look forward to this game being a huge megaman fan.

      One thing bothers me seeing the clips is the movement, it feels a bit stall, almost like he has clue on his shoe, hard to express what i'm thinking really, i just wish he could move more fluently and not like as if there is a 1 second delay between each step. Not sure if you can get my meaning ?
      Any how i'm sure the game will be great fun.

    7. Creator Paul Andersen on July 12, 2014

      I like the absorb mechanic a lot more, now that it's been explained. I can see speed runners using it to great effect.

    8. Creator Sean Doubek on July 11, 2014

      I'm loving most of everything that I'm seeing. I have to agree with a few other people about the hanging animation. It reminds me of a kid hanging on and kicking for dear life. Also, I like the idea of dashing, but not into EVERY enemy to collect things for power-ups (or whatever it may be upon release) that may be essential to the overall game. That seems like an enormous amount of tedious repetition. There's got to be something else you could add to make the collection a tad bit easier. Maybe throw in some randomly spawning capsules that contain Xel in dead-end corners of the stages. Anyways, keep up the awesome work, can't wait for this game!

    9. Creator Josh Light on July 11, 2014

      *Foams and gushes at the vids of seeing Beck in action* Just..take all of my money. XD
      no, really the controls look tight just from the vids alone and I am loving how he's completely different and new but giving me that mega man vibe. Granted there still looks like there could be a couple of tweaks here and there and need to be worked on, but holy cow that's beautiful. I cannot wait to get my hands on this game. ;3

      Also, MN2 is a girl!? *jawdrop* that a helmet she's wearing? *now wonders what's under it* Gah, this is going to drive me crazy now! I am loving all of this. Thankyou so much, Comcpet for making me actually WANT a game so badly again. I can't wait for this game to come out!

    10. Creator Ryan Holleman on July 11, 2014

      My apologies in post twice in a row, but I'd also like to add my two cents on the hanging animation as well. Like Russell Meader said, I agree that it looks rather dangling. Even if this is to be a more lighthearted game like the Classic series of Mega Man rather than the darker areas Mega Man X offers, I think there's a way to deliver that without it just looking, again, a bit out of place. I do prefer the mechanic to something akin to wall-jumping because this hasn't been utilized in a Mega Man game before and it helps to separate itself more into its own entity with a different mechanic like this.

      Be that as it may, I do feel that the animation itself needs tweaking like the run animation. Beck looks as if he's a little kid struggling to pull himself up or having difficulty with it. It gives a more comedic feel to it, and that's not inherently a bad thing, I'm just not sure if that's the image you're trying to give Beck or not.

      Other than those two animations though (running and hanging) it's looking great. Keep up the great work guys, I believe in this project a lot and hope it inspires you (and us backers by extension) to greater heights, Comcept Staff.

    11. Creator Ryan Holleman on July 11, 2014

      I agree with Arkrite and Russell Meader. The run animation, while good, could use some tweaking I think. Beck seems a little awkward in the motion, as I found myself unable to draw attention away from that fact all throughout the videos I've seen it in. Everything else is looking great so far. The running, however, doesn't have a very dynamic feel and gives a sense of detachment between Beck and the world around him. I guess what I'm trying to say is that I don't feel his run animation reflects any of the "urgency" or "purpose" to what he is trying to accomplish.

    12. Creator Arkrite on July 11, 2014

      Also after watching the videos I'm not really keen on Beck's run animation.
      It is very well animated, that's not the problem. My issue is that his arms swing front to back like pendulums, something I'm not used to seeing anybody do unless they're skipping. The exact image that pops to my mind is a little girl skipping through a field of flowers.

      Might look better with a bit of a more runner's style of pumping one's arms. Could give him a more determined and dynamic look.
      Just my opinion.

    13. Creator Arkrite on July 11, 2014

      If there is going to be a "dark" stage it might be a good idea to make parts of Beck glow.
      Not only could it be a neat little visual, but it easily allows you to place where your own character is on the screen.
      Probably won't be a big problem on a real full screen, but he faded into the background on those screenshots.

    14. Creator Russell Meader on July 11, 2014

      I have some (hopefully) constructive criticism based on the videos you show in this update.
      First one: The basics, running jumping and shooting. The run animation reminds me very much of Megaman 8's runcycle, and while that's neat to see, it always struck me as a little bit of an awkward animation. It's a little "Flaily". I don't mind if it stays that way but it's just something that always bugged me slightly about those animations in MM8/Rockman & Forte. On the positive side, the speed and fluidity of the movements is fantastic and it looks really responsive. I'm sure it'll play fantastic when I get my hands on it!

      Second Video: Doooo NOT like that dangling animation. Again, it's too quick and it looks a little silly. It's not a gamebreaker again, but it feels out of place. That said again, I have no issues whatsoever with the speed of movement up and down ladders, or that you can grab onto objects and dangle from them. I love that. :D I loved the wall-slide/Walljumps from the Megaman X series and while I don't think that would fit well with Mighty No 9, I do really appreciate some kind of ledge grabbing and such. Nothing is more frustrating than being just a few pixels short of a jump and seeing it sail past your face with only certain doom below you! Regarding mounting a ledge though, is it a case of pushing towards the direction you want to climb or can you just jump to launch yourself upwards as well to make it a bit quicker if you just need speed? As long as pressing jump doesn't just drop you immediately from the ledge, and instead pressing down would drop you, that's perfect for me. I've never liked the dissonance between jump being a vertical move but also just making you let go of something you grab on without some kind of vertical motion first. It feels disconnected to me. Please, please, please, with all motion and movement and navigating a level, keep jump as a VERTICAL, UPWARDS move, no matter what. I always get frustrated when pressing jump while grabbing something just drops me like a stone.

      Third Video: The dashing? I have no bad comments whatsoever. As every second went by of that video I loved the dashing more and more. I loved the dash in the Megaman X series and I loved the air dash even more. So when I saw you could immediately airdash, I was like 'yess!'. THEN I found out you could DUCK-dsh, and then DROP dash!? Blown away. LOVE it. Thank you so much!

      As for the fourth video, the absorbtion, again, love it to pieces. It's unique and is a great new mechanic for the game which stops it being "Just a megaman clone". It's got its own feel and its own marks on the gaming world. I Love the balance of the absorbtion idea, and getting powerups from it, and having to make sure you weaken the opponent sufficiently before absorbing them. I love that you can chain absorbtions and how well you absorb them dictating how much you get from them! It leads to a lot of strategy, and the balancing of how you get damaged if you try and rush things and not weaken them first is fantastic! Surprised I didn't see any charge shots though. Will that a be a powerup thing perhaps?

    15. Creator XClark on July 11, 2014

      I will enjoy playing the game first in english and rerun through the game in japanese. :)

    16. Creator Mighty No. NaN on July 11, 2014

      Way to buck the gender design stereotypes with No. 2. Don't get me wrong, I actually kind of liked the original design concept, but it doesn't really fit the style of Mighty No 9 or its bosses. The mighty number robots all feel very distinct and really feel like they should be part of this game. XD

      As for the level design scrapping, I find that strangely reassuring. I like that they are willing to scrap a level if it just doesn't play well. ;)

    17. Creator Matthew Perdrisat on July 11, 2014

      I disagree with the previous comment. The thing with localization is that things work in some places that don't work in the other-- especially voice acting. Take Goku from Dragonball Z for example, he's a high pitched female voice-- along with his kids and father-- in Japanese. That didn't carry over to the English dub, and for good reason. It wouldn't sound right here, a grown muscular man sounding like a little girl. But it works in Japan for their audiences.

      The voices should match for their audience and locations. I don't think there should be a limitation put on the team for it. Put voices that match them for their distinctive locations. They have experience, let them use it.

    18. Creator Nibelung on July 11, 2014

      I would like to ask you guys to, when screening for VAs, make sure both japanese and english voice be as close as possible. I mean, if one character have a girly, high-pitched voice in japanese, it should also have a girly, high-pitched voice in english. Since you will be doing voice acting in parallel, this might be entirely possible.

    19. Creator giga-ganon on July 11, 2014

      also, i forgot, wasn't it originally planned that when you absorb ennemy power, something change on your body? like the legs becoming like a thank, etc....

    20. Creator giga-ganon on July 11, 2014

      i still feel the infinite dash ability makes the thing too easy, and ennemy only need few shot to get killed instantly by dashing trough them! Hope They'll do something about the grphic too... it's dull and generic, megaman games are alway colorfull, but in this one we doesn't feel that at all!

      I still love the gameplay mechanics, and i can't wait to play it, but they need to be changed a little i think! Also, reduce the upgrade text with the xel, it's too freaking big, (100 % absorb etc....)

    21. Creator Gabriel G A Bueno on July 11, 2014

      It's great to hear about the criticism of the Stage, as weird as it sounds. Big objective expactations from the high-ups means a great end product, it's very reassuring =)

    22. Creator Francisco Santiago on July 11, 2014

      I understand why No. 2 was changed to what it is, and I like it. It's fits in with the design of the rest of the game and certainly unique...but I have to say, I'm disappointed that the original won't make it into the final game.

    23. Creator Francis Chavando on July 11, 2014

      0The original design for No. 2 looks very reminiscent of the character designs from the Mega Man Zero series. I've gone back to playing those games to wait out Mighty No. 9's launch and the design looks very similar. She's thin and very sleek and has a great amount of detail.

      If the Mighty No. 9 series ever moves away from its cartoony origins I'd like to see it go in that direction.

    24. Creator Professor Icepick on July 10, 2014

      Wow, I honestly had no idea No. 2 was a girl. That's pretty cool, honestly. No pun intended.

    25. Creator H. Takeshi on July 10, 2014

      Great Update!

    26. Creator Gilbert Warner on July 10, 2014

      Glad to see Beck's Dash is more reminiscent of Mega Man X's than his classic series counterpart. Much prefer the additional jump boost to a dumb slide move.

    27. Creator Michel Hideki Okada on July 10, 2014

      Now I'm relieved! Thank you for the Japanese/English VA,

      Because I'm living in ocident, But I'm a Japanese guy in Brazil!!!! We don't speak english!! Just Portuguese and Japanese!! And the japanese games who comes here generally are only with english voices . That's very very very very very... and very disappointing.... Thank you for this!

    28. Creator Ryan Bell on July 10, 2014

      This is amazing. I love how Mighty No. 9 is doing something different with the whole use the bosses power gimmick. I always wished Mega Man would transform when he used other powers, but he only changed colors (though I will always love Mega Man). It is nice to see this new rival to the Blue Bomber take things a step further by changing his appearance. Great job Mighty No. 9 team! Thank you for the outstanding update.

    29. Creator Scott Petrovic on July 10, 2014

      The gameplay videos "feel" great! I am interested to see how the score system will play a factor in the game. Maybe leaderboards or unlockables.

    30. Creator Jordan York on July 10, 2014

      I like that the dash doesn't allow you to go through projectiles or opponents who aren't weakened. Previous showings of the move appeared to give off an overpowered vibe as Beck hardly stopped dashing through opponents.

    31. Creator Paul Davidson on July 10, 2014

      So many game play vids! So little time!! Awesome!!! Hi KIMO Kimo!

    32. Creator Justin on July 10, 2014

      It's awesome how far you've come in such little time.

      Gotta admit though, not a fan of the absorb mechanic. It looks painfully repetitive.

    33. Creator Saulo Aquele Lindo Ottoni on July 10, 2014

      OMG, they've used Egoraptor's Jump'n-Shoot-man

    34. Creator Bernie Santana Holcomb on July 10, 2014

      Hey I got a idea Mighty No. 0 the rebirth of
      Zero and ProtOman. Hey can be a new dlc boss or a hidden boss and he have a blaster but his main weapon be his 0 sword and Beckgets that when he wins and Call gets the 0 boomerrang or reflectorshield. What you think tell me honestly fellow beckers

    35. Creator Jack Aldridge on July 10, 2014

      Those kicky legs in the second video!

    36. Creator David Bradshaw on July 10, 2014

      Am I understanding that right? The game will have both Japanese and English voice acting available as options to choose, I guess from the options menu? That would be a really cool feature to have.

    37. Creator Melissa Lee on July 10, 2014

      Really wish you hadn't mentioned the way the bosses used to be with like the olympics, because now I wish that's how they could have been. Skaters, runners, boxers, swimmers, gymnastics, archery, weightlifting, fencing etc. all sound like a really neat theme overall.

    38. Creator Kyle Harpster on July 10, 2014

      Maybe its just me, but I don't much care for the run animation. It is a bit to bouncy and kiddie for me. I was hoping for more of a Mega Man X vibe from this game and less Mega Man 8.

    39. Creator DuoDynamo on July 10, 2014

      Nope, no e-mail here either.
      Though it doesn't matter much in my case, since I always keep stalking the KS page on update days.

    40. Creator Carlos M. Garces on July 10, 2014

      Damn, still long ways to go.

      Keep them updates coming:)

    41. Creator Nakano on July 10, 2014

      Nice update and this actually has a very professional tone in it. I like the MN2 sketch! Reworking it to be in the game in some form would be great.
      Has Beck's running animation got developed more as I think it looks more polished now? Charge shot would still be a nice feature too.

    42. Creator Joshua Callahan on July 10, 2014

      I have to find Inafune's comment about meat funny since he says meat meat meat and then a few other things then steak...which is meat again :P

      that and i actually do eat meat every day because I don't really like much else. though i have potatoes with my meat. Either way awesome update! hope this goal is met so I can play with both voice overs and decide which I like better :)

    43. Creator "Wakko" on July 10, 2014

      *hacks into brother's email account*
      Hmmm, no email here either. Very peculiar indeed.

      Not a backer myself, but I must say that I’m a little disappointed with the update. What happened to withholding information from your backers comcept? What happened to your evil ways?!
      *sips champagne in frustration*

      On a personal note though, I did find the initial concept art for the game most appealing. But seeing the game going for the 2.5D design is slightly disappointing...well, I would be “disappointed” if I actually backed this project. So joyous day, I care not!
      *happily sips champagne*

    44. Creator The Maverick Eye on July 10, 2014

      @Nenets, David
      You guys are not the only ones. I didn't get an email either.

    45. Creator Yan Zhao on July 10, 2014

      Good update and glad to know both ENG and JAP VA will be part of the first goal.

    46. Creator David Cisneros Parra on July 10, 2014


      I didn't get any email update either.

    47. Creator Nenets on July 10, 2014

      This update sure was content-rich! Am I the only one that hasn't gotten an email about this update though? I only found out through the official website.

    48. Creator John Paul Kaylor on July 10, 2014

      Definitely liking the way the game is coming along, especially having you guys highlight certain actions above.

      As for the voice acting decision, I'm very happy to see you guys are working to make both provided. As someone who's been learning Japanese, also the idea of having Beck and crew speak in the Japanese language, I'm greatly glad you guys have decided to include the options in the stretch goals. Really looking forward to both possibilities of what Beck and crew will sound like in English and Japanese voices and I hope both these stretch goals make it!

    49. Creator David Cisneros Parra on July 10, 2014

      One of the best updates so far, I like the dash mechanics a lot, is not your averge dash mechanic that's for sure.

    50. Creator OtoshiGami No. 40723 on July 10, 2014

      Anyway, the Dash will come in handy as a Risk and Reward system, possibly to gain power ups or an life recover. No. 2 as a Girl is good because we can't have always have 1 female boss in every game. As for the harsh criticism for the stage, I agree with Inafking. it needs a random SPAWN POINT for the DIFFERENT Enemy or Platform so that we don't need to face it over and over again and also screw the player's mind that is not the case.