Greetings, Doomers! We’re hard at work on the next update, but in the meantime, we’d like to present the latest patch—our second major update—bringing the game closer to its full release.
Day progression and save system added. Content unlock logic has been adjusted for more variety. Some locations that were always accessible before now open gradually. For example, the garage becomes available on the third day.
Short cutscenes added to play between days.
Dynamic lighting implemented, allowing for visible day-night transitions.
You can see the lights turning on now in nearby houses when the night comes. Making the neighborhood more atmospheric.
You can now interact with the environment while holding an item in your hands(e.g., opening windows and doors).
More ambient and object sounds added.
Bottle physics improved.
Updated computer interface, introducing a folder and file system.
New animals added. Pigeons and cats now appear on the streets.
You can now feed the pet rat.
New TV programs added.
The ability to take multiple drags while smoking has been restored.
You can now fill the bathtub with water.
Occasionally, when picking up the phone, you might hear a mysterious stranger breathing.
Garbage accumulation and disposal system implemented.
The tape recorder can now play music.
Various bug fixes.
The "End of Despair" achievement now works correctly.
Got any questions left?
Join our discord community and ask away! You can even ask your favorite question: When is the next update coming?
See you soon! We’ll be back with more content and news.
Doomer - developer diary № 2
Greetings, Doomer community!
A new month is upon us, which means it's time to tell you what we've been working on since the release of our recent content update. We are working on a new patch that will add some interesting new features, take the first steps towards a meaningful gameplay loop, and create a more atmospheric experience.
So, without further ado, let's get going:
Bug fixes and collision improvements
After carefully analyzing your feedback, we fixed the bugs you reported to us, as well as those we found ourselves. As a result of improving the object collisions, the character's interaction with the environment has been improved. We minimized the number of random stucks, as well as fixed various other bugs, not working achievements, and minor issues.
Day / night cycle and progress saving
Creating a clear game cycle begins with this step. There is now the ability to save game progress between game days. The game now allows you to live several days, watching the world change over time. We plan to work on this system extensively in the next update and continue to develop the idea of a game cycle. Let's keep the idea a secret for now.
Transition to the next day
The day can be completed either by waiting for it to end or by selecting the "go to sleep" option. Using this feature, players can plan their own gameplay and manage time more effectively.
Dynamic Lighting
Dynamic lighting has been added to the game, allowing you to see the time change throughout the day. You can now admire sunsets and see the street lights illuminate at night, bringing the game to an entirely new level.
Opening windows and doors with objects in your hands
Now you can open windows and doors while holding objects in your hands, giving you more opportunities to interact with the world around you and transfer items between locations. As a result, players are able to do various household chores, such as taking out the trash.
A new kind of death
We all know that you should not mess around with danger, but in the world of the game, experiments are at the top of the list, so we added another death option. One more element emphasizing the dangers of everyday life. We will not reveal it to you, good luck in your experiments.
Adding sounds
The game environment has been made more lively by adding some missing sounds. We are still working on the sound component to make Doomer's atmosphere even more authentic.
Bottle physics
In order to make all objects in the game react as realistically as possible, we continue to tweak the physics. It is now possible for bottles to smash into each other.
PC interface update
We have begun updating the computer interface. We add new ways for players and computers to interact, remember how things were back then and see how we can incorporate that into the game plan. There is more nostalgia, familiar sounds, icons, and applications.
The first wildlife - pigeons
Doomer's world is coming to life, pigeons are everywhere! Their current behavior model is quite basic, they wander around the neighborhood, eat worms, and flee if you get too close. We plan to add the ability to feed them with bread taken from the apartment in the future, thus attracting them to the player.
Thank you for staying with us and keep sharing your thoughts and ideas! We'd love to hear what you think about the new stuff in the game, come chat with us on Discord or post on the forum!
Stay tuned as we continue to improve the game!
Developer Diary: Re-launching Doomer
Greetings, everyone!
Doomers Team is back and today, we'd like to share how we breathed new life into the Doomer game and what motivated us to take this step. In recent weeks, we released a major update that marks the beginning of a long journey and ongoing development of the game, which has already become something personal to us.
First acquaintance with the project.
Our team got acquainted with Doomer already after its release. The game had a huge potential and interest from the Doomer community, but, unfortunately, it did not gain the popularity it deserved and was not evolving. The project piqued our cautious interest at first, but as each game session passed, we began to see its true potential.
We found Doomer to be more than just a game - it was an opportunity to escape to a place where we felt safe and comfortable. A kind of escapism. We were reinforced in this sentiment even more when together with the publisher we ultimately acquired the rights to the project. Afterwards, a wave of nostalgia and creativity surged over us, and we realized that we had a one-of-a-kind opportunity to create something unique. It was then that a team was formed and the process of planning and writing the design document began.
A time of change and nostalgia
The game takes place in the early 2000s, just as the 90s were coming to an end and the new century was just getting started. At this time, Soviet aesthetics were merging with the flood of novelty that came along with the wave of change. This creates a special mood - the mood of our childhood, when everything was simpler and more complicated at the same time. Our memories evoke those days when the world was full of opportunities and challenges, when time seemed to slow down and we were full of melancholy and anticipation for the future.
Working on the game
As we worked on the project, we realized Doomer should be more than just a simulation. It should be a deep experience that reflects a sense of loneliness, hopelessness, inner longing and nostalgia for a bygone era that is familiar to many of us. A young man who lives alone in an apartment forms the main character of the story. In many ways, he represents the Doomer subculture: a reclusive introvert who is deeply immersed in his memories, looking cautiously into the future. He spends most of his time at his computer, watching TV, smoking, and watching trains pass by. It's more than a routine, but a chance for the hero to contemplate his emotions and face his fears.
Immersion in the world of nostalgia.
Nostalgia became the game's foundation and heart. Our goal was to allow the player to explore their own past through the lens of the game. The protagonist lives in a world where there are people, but he doesn't see or meet them. He hears muffled voices behind the door as he walks down the stairwell, he hears children cries on the playground, but these are all illusions. All that is just a light breeze on the edge of consciousness, words carried away by the wind, a life deferred.
Initially, we planned to avoid complex mechanics, leaving the player alone with his thoughts. Simple actions like turning on the computer, watching old videos, or watching trains allowed players to escape into their own memories. However, during the development process, we realized that the game world needed to be deeper and more interactive. Thus, we decided to incorporate sandbox elements, urban legends and mythology, with a sense of exploration and experimentation.
Game mechanics
Smoking will not just be a ritual, but an important gameplay element that helps the protagonist cope with the anxiety and pressure of his surroundings. Each cigarette is a moment of silence and reflection, a pause that allows the player to step away from what is happening for a while and reflect on what is happening.
The game deliberately uses sharp contrasts in its visual style. The use of dark, cold tones conveys a sense of isolation and alienation. Conversely, warm tones evoke nostalgia, as if the player is recalling something sweet and important from his past. The flickering lights of the city, the images on the TV screen, and the landscape outside create a mood of coziness and hopelessness.
First Early Access Update
With the first update, the game was filled with unique content that helped capture the atmosphere and spirit of the time. We created a large number of models of everyday objects familiar to Russians in the 90s and 2000s. There are many artifacts from that era that instantly transport you to the past and create a sense of nostalgia.
The Dendy console, which gave access to the New Reality, or the iconic VID intro, which sometimes was scary enough to frighten the children. A Nescafe can sitting on an entryway window that used to serve as an ashtray, or "Soldier's" toothpaste symbolizing the relaxed, casual way of life. We treasure small, but dear things like caps - popular collectible toys we played with at school - and "Great Dragon", a guide to the world of video games and comic books.
The atmosphere of the game is formed by all these small details. We tried to fill it with items that create a sense of time, place, and memory, rather than simply being in the character's surroundings. As a bridge between the past and the present, these things help the player return to a familiar and cozy environment - even if just briefly, but deeply immersed in a nostalgic reality, where everything has its own meaning and history.
What's next?
We took a huge step forward with this Doomer update. We continue to explore loneliness, nostalgia, and living in a world that is constantly changing. In the future, we plan to add new elements to the game that will deepen our exploration of Doomer sub-culture and our melancholy for the past.
The game is our way of sharing with the world our longings, our feelings, and our desire to return to a simpler, more complicated time. Hopefully, players will be able to stop for a moment, reflect on their experiences, and find a little bit of themselves in this game.
We all carry our pasts with us. Sometimes we just need a space where we can experience it again.
Neon Doomer 85 is your ticket to join the retro doomer movement.
Folks!!!
While we are hard at work on the original Doomer game, we invite you to join the retro Doomer movement with our spin-off project to the original game called Neon Doomer 85.
Featuring retro-futuristic aesthetics, meditative gameplay, and an amazing retrowave soundtrack. It is already scheduled to be released in October. Free of charge.
It's not a reason to panic, however! On a contrary!
The development of the original Doomer will not be affected in any way, since a very talented third-party developer 70`Strike was engaged to bring this project to life. As well as the publisher's humble efforts
Hurry up and watch the trailer. Add the game to your wishlist and we'll see you soon!
We apologize for the long absence of any news and game updates since the announcement of our roadmap. As is often the case, everything that could go wrong went wrong. As we built all the processes and implemented what we promised, it took more time than expected.
Now that the time has come, we are pleased to present you with the first content update, which is quite significant in scope, but represents only a small part of what's planned.
Let's talk about future plans before we get into the details of the update. From now on, we'll release updates more frequently. We can't reveal the content or dates yet, but there won't be such long breaks between updates anymore. In the next step, we'll rework the technical foundation of the game, optimize everything that's "under the hood", and then start developing game mechanics.
And yes, you read that right, Doomer will feature game mechanics and a clearly defined gameplay cycle. And naturally, we will add more nostalgic items, references, and elements that are signature to the time.
Sincerely yours, the Doomer team.
Now for the content update:
1) Character:
Doomer can now run, jump, and crouch;
When running, the camera wobbles more intensely than when walking;
Removed camera shake with the option to turn it on if you want to;
The phone model has been updated to Pokia :), which is more relevant to the time when the game takes place.
The phone interface has been updated with the ability to call, but no one will answer...yet.
The ability to take photos through the phone has been removed, since it does not correspond to the time of the game. We will get back to this and explore ideas of how to do photos and screenshots later. However, it won't be done with the phone camera, that is for sure.
A redesigned item interaction system has been added. For example, the rat isn't a part of your pocket anymore. It lives in the cage. You can get it out and put it back in.
Like any doomer character can now die, there are several ways to do that. Feel free to experiment.
2) Doomers apartment:
You are able to open and close almost all of the doors and windows in the apartment.
Now, there are switches in all rooms, so lights can be turned on and off.
A gas stove can be lit.
Lots and lots of authentic items that are appropriate for the time the events of the game take place. Brand new models of items made from scratch, including Dendy consoles, cartridges, videotapes, books, Great Dragon and Technics of Youth magazines, as well as video and audio tape recorders. There is no sense to list it all, just explore and enjoy.
It is now possible to pick up and inspect items. At the moment, not all of the items are eligible for that, but we will be gradually adding the ability to inspect them all.
You can now watch TV
The apartment has a telephone now, you should expect a call.
There has been a change in the apartment's furnishings. Now that Doomer has a new table, he has rearranged some stuff around the apartment.
3) Other:
The apartment building has the entrance now, you can access it from the doomers apartment. It allows you to go out onto the street, or access the roof. We attempted to make the entrance as authentic as possible using relevant objects and attributes of the time, writings on the walls, ashtrays, bottles, etc. You can explore, ring your neighbors doorbells and find ways to entertain yourself, maybe getting an achievement or two while you are at it. We'll add more activities over time.
You can access the roof now. There you can walk around, smoke a cigarette and contemplate about your life while looking at the surrounding landscape from above. That, and all other sorts of activities you can think of.
The lighting has been updated, smoothly transitioning to dynamic lighting;
A variety of ambient sounds, clocks, birds outside the window, street noise, computer startup, and others have been added;
Picked bottles can be thrown anywhere if you click the left mouse button after picking them up. Give it a try, experiment with it...
The railroad in the area is now fully operational. Watch the departing train doomer and think about life...
There are many hidden activities now. We won't reveal them, but we are sure you'll enjoy finding them. Don't be afraid to explore the neighborhood and the apartment, something interesting is surely waiting for you there.
Lines 97 is now installed on the computer.
Several parked cars appeared on the streets.
The apartment buildings themselves were embellished with authentic external elements.
Old achievements have been remade to match the spirit of the game and the changes we've made. You'll find new secret achievements as well, look for ways to unlock them and just have fun.
Enjoy the game!!!
Hard at work
Doomer EA Roadmap. 2024-2025
Hello fellow fans of nostalgia and the Doomer subculture!
While it took longer than expected, we are now getting back to you with a Doomer development plan.
Let us begin by saying that the game is being designed and developed by people who are passionate about the direction of the project, professionals as well as nostalgic gamers from the 90s and 2000s. They are fans of everything we experienced at the turn of the century. It's a real treat to work on this game, to recreate this world with its rules, mechanics, environment, and artifacts, while bringing our own thoughts and experiences. We'll continue to push this project forward.
Taking place in 1999-2000s, our main goal is to recreate the atmosphere, add authentic items, reflect the mood, music, and urban legends of the time. A major focus of the game will be the exploration and interaction of the player with the environment, as well as the peculiar results of these interactions. The search for Easter eggs, references, and everything you love will keep you occupied for hours
Updates and tweaks to the game are not yet detailed in the current plan. We have a lot planned, but we don't want to make specific promises until we are sure we can fulfill them all. The plan, however, gives you a good idea of how the game will develop.
1. Adding content. January-February 2024.
As part of this phase, we will add new models, new locations, and partially realize interactions with them.
The following list is not complete and may change depending on implementation complexity.
Models:
New furniture
New appliances in the apartment (TV, VCR, Dendy, etc.)
New items in the apartment
Locations:
Stairwell
Trash can
Bus stop
Interactions:
Ability to go to the stairwell
Ability to look through the peephole
Ability to turn on the TV, change channels
Ability to climb in garages
Ability to open and close doors in the apartment
Ability to listen to the radio
Ability to throw away garbage
Day and night cycle
Ability to turn lights on and off
Ability to open a window
And much more
2. The new mechanics. Late second quarter of 2024
During this phase, we will add content, new items, and "artifacts" of the era, as well as lay the first foundations for Meta-gameplay. Mini-games, quests, and tasks may be included.
Examples include:
PC interaction will be greatly expanded. (Jokes, references, modem sounds and access to that very specific internet)
Random interactive events will be added (for example, receiving a letter from distant relatives, turning off the lights in the house, hearing a knock at the door at night).
Using a cell phone and interacting with it will be completely redesigned. The home phone and interactions with it have been added.
Continue adding the "artifacts" of the era
And much more.
3. The interaction with the world. End of 2024.
This is the most exciting stage, and we already have many ideas prepared for it, in which we will implement the rules of the world and interactions with it. We will specify a wide range of connections and actions that affect the world and events in it.
Imagine picking up a book from the floor. What happens? What if you picked it up 10 times? What would happen if you picked it up 30 times? Or, imagine the consequences of jumping around garages after a few beers?
You will now be able to complete the game in a certain way, get different endings, or continue living in the world of Doomer
It's going to be interesting, we promise!
4. Polishing, fixing bugs, adding content, and more. 2025.
In this stage, we will polish the game, add content, interactions, and quests, preparing the game for Full Release.
And most importantly, during Early Access, we look forward to working closely with you - the Doomer community. We value your feedback, ideas, and support, and will gladly incorporate suggestions for new mechanics, interactions, or items that we may have forgotten about into the game. Several of the ideas expressed by players earlier have already been incorporated into our plan.
The road ahead is long, but we're excited to go through it with you!
Thank you!
Big News about the future of the project.
Hello, everyone!
Greetings from Conglomerate 5! Wait... what the hell is Conglomerate 5, you might be wondering. After purchasing the rights from the developer, we are now the publisher of Doomer. You need not despair, though, we are just as enthusiastic about post-Soviet atmospheric explorations as you are. Thus, our priority is to bring the game to its full release as soon as possible.
Let's take a look at what we have planned for the game in the future: - Accelerating the development process will be one of our priorities - The priority is to add new activities, features, and mechanics - A potential for adding several new locations - An even greater sense of nostalgia and sadness
Currently, we are compiling a new game design document, based on which we will create a development roadmap. Which will be shared publicly.
Stay tuned and see you soon!
The work is in full swing. A big update is coming soon.
In the meantime, a small demonstration of the new menu
Update EA 0.0.1.0
The inventory functionality for the main character has been added! Instead of a simple bottle counter, there is now an inventory where items can be stored. This is a step towards expanding the variety of items in the game.
Beer bottles have been added in addition to regular bottles. Now you can drink beer. This not only expands the variety of items in the game but also represents a small but important step towards the character's dependency system.
Resting animations have been added, including the character's breathing and swaying while walking. Interactive refrigerators have also been included.
Water has been added to the toilet, and now you can turn on the water in the bathtub. Lighting has been implemented in the apartment as well, allowing you to turn it on and off in different rooms.
The pull-up animation on the horizontal bar has been fixed, and the animation for relieving oneself has also been corrected.
Tasks that were being worked on but couldn't be added in this iteration include an Easter egg with a mouse, an economy system, and NPCs.
The next update is scheduled for July 14th, in two weeks. The focus will be on expanding interactivity and adding NPCs. Can't wait to see what's coming next!