Tireless: Prepare For the Adrenaline cover
Tireless: Prepare For the Adrenaline screenshot
Genre: Platform, Adventure, Indie, Arcade

Tireless: Prepare For the Adrenaline

Progress Report - June

Hey there!

Happy to share things are going fairly smooth for the game.
Work on levels has been steady, and development overall has gotten a bit easier.

My dad is back at making the music for the game which is great!
My focus has been primarily on level design since that is currently the biggest priority.

Here's a video of how the game is looking in its current state:
Quick gameplay footage

The game has had a successful transition to unreal engine 5!



The game has got new textures, and more variety of visuals.
Skybox is filled with more elements that make the game more colorful, brighter and nicer to the eye.



6 levels so far have entered the state of completion and I'm planning to do 9 total along with a 'bonus' level and obviously the tutorial which has always been present.

I'm back.

Hi there again,

I hope everyone is doing well.
It's been almost a year since I posted about "quitting" development for TIRELESS.
- Previous post -

Circumstances have changed.

I may not have the money or as much time, but what I do have is the support of friends and family, which has always been incredible throughout the years. I wish to make up for it by trying my hardest to push this game to its release. Although things have not drastically changed for the better, I do have just enough to work with.

The biggest obstacle to finalizing the original concept with enough content and complexity for the game is the severe lack of resources. As this isn't a AAA title, I'm not going to follow that route. As a solo developer, I've made the mistake of consistently pushing myself beyond my limits and putting the future of development at risk.

Over the years, I've learned a lot, and one of the most important things an indie dev should understand is to start small. I've quite literally learned how to make video games through my work on TIRELESS.

It's important to be ambitious, but also to keep oneself in check with reality. Everyone has limits, and it's important to know them.

This doesn't mean I plan on releasing the game in an "incomplete state". Rather, I am no longer going to stray into the area of the unachievable.

Note: I am talking about my own goals and ambitions here, I never made any promises I couldn’t keep.

TIRELESS has been in development since July of 2017. The thousands of hours of effort are only worth it if I finish what I started. Throughout the years, I've focused on perfecting the gameplay mechanics of the game so that the final experience is as smooth as possible. While that was my primary focus, it still took several years of hard work and implementing feedback to reach a point where players were happy with the state of the game.

I hope to release the game within the next few months with a balanced amount of content that I can make within the time and resources I have.

I am removing the demo from Steam because my main focus will be working on the release version of the game, and the demo will no longer represent the final product.

TIRELESS has been a passion project and my path to becoming a game developer. It has been a fun journey so far, and it is time to bring it to a close.

I'll try my best to keep everyone updated on my progress, and I hope to see you all in-game soon!

I would like to take a moment to acknowledge the contributions of my father, who creates all the audio and music for the game. Additionally, my great friend Rich has done a lot of 3D modeling for the game, and it's thanks to him that the game looks as good as it does.

It was a good run…

I don’t honestly know how to even describe the feeling, for several months I’ve been in a phase of accepting my new reality, thus only now I can really talk about it.

Due to several unforeseeable negative events, I’ve been forced to cancel working on my project indefinitely.

We reached a point of bankruptcy and have been struggling for months to find a way out of this mess. It’s been the most difficult time of my life and has been an even bigger struggle for the rest of my family.

I won’t go into detail, but I will let everyone know that I worked 5 long years on this project, it was my biggest passion, to a point where I invested so much in it, I ended up heavily dependent on circumstances around me in order to develop it. This project now requires full time work and additional hands which neither of which I can afford.

I grew as a person throughout my time working on it, these years where the most impactful in my life.
I hope if nothing else that I was at least able to make some people feel joy within this creation.

Thank you to all those that were supportive over the years, and I am more sorry than you’ll ever know that I couldn’t get this project to the finish line.

I might have not earned a penny from this project, but I cannot call these years a waste, since I was always in it for making a good game over anything else.

I’ll leave the demo of the game publicly available since I feel like there is still some fun to be had in what little content there is within it. You can find the demo in itch if you want to play it from there instead.

Demo Update 3

Hi there everyone! Happy 2022!

I’m really excited to bring yet another update of the game.
TIRELESS has changed a lot throughout the years due to player feedback. Many severe changes in terms of the overall gameplay have been made, solely based on the feedback of players.
This update addresses every major complaint and suggestion of players who have gone through the trouble of leaving their constructive criticism for previous updates.

Let’s have a look at the most noticeable quality of life changes and additions.

- Gamepad revised. To improve the infamous gamepad experience in the game, I've decided to change the game to favor controller gameplay. Levels are designed in a way that allows a fair experience for gamepad controls, and the controls have been improved for a smoother experience. The gamepad is more reliable and easier to use than ever before.

- Mouse controls revised. To keep a balance between the mouse and thumb-stick gameplay fair, mouse control has been altered, however, this may be subject to change in case a better way can be found to accomplish this.

- Added a heavy turn (drifting) mechanic. An easy way to make heavy turns in certain situations where regular steering isn’t enough.

- Complete overhaul of the in-game tutorial.

- Removed energy system, scattered orbs only serve to give more lives.

- Revised checkpoints. There are more checkpoints within a single level, and they are easier to activate.

- Added coyote time. In case you unsuccessfully jump off of a platform, you will still be able to jump if you press the jump button in between a short time after falling off of a platform.

- Added instant teleportation portals. These are great in adding a sense of surprise and practicality to the level design.

⁃ Removed use of refueling adrenaline. Once activated, the adrenaline mode is permanently activated and can be used instead as a boost into max speed if the adrenaline meter is fully charged.

⁃ Added the speed-point platform. A platform dedicated to a permanent increase in maximum speed for the current level.

These changes have a severe impact on the gameplay of the game that has throughout testing, proven to offer a much smoother and more merciful experience.

Be sure to leave your thoughts on the new update when you get a chance to play it!
Thank you for sticking along on this journey of the game’s development.

Demo Update 2

Hey there!

Major news everyone! The wait is over and the second level of the demo is finally here. Yes, a brand new level, it's longer, speeds are higher, and the challenge is greater. It comes with a brand new soundtrack and... well let's not spoil all the fun.
Have fun and enjoy!

For those of you who would like to take a sneak peek, check out the gameplay!
https://youtu.be/wnR_P-f6ljQ

Demo Update 1

Hey there everyone!
Demo Update 1 is here.
Here are some of the things that changed:

-Alternative paths. Highly requested feature as most on this list are, but this one was always the highest priority, I'm happy to finally have it in the game.
-Tutorial videos updated with new voice acting. It came to my attention that the previous tutorial sequence simply wasn't doing a great job at explaining in-game mechanics and many players ended up confused with its mechanics.
-Sliding time increased.
-Added instant respawn and reset hotkeys. Now you can custom bind a key to reset the level, as a speedrunner, you will find this very useful. Respawning is now a manual mechanic. You can respawn at any time by pressing a key-bind. This will also allow me for improved creativity and freedom in level design.
-Jump off alert.
-Added Ninja Run. The weeb dream.
-Removed camera auto adjustment when using keyboard and mouse controls.
-Default camera sensitivity adjusted. You can always change it in the advanced settings.
-Removed fullscreen option. The game now only runs in window/borderless mode, this has proven to solve a lot of hardware issues that players have experienced.
-Many, many, many bug fixes.

Hope you enjoy the patch, all changes and improvements are due to player feedback, it's what helps the game improve.

Addressing player feedback.

Hello everyone!
In just a few days since the demo has gone public, we had over 1000 players get their hands on the game and play it for the first time!

We've gained a lot of players from a recent Reddit post that reached the top post of the week. I've been reached out to by many game developers and those who are just starting out in their game dev journey, I'm flattered by your words, you inspired me to become better at what I do. Thank you.

I've received a ton of feedback and I'm very grateful for it. I have read all of your feedback so far and will keep doing so. Through past experiences, I've learned what constructive feedback means and how to properly consider what to take into account when making changes to a game. I will do my best to prioritize the most common complaints and work on fixing those issues first.

To those who have requested additional features, I hope you understand that as a solo developer there is a limit to what I can implement, so even if a feature may be highly requested I still won't be able to satisfy that request.

The feedback has been truly positive thus far, the game is designed for a specific audience, and those who are into games like TIRELESS have shown great satisfaction from playing it.

The most requested feedback from such players is "Make the game faster and harder." and I want to assure you, that is exactly what TIRELESS is all about. The demo level is here to demonstrate a bit of what the gameplay is like and to get you familiar with the controls, but it doesn't show the full experience. The game however does progress in difficulty so lower levels are bound to be much easier. The previous demo had a severely difficult first level for new players and so I'm happy this one turned out to be just right for most players.

Throughout the next few weeks, I'll be working on changes and additions to the game that will help improve the user experience according to the feedback received.

Thank you all.

TIRELESS Public Playtest Available Now

Hey there everyone!

After 2 long years, we are once again sharing a public demo of the game.
We are so excited to have the demo once again available for download to anyone interested to test out the game.

The game's visuals have improved over this span of time, and the game was taken in a slightly different direction which brought the game closer to its original idea and concept.

Here are some new screenshots of this update.






We hope you enjoy it!

TIRELESS - Blur & Haste

Hey there,

Say hello to the new pacer.

The game now features the option to choose between two pacers, Blur & Haste.
Adding Haste has been in the plan for a long time, and the pacer is finally here.

Choosing a different pacer doesn't affect gameplay in any way, it is simply there as an additional feature of the in-game customization.


Along with a brand new pacer, Blur has also had a complete makeover to better suit the new environment and its counterpart.

Private Test Closed

Hello there!

Quick update on what's been happening.
With the finish of private testing I've gathered much needed feedback that will definitely improve the gaming experience. This also means that we're getting closer to publicly releasing the demo of the game which I'm really looking forward to.

Here's a new gameplay demo, check it out:
[previewyoutube="czMf-jLyT98;leftthumb"]