Space Girl -v0.01- -koooon Soft- [upd] (Works 100%)

Koooon Soft understands something many AAA studios don’t:

: Be careful when building near uneven terrain; structures can sometimes clip through the ground, making them inaccessible. Save Corruption

"Wait, pirates?" Lyra lunged for the manual controls, but the console locked. "Space Girl, give me back the helm!" Space Girl -v0.01- -Koooon Soft-

Placeholder items (Space Rations, Wrench, Mysterious Data Drive).

The game's visual design embraces a clean, distinct sci-fi art style reminiscent of classic late-80s and early-90s arcade setups, combining mechanical, metallic corridors with organic, glowing alien nests. Analyzing the "v0.01" Tag: What to Expect from the Alpha Koooon Soft understands something many AAA studios don’t:

By releasing the project at its absolute foundation, Koooon Soft isolates core platforming and shooting bugs before layering asset-heavy additions like detailed backgrounds, cutscenes, or expansive audio tracks. For enthusiasts of indie game curation, keeping tabs on these foundational builds provides a front-row seat to the evolution of game design.

| Feature / Addition | Implementation Status (Post -v0.01-) | | :--- | :--- | | | Voice recording was commissioned shortly after the release of -v0.01- and was still pending delivery in late 2024. | | Sound Effects | A list of needed sound effects was created and commissioned, also pending delivery. | | Background Music | The BGM for Stage 1 was commissioned and completed by late December 2024. | | User Interface | The UI was still in a "prototype" or "test production" phase at the end of 2024. | | New Enemies | The Float Tangler (nipple-drilling tentacle enemy) was fully designed. The Pirates Slave was also designed, featuring a large number of layers to accommodate its varied appearance. | | New H-Scenes | The H-scenes for the Pirates Slave (a kiss and a "shell" scene) were drawn, and the Face Grabber 's second H-scene was completed. | | Animation | As of March 2026, the development focus was shifting towards creating the actual in-game animations in Spine. This was noted as an "unfamiliar task". | The game's visual design embraces a clean, distinct

(Grinning) "Maybe. But in v0.01 of this universe, I get to decide what’s a hazard and what’s dessert. Come on—the oxygen scrubbers are acting up again. I need a hand in the engine room." System Logs (Flavor Text)