FIRST POST OF 2026
Hello everyone,
This is Mr. Versus X again. First of all (even if it's a bit late), I want to wish you a Happy New Year on behalf of Meguido and myself; from Versus X Studio, we wish you all the best for 2026.
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This time, I’m not going to write a post full of hopes that later turn into empty promises, like what happened in 2025 (another terrible year, btw). Instead, I’ll just update you on the progress of some projects and mention that some changes are coming soon, which will be detailed in a future post.
Now, onto the important stuff:
Bioasshard
As those who follow Meguido’s Dev Reports know, the project is slowly but surely moving toward Chapter 1. We hope that this year no new issues arise to slow down development further, as happened several times in 2025.
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Meanwhile, I’ve been making progress on the environments as usual, and I can say that the main area (where most of the chapter takes place) is about 85% complete. There are about three areas left to finish this area: one is relatively simple, while the other two are tedious to the extreme.
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Meanwhile, Meguido continues adapting the grab animations to the new version of the project (as shown in the stream a few days ago). Besides that, he fixed the enemy crawling animations, which had a problem where their arms didn’t collide with the ground and would pass through it. Another task he’s been busy with is fixing the enemy dismemberment system and updating the enemy death system with new visual effects. I’m sure Meg will go into more detail in his next report, so I won’t elaborate further here.
To wrap up this section, I wish I could give you a release date for this first chapter, but for now, it’s impossible. I just hope this will be the year you finally get to enjoy the first part of Bioasshard’s story.
WaifuStream
WS has finally found its rhythm, and I’m posting several renders a week along with WIPs. So, not much else to say except to leave you a preview of some of the latest renders published.
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Chocolate con Leche
I mentioned this set in another post. I just want to say it’s going very well (only 2 or 3 scenes left to pose, then just rendering), and it should be the first release of the year. If nothing goes wrong, it should be out this month, or at the latest, February.
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Haruka
Unlike the last post, there’s been very little real progress on the game this time, apart from gathering references for the CGs and not much else. Will we finish it this year? Who knows…
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Omnia In Unum
Well, look at that, OIU survives another year (even though I thought I’d cancel it last summer) and with some interesting progress, even if only on “internal matters,” which means I don’t have any visuals to show. Here’s roughly what I’ve been working on:
Database: This is where I’ve made the most progress.
Messaging system: The programming part is done, but I still need to work on the graphics.
Tests with the battle system and skill learning system: Nothing major, just a couple of simple tests to make sure no errors pop up.
Programming a system to make enemies visible on the map to avoid the outdated random encounters.
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That’s it for now. Expect more news about OIU in 2026!
Aria’s Lament
Unfortunately, there’s been no progress on this project since the last post. It will likely be on hold for quite some time. To avoid leaving a bad taste, I want to show you how the game looks today, so here’s a first look:
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That’s all for today’s post.
Until next time, have a fantastic 2026!
Best regards.