In July, many things unfolded across both Japan and the United States. One of the most notable developments was the rise in ZAGE's overall efficiency and production quality, largely credited to the influence of Zanichi. His arrival had an immediate impact. With years of experience managing large teams at Sonaya, Zanichi streamlined workflows, improved communication across departments, and reinforced ZAGE's development pipeline. The result? A significant boost in both productivity and morale throughout the company.
Meanwhile, in the United States, the release of the Light Gun and Duck Hunt was a massive success. These titles sold like hotcakes, creating a frenzy that took even Emerald Wings by surprise. James and Ryan, who managed ZAGE's American distribution through Emerald Wings, found themselves overwhelmed by demand and had to urgently call Zaboru for additional stock. Fortunately, Zaboru had anticipated this reaction—he knew how enthusiastic American audiences were when it came to gun-related entertainment.
Because of the market noise from Duck Hunt and the Light Gun, Zaboru chose not to release any new PC game titles during July. He didn't want to risk overwhelming gamers by flooding the market with too many simultaneous releases. Unlike console games, PC titles had a different marketing rhythm, and Zaboru wanted to treat the platform with deliberate pacing.
Also in the U.S., a number of small software companies began expressing interest in becoming third-party developers for ZEPS. They reached out through Emerald Wings, and Zaboru gave them the green light—on one condition: Emerald Wings would handle everything, including contracts and, ideally, securing manufacturing partners in America. Zaboru encouraged them to replicate the Japanese third-party process, with the same screening and quality expectations and for this Zaboru offered them assistance if the 3rd party game developer game is ready to review. They should visit Japan and the Zaboru and ZAGE team will review them personally. And, he added one caveat foreign developers opting to present their games in Japan would be subject to an additional fee to cover the logistical differences.
Back in Japan, DOOM was gaining recognition as a landmark release. While not many consumers owned a personal computer capable of running the game, the tech community was buzzing. Software engineers and programmers praised DOOM for its groundbreaking engine and flexible source code mainly because DOOM Went Viral in the USA and Japanese audiences are curious about it. Even Hikaru Kurata—CEO of Sonaya and one of its major shareholders—reluctantly admitted defeat in this area. He hadn't expected Zaboru to have such strong capabilities in not only console and game development, but PC software engineering as well. For now, Hikaru had no plans to push Sonaya into the PC gaming space. Their current PC hardware, both in Japan and the U.S., was mediocre at best.
On the publishing front, ZAGE's official gaming magazine, ZAGE POWER, released its June and July issues to growing fanfare. Gamers quickly learned to trust the publication, and many eagerly awaited each new edition for developer interviews, sneak peeks, and gameplay tips.
Development on the upcoming handheld console also remained steady. Zaboru had begun work on four launch titles, each carefully designed to showcase the handheld's strengths. He hadn't settled on a name for the device yet, but he figured that was a problem for another day. As things stood, ZAGE's first handheld system was on track to launch by the end of September, with strong momentum behind it, also he was still keeping the detailed handheld plans secret for now even from his employee and close friend.
As for 3rd party game developer releases on ZEPS, there are only 1 of them this month and it's called Sushi no Senshi!, basically its action platformer that you play as sushi chef and the enemies is fish man , Quite unique really, and developer oh this game is called Wasanebo
Next come the most important stuff of this Month which is July release , July Release this July release are only 5 games, why because Zaboru are divide his attention to make another game in handheld , Zaboru also want to focus this month with Absurd game , that still really good and playable.
Kick Master
First up is a bizarre but exhilarating title called Kick Master, a side-scrolling action platformer that blends traditional beat-'em-up mechanics with RPG progression. In this game, players step into the role of Thonolan, a skilled martial artist on a mission to rescue his kidnapped brother and save a princess from the clutches of the evil sorcerer Belzed. Zaboru, bringing his personal touch, swapped the original magic system with a Chi-based energy system to better reflect the game's martial arts theme.
At the start of the game, Thonolan has access to a basic set of kicks—standing kicks, sweeping kicks, and a jumping dropkick for aerial enemies. As he levels up, he gains access to an impressive arsenal of signature moves, each serving a distinct tactical role:
Split Kick – A mid-air move that hits enemies on both sides of Thonolan. Perfect for crowd control.
Double Front Kick – A dual-legged strike that deals heavy damage during a jump.
Moon Assault Kick – A backflip kick infused with Chi, ideal for targeting enemies behind and front of him.
Sliding Kick – A swift, low kick that knocks down enemies and can slip under low attacks.
Thunder Kick – A Chi-charged attack that unleashes thunder damage with splash effects.
Tornado Drive Kick – A downward spiraling kick that slams enemies below.
Fire Kick – Another Chi-based move that scorches enemies on contact with potential area damage.
Wind Flying Kick – A wind-enhanced flying kick that propels Thonolan forward with speed and force.
Super Kick – A high-level, focused high-damage kick capable of staggering even the toughest bosses.
Zaboru also introduced Martial Arts Scrolls to deepen the gameplay. These scrolls, unlike kicks, are consumable and limited-use. Thonolan might pick up rare scrolls like Dragon Claw Scroll, which summons ghostly dragon claws to rip through enemies or Flame breath scroll that unleash flame waves to enemies or Summon Thunder that summon thunder to strike the enemies. To make things even more interesting, Zabo-man makes an appearance as a hidden NPC. If players manage to find him within a stage's secret area, he'll give them a random scroll. His Z-card simply reads: "Find me and I'm gonna give you something."
Level design across Kick Master is rich and varied, ranging from eerie forests and treacherous caverns to towering castles and mystic temples. Stages feature vertical layouts, secret paths, and tucked-away loot to encourage exploration. Enemy types are equally diverse, including goblins, animated skeletons, dark sorcerers, and giant grotesque bosses with unique attack patterns. Boss fights demand keen observation and precision, pushing players to make full use of their skillset.
Zaboru even sprinkled in a subtle homage to Hokuto no Ken. Some NPCs drop hints about a legendary martial art from the west called Hokuto Shinken. It's a reference although the player from this world didn`t know what Hokuto shinken was but Zaboru will make them know in future and there's more. Zaboru add easter egg its written on Game Manual but very small , make the player harder to spot it and the easter egg is If the player beats the entire game using only kicks and never touching a single scroll, they unlock a secret post-final boss: the Spirit of Kenshiro Kasumi, claiming to be the 62nd successor of Hokuto Shinken. This hidden battle is intense and showcases Hokuto Shinken Expertise like Hyakuretsu Ken , or Tenha, and Zaboru makes this boss fight hard as hell.
Overall, Kick Master is chaotic, creative, and definitely weird—and that's exactly why Zaboru loves it. To him, it's a passion project, a strange game from his previous life that he's finally had the chance to bring to life, his way.
Road Rash
Next up is Road Rash, a hilariously chaotic racing game with a unique twist—violence on wheels. Unlike normal racing games, this one focuses on dodging police, sabotaging rival racers, and causing total street mayhem. The action unfolds on public roads, where players must weave through unpredictable hazards like pedestrians and random traffic. Successfully avoiding pedestrians doesn't just save time—it actually earns players boost points, which they can use to upgrade their motorcycle, buy new bikes, or even purchase weapons.
Weapons play a central role in the game's combat system. Players can equip items like clubs, chains, or stun batons, and using a directional input combined with the O button, they can swing their weapons left or right mid-race to knock opponents off their bikes. Timing and positioning are key—landing a clean hit while speeding down a highway is as satisfying as it is challenging.
Zaboru added extra depth by introducing multiple types of opponents and law enforcement. There are standard riders and officers who can be attacked like usual. Then there are Guardian types—immune to weapon damage and requiring tactical avoidance. Finally, Assault types aggressively strike back and can knock the player off their bike if not dealt with quickly, a very strong special police type that will appear if the player hits a pedestrian too much. This variety forces players to think beyond speed and aggression, adding strategic layers to every race.
Of course, it wouldn't be a Zaboru game without a cameo from Zabo-man. In Road Rash, he takes on the role of a Super Special Police Unit officer—one of the toughest in the game. Zaboman not only defends against player attacks but can also chase and strike with punishing precision. He only appears once the player has maxed out their upgrades, making him a late-game surprise boss encounter. His Z-card reads: "When you're at your peak, I'm gonna catch you."
Visually, Zaboru enhanced the graphics and tightened the riding physics to make the experience smoother, faster, and more immersive than its original game in his previous world. The result is a bizarre, brutal, and unexpectedly addictive game that turns every race into a street brawl on wheels. Zaboru didn't know if the player would love it or not, but he didn't really care that much, he Just wanted to make this game!.
Ghost n Goblins
Next on the list is the diabolically difficult Ghosts 'n Goblins—a game that's as legendary for its brutal difficulty as it is for its iconic design. Zaboru remembered this game vividly from his previous life, mainly for the sheer frustration it caused him. It was one of the few titles that made him physically throw his controller across the room, and for that reason alone, he was determined to preserve that exact chaotic, rage-inducing spirit in this remake in this world.
Ghosts 'n Goblins is a side-scrolling action platformer where players control Sir Arthur, a valiant knight tasked with rescuing Princess Prin-Prin, who has been abducted by demonic forces led by the evil Astaroth. The game throws players into six grueling levels teeming with relentless enemies, deadly traps, and unforgiving platforming sequences. Arthur begins each stage clad in full armor and armed with a spear. But a single hit strips him of his armor, leaving him in only his underwear. A second hit? Instant death. It's a setup that never lets up.
Throughout the game, players can find new weapons hidden in treasure chests or dropped by enemies—ranging from the fast dagger and powerful axe to the fire torch and the slow but critical cross. Each weapon brings its own pros and cons, and mastering when to switch or stick with one is essential to survival. The weapon you carry can drastically affect your ability to deal with enemies, especially the fast-moving or airborne types that swarm you without mercy.
Enemy types are as cruel as the level design zombies, red devils, flying ghouls, and towering armored giants spawn endlessly, forcing you to stay on the move and memorize every pixel of the screen. The levels are linear but stacked with punishing enemy placements, tight platforming, and environmental hazards like collapsing platforms, fire pits, and narrow jumps under pressure. Each level culminates in a tense boss fight, testing your reflexes and weapon handling to the limit.
And just when players think they've finished the game—they're hit with the ultimate troll: the first playthrough is an illusion. To truly complete the game, players must beat it a second time, but the Final Boss Astaroth can only be beaten by Cross Weapon , and do players know this? Who cares!. Only after beating Astaroth for real, the player can get the true ending and save the princess.
As expected, Zabo-man makes a cameo appearance. If Sir Arthur manages to find a hidden Z Token during a stage, Zabo-man will appear dressed in a black tunic and gray cowboy cap, wielding a curved boomerang-style weapon. He sweeps the screen, defeating nearby enemies, then leaves behind a healing potion before vanishing. His Z-card reads: "Find my token, then I'll help you."
Overall, Ghosts 'n Goblins is a masterclass in pain. It's unforgiving, relentless, and absurdly hard but that's exactly what Zaboru wanted. For him, it was a love letter to a patience gamer challenge, a reminder that sometimes, beating a game wasn't just a win—it was survival.
Gun Smoke Redemption
Next up is Gun Smoke Redemption, a wild and intense vertically scrolling shoot-'em-up with a heavy dose of Old West grit. The original version in Zaboru's previous world was simply called Gun.Smoke, but Zaboru couldn't resist adding "Redemption" to the title—it felt more "cowboy" that way, though the player from this world would never understand the reference.
The game puts players in control of a bounty hunter named Billy Bob, who travels across dusty Western frontiers to hunt down the most wanted outlaws in the land. Each stage builds up to a dramatic boss showdown, but not before the player battles through waves of henchmen, dodging bullets and debris in true gunslinger style.
The screen scrolls upward automatically as players guide Billy Bob using directional inputs to weave through enemy fire, environmental hazards, and tricky level layouts. Shooting is done in three directions—straight ahead, diagonally left, and diagonally right—mapped to ZEPS controls: the X button fires diagonally right, O fires diagonally left, and pressing both at once fires directly forward. Zaboru kept this unique firing mechanic intact, considering it the soul of the game. Mastering this directional control system is key to surviving the chaos.
Enemies come at the player in relentless waves—gunmen on foot, bandits on horseback, exploding wagons, and even threats from elevated cliffs like dynamite-throwing sharpshooters. Each area features unique enemy types and level-specific obstacles, giving every stage its own flavor and rhythm. Players can shoot barrels and enemies to uncover power-ups, including speed boosts, rifle upgrades for wider spreads, and smart bombs that clear the screen. Money bags, either dropped by foes or hidden in destructible objects, serve as currency used to purchase upgrades from secret shops scattered throughout the levels.
One of the defining mechanics of Gun Smoke Redemption is the wanted poster system. Each level has a boss, and players must obtain that level's wanted poster—either by finding it or buying it in a shop with currency. Without the poster, the level won't progress, forcing players into a loop until they collect it. Bosses are designed with exaggerated Western flair, including:
Jiraiya the Cowboy Ninja – blending stealth with shurikens.
Titus the Armored Horseman – a tank-like rider with high durability.
Darko the Cowboy from Hell – a ghostly outlaw with fiery attacks.
Temu the Cactus Mutant – launches spines and regenerates health.
Arthur Martson – the final boss, a dual-wielding gunslinger with deadly precision.
Zabo-man makes a cheeky appearance too. In several stages, he's tied up as a hostage, and the only way to free him is by shooting his bindings. When saved, he rewards the player with bonus score points and says "You are very cool" in classic pixel text before vanishing. His Z-card reads: "Help me, then I will give you something."
Overall, Gun Smoke Redemption adds variety and Cowboy charm to ZAGE's growing library of shoot-'em-ups, also Billy Bob can become Sheriff Juan from Sonaya rival.
Life Force
The last game of the month is Life Force, a standout shoot-'em-up that distinguishes itself by blending horizontal and vertical scrolling stages into a single, cohesive experience. In Zaboru's previous world this game is Developed as a spiritual successor to the classic Gradius, but Life Force this title takes the genre into a completely different realm, one where players fly inside the grotesque anatomy of a massive alien organism. While ZAGE other space Shoot em up Gun-Nac leaned into wild sci-fi energy, Life Force adds a dark, biomechanical twist that makes every level feel alive, hostile, and unpredictable, Also Zaboru didn't change too much of this game from his previous life, because it's already good as it is.
Players take control of the legendary Vic Viper, and in two-player mode, a second pilot joins the action using the Lord British starfighter. The game is composed of six intense stages, with scrolling perspectives alternating between horizontal and vertical. Each stage represents a different organic environment within the alien entity, such as pulsating stomach tissue, neural pathways sparking with energy, ribbed walls of bone, and flame-spewing arteries. Some areas even feature massive jaws or floating brains, turning the environment itself into a threat. Parts of the scenery move, constrict, expand, or attempt to crush the player, demanding precise piloting and constant alertness.
Gameplay revolves around rapid shooting, quick dodging, and smart power-up management. Destroying specific red-colored enemy formations drops capsules that power a strategic upgrade system. Rather than giving players random buffs, Life Force features a power meter at the bottom of the screen. Each capsule progresses the meter one step forward, and players can choose when to activate the highlighted upgrade. These include:
Speed Up – Increases ship movement speed.
Missile – Launches downward-projecting bombs.
Ripple – Fires wide, circular wave shots.
Laser – A strong, piercing beam.
Option – Deploys a floating orb that mimics your shots.
Force Field – A temporary barrier that blocks damage.
This system adds a tactical layer, forcing players to think ahead and prioritize upgrades based on the threats ahead.
Enemy types in Life Force are varied and terrifying—ranging from floating orbs and auto-firing turrets to enormous biomechanical bosses. These bosses often resemble twisted nightmares: a giant brain with a glaring eye that fires lasers, a flaming skeletal skull, or a multi-segmented serpent that coils and strikes across the screen. Defeating them requires learning patterns, identifying weak spots, and staying calm under bullet hell conditions.
Multiplayer co-op is a highlight. Two players can coordinate attacks, divide focus between enemies, and assist each other during hectic sequences. But the game punishes mistakes harshly. A single death strips away all collected power-ups, severely weakening the player. In co-op, if one player falls behind, it can throw off the team's rhythm, adding even more tension to an already relentless game. Respawns vary; single-player often returns players to a checkpoint, while co-op can allow immediate respawns depending on difficulty settings.
The game's difficulty curve is notoriously steep. Early levels give players a chance to build momentum, but later stages bombard them with fast-moving enemies, dense bullet patterns, and claustrophobic terrain. Survival often depends on muscle memory, rapid decision-making, and a bit of luck.
And yes—Zabo-man makes a brief appearance. In one of the deeper organic stages, if the player shoots open a pulsating organ wall, a small black-and-gray character resembling Zabo-man appears. He silently boards the player's ship, contributing bonus score. His Z-card reads, simply: "Help Me!" A fittingly cryptic cameo.
Overall, Life Force is a masterclass in tension, teamwork, and sci-fi horror. For Zaboru, a title that enriches ZAGE's Space shoot-'em-up library with both style and substance.
And that's all what happen in July, and ZAGE and ZEPS are keep moving forward as usual
To be continue
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