Core Decay – Screenshot Saturday
We really appreciate the continued interest in Core Decay and we know that we’ve been silent for a bit, but the development continues according to schedule!
In the spirit of that interest, here’s a new screenshot that highlights a few of the changes that have been made since you last saw the game.
Soundtrack – Tactical Response
Hot off the presses, a new soundtrack composed by Hexenkraft!
Perilous Disasters
In the world of Tempest Rising, disasters are commonplace and rescue operations are perilous but imminent. Watch your back, commander.
Captain Ed Hayes
A former engineer from the Australian outback. Captain Ed Hayes fills the role of heavy infantry, carrying both GDF’s Networking technology and a heavy anti-vehicle laser cannon.
WRATH bi-weekly update – 3.01.2023
Long time no see, Outlander…
It’s been a busy 14 days for us, to say the least. All corners of Wrath’s production are chugging away – mapping, art, programming, sound, you name it. And the fruits of our labor are gradually coming into view. Today, we’ll be taking a look at some of our recent playtesting of E2M5 – The Watchtowers – as well as recent detailing on E3M5 – The Red Throne.
WRATH bi-weekly update – 2.15.2023
Greetings, outlanders.
Two weeks later – here’s a look at what we’ve recently been working on. In particular, we’ll show you a more detailed view of E2M2 – ‘The Burrows’ – as well as some work-in-progress detailing on our second hub map: ‘The Eventide Wastes’.
Exploring the Game Design for Ion Fury – Part 1
Hey everyone! Jonathan “Mblackwell” Strander here with Part One of a two part article on the core game design principles behind Ion Fury.
For Fury I acted as the primary programmer, the “Lead Gameplay Engineer”, and the Designer who compiled everyone’s ideas into something cohesive. I really wanted to share with everyone some of the behind-the-scenes decisions we made along the way. We had to come up with a lot of rules and guidelines to make the game we wanted, and I hope you all have fun learning about it! For now we’re going to deal mostly with the most obvious thing: How levels were designed for the game’s layered “Combat Loop”.
WRATH bi-weekly update – 02.01.2023
Greetings, Outlanders.
Another two weeks into January – we’ve been hard at work, grinding away at all the corners of WRATH we can. Today, we’ll show you another glimpse of E3M5 – specifically one of the combat encounters we’re currently playtesting. Additionally, we’ll take a look at some of the most recent E2 props we’ve finalized, and go into a bit of detail with a more general overview of our recent work, as usual.
Phantom Fury OST – Breathe Deep
Focus.
Breathe Deep.
And check out the latest OST drop for PHANTOM FURY.
“Breathe Deep” by composer Aleks Kmiec.
Phantom Fury – Dev Blog #1 – The Concept by Daniel Hedjaji
Hey everyone,
This is Daniel Hedjazi, the director of Phantom Fury.
The idea for this game has been a shared dream of mine and Frederik Schreiber for a long time, and seeing the game come together over the last few months is a wonderful experience for all of us.
Sometimes it’s easy to lose sight of a project’s core creative goals, but for Phantom Fury, we had one specific vision that we stuck to throughout the whole development: Making an interactive action road movie.