Phantom Fury – Dev Blog #2: “The Music” by Aleks Kmiec

Greetings everyone!

It’s time for the second Phantom Fury dev blog! Music composer, Aleksander Kmiec, is talking about the process of creating the music for the official soundtrack to Phantom Fury, his inspirations and influences, and a lot more!

The Inspirations of Combustion

Hello everyone! My name is Fredrik, director of Combustion.

A common question I get from people is “What is Combustion?”. That, dear reader, is something I hope to explain in these developer blogs. I think a good start to answer that question is to look at and explain how Combustion started and what works inspire it.

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.

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”.

This website uses cookies. By continuing to use this site, you accept our use of cookies.  Learn more