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 – 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.

Connecting the World of Graven

I’m Chris Holden, Lead Level Designer on Graven. Our game’s world opens up through exploration, secrets, and unique items that enhance the player’s navigation. This requires a lot of unique connections for designers to create.

Graven’s levels are big and level designers are given a lot of freedom to use the space. We found a little extra padding here and there was useful for transitioning, storytelling, pacing, etc. That’s where our smaller connection levels came into play as many of those areas grew to become their own areas of importance and the assets created for them became some of the most widely used and important modular kits for the project.

Pawgress Report: Combustion

Greetings, lovely people.

Fredrik Strøm (Littlenorwegians) speaking here. I’m the director and creator of Combustion and I will be the one writing these update posts during the game’s development.

It’s come a long way since I was a solo developer. After joining forces with 3D Realms, the team has expanded; I am happy to announce that starting from March, I will be working on Combustion full time.

Arrange Mode

Hello gamers, it’s Max ‘oasiz’ Ylitalo on the keys once again and last I wrote about “3D in Build Engine and Ion Fury” some years back.

This time I’ll be writing a few more entries focusing on level design and some other bits related to it, starting with Arrange mode. While I started off as a mapper, I quickly found myself as the “lead level designer” on the project around 2016, doing a bit of everything on the side.
As a mapper, I’m the effects guy. Coming from Duke3D mapping I’ve always had the interest on trying to push maps to do cool things and create unique game play scenarios. It’s not that different with Fury where I always try to think on how the mechanics can be pushed a little further with the existing tools available. Experimentation with these resulted in things like “Bombardier challenge” and “Queen of the hill”.

Historical perception

You may remember that our War Mongrels reveal, planned for gamescom not so far ago, was struck by absurd accusations from a few extremists and their friendly journalists.

A history researcher Irytujacy Historyk shared a video about historical perception – and Ancestors Legacy is there as one of the benchmarks. We highly recommend you watch it!

GHOSTRUNNER X DISHONORED DEFINITIVE EDITION

Dishonored – Definitive Edition

Experience the definitive Dishonored collection. This complete compilation includes Dishonored, winner of over 100 Game of Year awards, as well as all of its additional content – Dunwall City Trials, The Knife of Dunwall, The Brigmore Witches and Void Walker’s Arsenal.

Phantom Fury – OST: Motherflakker

You heard a teaser in the trailer, now experience the first, full track in our PHANTOM FURY visualizer.

“Motherflakker”

The perfect sound for a roadtrip, be it to your family’s Thanksgiving dinner, or to save mankind’s future.

Hotfix for GRAVEN is out

Hello everyone,

After the most recent Content Update, you have been able to locate some annoying bugs, so here we are, fixing them for you. Thank you very much for the feedback you are providing, GRAVEN should now run smoother than ever!

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