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”.

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.

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