Half-Life 2

There is a saying in architecture that no building is unbuildable, only unbuilt. Structures may be impossible in the here and now, but have the potential to exist given enough time or technological development: a futuristic cityscape, a spacefaring megastructure, the ruins of an alien civilisation. However, there are also buildings that defy the physical laws of space. It is not an issue that they could not exist, but that they should not. Their forms bend and warp in unthinkable ways; dream-like structures that push spatial logic to its breaking point.

The Tomb of Porsena is a legendary monument built to house the body of an Etruscan king. 400 years after its construction, the Roman scholar Varro gave a detailed description of the ancient structure. A giant stone base rose 50 feet high, beneath it lay an "inextricable labyrinth", and atop it sat five pyramids. Above this was a brass sphere, four more pyramids, a platform and then a final five pyramids. The image painted by Varro, one of shapes stacked upon shapes, seems like a wild exaggeration. Despite this, Varro's fanciful description sparked the imaginations of countless architects over the centuries. The tomb was an enigma, and yet the difficulty in conceptualising it, and the vision behind it, was fascinating. On paper artists were free to realise its potential. If paper liberated minds, the screen can surely open up further possibilities. There's no shortage of visionary structures within the virtual spaces of video games. These are strange buildings that ask us to imagine worlds radically different to our own.

Whilst many impossible formulations are orientated towards the future, there are also plenty from the past. The castle in Ico is one example of this. During the Renaissance, Europe was obsessed, not with future utopias, but with ancient Greece and Rome. While the box art of Ico is famously inspired by Giorgio de Chirico, the long shadows and sun-bleached stone walls only make-up a portion of the game's mood. It is the etchings of Giovanni Piranesi that best capture what it's like to explore the castle's winding stairs and bridges. Piranesi's imaginary Roman reconstructions were absurdly big - so colossal you could get lost in just the foundations. In a similar way, Ico's castle is impossibly large, the camera zooming out in order to overwhelm you and build up the unfathomable mystery of its origin and purpose.

Read more

DUSK - El Oshcuro

Finally, the time has come.

A day that roughly 17 people have been waiting for.

DUSK is now available for Mac, Linux and 32bit operating systems!

We hope you appreciate the support!

Please let us know if you have any issues and be sure to leave a review if you love it and spread the word to all your Mac, Linux and 32bit friends!

There's also FOUR new achievements!

New controller layouts!


Andrew uploaded the ENTIRE DUSK SOUNDTRACK to YouTube?!
The absolute madman!



P.S Don't forget to sign up for the New Blood Newsletter and check out AMID EVIL Episode 6!



Years ago, I interviewed a level designer who had originally trained as an architect, which these days is not an uncommon career trajectory. I asked him about the benefits his skillset brought to 3D level design. He talked about how it helped with approaching scale and structural integrity and creating a rational space.

Then I asked him about what the personal benefits of creating virtual building were. "If you design a building in a game and it falls down," came his simple response, "it cannot kill anyone, and you don't go to prison."

It was a pragmatic reply from a pragmatic person. But underneath it is another meaning - you can build anything you want. In virtual 3D space, the laws of physics don't apply unless you tell them to, and that means you can design any structure that you like.

Read more…

DUSK - El Oshcuro

David gave the world its first look at DUSK
It wasn't much... but all the pieces were there.

And he thought things were almost final back then... OH WHAT A FOOL HE WAS.

Not long after that video was made - David sent me a test build of DUSK. He was a fan of some of my previous work and thought I might like it... and I didn't... I LOVED IT.


^ And as you can now know for yourself... it was all there.

The movement, the shooting, the interactivity, the keys, the doors, the puzzles, the secrets, the portals, the beds, the beer! It was rough - but it was awesome.

I knew right away that both David and DUSK were special.

We started working together immediately.

And three years later... here we are.

But DUSK doesn't exist in its current form just because of David or me or Andrew or even the rest of the New Blood team.

No, DUSK exists today because of YOU.

I told you all those years ago that I wanted to build this game piece by piece and brick by brick with YOU - our players.

Because of YOU - DUSK is the game you see before you.

Because of YOU - DUSK is a certified hit.

Because of YOU - DUSK is beloved by both critics and players alike.

Because of YOU - DUSK will live on far beyond 2019.

Because YOU... are worthy.

But we're just getting started...
  • Mac/Linux and DRM Free versions are coming
  • TDM, CTF and DUSKWorld content updates are coming
  • Language localizations are coming
  • The SDK + Steam Workshop Mods are coming
  • Co-Op is coming
  • MORE achievements are coming
  • New Game + is coming
  • Console Ports are coming
  • The Big Box Physical Collector's Edition is coming
  • New DUSK merch is coming to The New Blood Store
  • and IndieBox
  • The CD and Vinyl Soundtrack is coming
  • REAL LIFE SOAP IS COMING (wait, what)

And so much more.

And yes - we hear you. You want to support DUSK and support New Blood.

And you wanna know how? However you can.

Buy our other games, write reviews, comments, threads, posts, tweets, statuses, create art, shitpost memes, PREACH FROM THE HIGHEST MOUNTAIN. Let the people know you support developers who do things the RIGHT way. Who work not just FOR you but WITH you.

Spread the good word of New Blood, acolytes!

Because we love you and we hate money.

Talk SOON™

18. des. 2018
DUSK - contact@rockpapershotgun.com (John Walker)

DUSK rather undersells itself when it declares it’s “straight outta the ’90s”. While absolutely going for that Doom/Hexen vibe, with outstandingly fast movement, gorgeous chunky pixel enemies, and big meaty guns that pack a punch, it also has a really quite fantastic amount of good sense where not to be faithful to those mid-90s gibby times. If anything, DUSK feels like the FPS that id, 3D Realms and Raven would have made if they’d only had the tech.


13. des. 2018
DUSK - El Oshcuro

You want it? You GOT IT.

The DUSK Original Soundtrack by Andrew Hulshult is now available EVERYWHERE.

Go to Hulshult.Rocks to get it at your digital retailer of choice!

And check out the latest track from the DUSK Launch Trailer - Keepers of the Gate

Want to know how to support Andrew and us the most? Get the DUSK Intruder Edition or upgrade.

Want to support Andrew directly? Get the OST from his Bandcamp page! He's currently in the top video game soundtracks right next to Celeste and Undertale?! Wow.


DUSK - contact@rockpapershotgun.com (Dominic Tarason)

It might be Doom’s birthday today, but its enthusiastic young cousin Dusk is invited to the party, bunny-hopping out of early access today. They grow up so fast, and David Szymanski’s shooter has grown another two episodes in size since its debut in August last year, introducing new monsters and places to kill them in, plus a remarkably fun (if twitchy) deathmatch mode. The game has technically been complete in early access for a few days now. I got to play the final few levels over the weekend and loved them to bits. A launch trailer and my quick thoughts on the full game are below.


DUSK - Valve
DUSK is Now Available on Steam and is 16% off!*

Battle through an onslaught of mystical backwater cultists, possessed militants & even darker forces as you attempt to discover just what lurks beneath the Earth in this retro FPS inspired by the '90s legends.

*Offer ends December 17 at 10AM Pacific Time
6. des. 2018
DUSK - El Oshcuro

Only days remain...



DUSK is almost here.

But when exactly?!

I'm glad you asked...

DUSK: Episode 3 Early Access will be available on December 7th (Friday) at 9pm PST!

Here's a handy countdown to make it easy for you to know exactly when

It's not too late to get Early Access to Episode 3 on Friday night!

You can still get the game in Early Access (like right now) and give us that sweet sweet extra $3 and play Episode 3 this weekend. You know you wanna...

Oh, and since we messed up and forgot to add a new package to Steam on Halloween...

EVERYONE who buys the game in Early Access will be getting the graphic novel FOR FREE. (We really do hate money)

Free comics for everyone! Woo!

Anyway... for those of you who are holding out for the FULL LAUNCH:

DUSK will be FULLY launched on December 10th (Monday) at 11am PST!

Count down with us!

When DUSK is available on December 10th, you'll be able to purchase DUSK or upgrade to the "Intruder Edition" which includes the Soundtrack and Graphic Novel for an additional $10.

That's it. No other fancy editions. No DLC. No micro transactions.

Meanwhile - if you want to support Andrew Hulshult and his KILLER soundtrack as much as possible - feel free to buy the "Intruder Edition" or get the OST directly from Andrew on his Bandcamp which will be up... SOON.

Until then - follow him on Twitter to know exactly when the OST will be available... EVERYWHERE.

It won't be long now... ARE YOU FEELIN WORTHY, PUNK?! ːbigjohnː


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