Most of you already know this from watching Realms Deep 2021 where we made this announcement live, but some of you might have missed it - so here goes.
We’re not going to make the summer deadline for WRATH: Aeon of Ruin. Right now, we can’t give you a precise date on when this might happen, other than it will be sometime in 2022.
The team is working every single day. We’ve never seen anyone work as hard or as dedicated as these people. We are working so hard on it because we want it to be the very best game possible - that’s what you’ve been waiting for, after all. But we also don’t want our team to crunch. We all know and agree that crunch is bad, and is a problem in our industry. But we don’t have to make them crunch; these devs are working their butts off every day regardless. We know the meme is tired by now, but the whole “a delayed game is eventually good, a bad game is forever bad” thing is true. We want the best game possible, while not making our devs break their backs over it.
For those of you following the WRATH news on our Discord, you might already know that the team has been severely affected by the pandemic, and we had to make a lot of internal changes in order to even get to where we are now. These changes will continue. We are in a much better place now, thankfully.
One of the changes we are going to make is to give you bi-weekly updates on our community channels (Social Media, Steam etc.) . Many of you have written to us, asking “Are you still working on WRATH?”, and the fact that you feel you have to ask us that simply breaks our hearts. We never want you to feel like you are in the dark - we realize we haven’t been doing a good job of it up until now, and we want to remedy that.
These bi-weekly updates will tell you some of the things we’ve done since the previous bi-weekly update. It will be just a few lines saying, for example, “Fixed an enemy bug, changed the lighting on X map, re-worked a weapon” - sometimes we will include screenshots, but this cannot be promised for every update. It will be like a little treat!
We will do this because we want to be as transparent as possible moving forward, and we would rather give you small, consistent status updates than sporadic big status updates. These updates will be posted to the official WRATH Twitter, https://twitter.com/wrathgame, our Discord Channel, and on our Steam Community
We know this is a bummer - nobody is more bummed out about it than we are. But the game is coming. We are working every day. And you have so much to look forward to.
Realms Deep 2021 is just around the corner and to celebrate the event, Realms Deep Steam Sale is now running! From now until Monday, August 16th, you can buy some of the presented games and other related titles with an awesome discount.
The event will start on Friday 13th and end on Sunday 15th, with a live show on Saturday, August 14th. The event will also be accompanied by a Steam Sale so be sure to come check it out and grab games such as GRAVEN, Viscerafest or WRATH with an awesome discount!
Come join the livestream and check out new trailers, announcements and much more!
Friday - Sunday, August 13-15 2021 Live show airing August 14 10:00 AM PT
Steam Next Fest is in full swing and until June 22nd, you have the chance to play a free demo of our retro FPS Dread Templar!
Dread Templar
Dread Templar is a fast-paced retro FPS that combines 90s classic shooter elements with modern skill-based FPS controls. You are a Dread Templar who entered Hell seeking revenge. But in order to get it, you have to fight your way through the dark realm!
You can also check out other participating titles that have free demos available right now:
Kapital: Sparks of Revolution
Kapital: Sparks of Revolution is a hybrid of city-builder and society management game. You play as a new mayor of the city that was recently destroyed by war. Your goal is to restore the city to former glory by managing limited resources, resolving social conflicts and overcoming crisis situations.
TOME – Terrain of Magical Expertise – is a game about a game! Take on the role of a White-Hat Hacker, battling your way through a turn-based RPG adventure with hundreds of unique enemies, doing anything it takes to achieve victory in the Campaign of Champions!
Greetings traveler! Today we have exceptional news to share with you - GRAVEN is available in Steam Early Access right NOW! That's right, you can go get the game straight away and start your journey as a Priest on a mission ordained by The Creator: root out the evils corrupting not just the Order, but creation itself.
Early Access includes new quests in Cruxfirth, and multiple updates throughout the year will add additional areas, quests, enemies, and hidden secrets. Further down the line, the Priest shall no longer roam alone: GRAVEN will add split-screen co-op and online play for up to four players.
1C Entertainment is launching a brand new project called 1C Champions! The purpose of this project is to offer members of our community the opportunity to participate in the early development of our games, that are currently being developed and supplying us with your feedback regarding these titles. In addition to being able to preview our titles in advance, the most active members of this program can look forward to receiving fabulous rewards as a compensation for their hard work!
If you are interested in joining this project, join our Discord server and check out the #1c-champions channel for further instructions on how to join this program.
Greetings bounty hunters! The time to fight through the hordes of Cromune's minions and claim the bounty on his head is here - we are excited to announce that Viscerafest is now available in Steam Early Access!
The Early Access version includes an introductory prelude level, the game’s main and chapter 1 hubs, and the entirety of the first chapter with 7 levels to play through. It also features 8 of the enemies, and 6 (out of total 9) of the game’s weapons. The second chapter is planned to be added down the line during the Early Access period. The hub's primary features together with the third chapter are planned for the game’s full launch. The price for Viscerafest Early Access is set at $14.99 USD / €14.99 EUR, accompanied by a 15% discount during the first week!
Anyone who has played the Early Access version of WRATH: Aeon of Ruin to completion has played The Priory, whose portal lies at the top of the snowy plateau in Mourningvale. This desolate and sprawling level is what we call the “big boy” of the chapter; it is larger and more difficult on average than the other four levels in the hub. Every chapter in WRATH has one such “big boy”, and today I will tell you the story of The Priory.
The Priory is one of the few levels that was started very early on. Its distinctive set piece, the chapel, was already a thing back when the game had not been picked up by 3D Realms and 1C Entertainment yet. When I joined the project Jeremiah Fox, the game director, had wanted to expand on it greatly and to make it a proper religious complex. The description for the level in our internal documents read as follow:
“A dilapidated complex used by an extinct religious sect. The complex is comprised of ransacked living quarters, a library, gardens and a chapel surrounding a central courtyard. The chapel is the primary focus. Inside the chapel, the player finds passage to a secret, underground network beneath it. Within it are deep chasms, flowing rivers of lava, chambers carved into the stone and profane altars of blood sacrifice and other malfeasance.”
The Priory’s chapel is one of the oldest concepts from WRATH. It is almost identical in the final game.
Initially, Daniel Mortensen, who 3D Realms Discord regulars know as Baracuda, was assigned to the level while I was busy working on The Mire and The Flooded Dunes. After a little while, Daniel had to move on to other projects so the level sat dormant. Jeremiah decided that the direction wasn’t exactly what he had wanted so he assigned me to work on The Priory.
The year is 2019 and we are in February. I am invited by Frederik Schreiber, VP of 3D Realms, to come to our offices in Denmark along with Jeremiah. Naturally, coming from southern France with its warm winters, I catch a nasty cold almost immediately upon landing. This period is when I lay the first brush in an empty map file that would eventually become The Priory.
I knew early on I wanted the level to take cues from Elliott Cannon’s masterpiece Bluff Eversmoking, which is a massive level in Epic Games’ Unreal that also takes place in a large religious complex. It is a level that clearly deserves the term epic, as it is impressive even to this day in terms of scope, style and layout. Following the document for the level, I quickly came up with an outer wall and an inside perimeter for the complex, along with a cloister.
The main issue was apparent very quickly: it was simply too boxy and would not look good even after it was art-passed. Jeremiah, probably half-jokingly, suggested the cloister be circular instead of a square, which would make it so that the adjacent buildings would follow this outline. Anyone who knows Quake level design knows that making angled architecture isn’t an easy feat. It is already delicate at 45 degrees, but since we use 12-sided cylinders, I had to use 22.5 degree angles. This was the first of many, many sessions of head scratching on my part.
Top: Bluff Eversmoking (Unreal). Bottom: Running Interference (Thief 2: The Metal Age).
To make this idea of a circular complex a reality, I looked at one of my favorite levels from Thief 2: The Metal Age. Running Interference by Rich Carlson, Tim Stellmach, Rick Ernst and Terri Brosius is the first mission in the game and, through inscrutable black magic when you know how incredibly primitive the CSG operations are in that game’s editor, was built exactly the way I was hoping to achieve with The Priory. Not only does Running Interference’s exterior use a circular structure but the interior has many rooms with unorthodox shapes and angles that were perfect for what I had in mind with The Priory.
I scrapped the whole map file and made the circular cloister you can still see in the final level along with a few adjacent buildings that followed the outline. Jeremiah and the guys in the office liked what they saw and gave me the green light, so I decided to pursue this direction and quickly blocked most of the complex out.
The level had to be massive and had to feel like a journey. One of the trickiest aspects of it was to make it so that players don’t get lost and don’t get bored, so to contrast with the rather cramped and dark interiors, I decided I wanted the outdoor sections to be grand in scale and much brighter while still retaining a desolate feel. In addition to the inspiration for the rounded cloister, Thief was also a good source of inspiration for the paths the players can take in and around the complex. I had to simplify it all since WRATH and Thief are two completely different beasts and expect different things from the players, but taking cues from it in terms of progression definitely made the trip through the complex a lot more interesting.
Early blockout of the circular cloister.
The interiors were easy enough to make if one doesn’t count the hairs I pulled from my head, but the exterior was a lot tougher. Considering the complex was very large, I had to make it so that the exterior had a lot of elevation differences and a lot of cover since it surrounded the entirety of the building. One of the things I really wanted was for the player to see the chapel from very away but not to be able to enter the complex through the front gate, so I came up with the idea of having to infiltrate the complex through caves that eventually led to the gate, this time from the inside of the perimeter, again taking cues from my favorite game of all time Thief. Having the player break into the western building through a secret passage (in this case, a bookshelf hiding a path to a cellar) was another obvious trope from Thief.
If you take a look at The Mire and The Priory, you will see that they both follow a very similar structure: the red door is seen from a distance and is the ultimate goal while the corresponding red key is found underground in places where you can see it but cannot get to it immediately. One of the things I wanted with this level was for the rooftops to be accessible so that players can have fun exploring the level’s heights and discover a lot of secrets.
The final, hellish lava cave is another location that was written down in the document and this one had to be quite different considering the player acquires the ability to fly for a short time. One of the biggest challenges, along with making the space more interesting than just traveling from point A to point B, was to make combat fun there which wasn’t an easy task. Jeremiah really wanted this area to use Heretics and Oppressors so I had to make it work to the best of my ability considering the cave had to be gigantic with very long sightlines so the players can use the Slag Cannon in a relatively safe environment. I think I managed to pull this off quite well since the cave is quite popular and memorable, and definitely makes an impression when you first stumble upon it.
Late blockout of The Priory.
Once the level was finally approved, we started art-passing it. We knew firsthand that all of my natural terrain blockout would necessitate a LOT of work to make it look like a proper mountain area. We unfortunately had to cut a cliffside vista that ran to the west of the complex both for performance reasons and because of the amount of work required to make it look nice. At the time we were on a tight schedule to polish the level for its Early Access update. Instead, we made the complex nest inside a sort of plateau between two cliffs with a few frozen rivers.
The path from the start portal to the main gate was the last bit of layout I built for the level. Adding decoration to the exterior was very simple but decorating the interiors was much harder, mostly because most of them are using 22.5 degree angles and that level designers have to do a lot of tedious and very time-consuming work for the levels to look nice, such as hiding all non-visible faces by slicing geometry so that not only are they not rendered, but lightmaps also don’t bleed which is very apparent with ambient occlusion. In levels that have tens of thousands of brushes and with non-90 degree geometry, this can very quickly result in a huge amount of hours spent doing just that.
Current version of The Priory in editor.
After an untold amount of hours spent working on this level tirelessly, we finally released it as the second-to-last Early Access content update. I knew the level had a lot of issues; it was too dark, the interiors were nowhere near finished in terms of decoration, it was lacking some scripting that resulted in sequence breaks not spawning things and so on.
People really liked the level overall so I kept working on it for the following update that contained The Hollow, with many, many bug fixes and additions. The Priory in the final Early Access version isn’t the finished version, which features even more elements to make the level feel more like a believable complex as well as some small changes to the layout so that players don’t get lost as easily (the path to the tower is an especially egregious spot in that regard).
I am very proud of The Priory overall. It was a huge challenge to make and I believe all of the sweat and lost hairs were worth it. I am very happy that a few people regard it as the best level in the game so far because I always go into making these levels with the intention of making them the best levels possible. Making a level such as The Priory takes a huge amount of time and effort. Thankfully not all of our levels are this large and complex but it is a good indication of just how tricky they are to make and I hope this blog post shed some light as to why.
Written by Romain Barrilliot WRATH: AEON OF RUIN is available in Early Access. Follow WRATH, 3D REALMS, and Romain Barrilliot on twitter!
The next Steam Game Festival begins tomorrow and we are happy to announce that GRAVEN and Viscera fest will be participating with playable demos! From February 3rd to February 9th you will have the opportunity to step into the shoes of the priest and experience the world of GRAVEN first hand as well as having the chance to cause some mayhem among the ranks of Dr. Mortice's army in Viscerafest!