2019 was a very busy year for our team: from the production of Othercide itself to our presence at video game events and our partnership with Focus Home Interactive, we worked very hard to bring the best out of the game to the community. We had the chance to be supported by passionate players and other hardworking indie developers working on their own projects. Another year has started, and we can't wait for you to see how well the project is growing over the weeks. But for now, let's go back and reflect on all the things we accomplished last year.
Monthly Behind The Scenes And Development Updates
Early January, we decided to give players more insight on our creation process. Whether it is about the Daughters, the characters’ animations or the different environments in the game, it was very fun to sat down with people from the team who explained to me how they work on a daily basis.
Alexandre Chaudret – Art Director on Othercide – also encouraged artists to explain how they came up with the three Daughters archetypes: the Blademaster, the Soulslinger and the Shieldbearer. It went through different phases of reworks over time, to the final versions we have now in the game!
Now is going to be busier than ever since we have set to release Othercide this year. Still, we will try our best to give you fresh content every month so you are aware of what we are working on.
New Reveals
It was probably the biggest announcement we made last year! We decided to partner with the publisher Focus Home Interactive, allowing us to go further with the game thanks to an increased scope and budget for the development.
It meant releasing the game a year later, but most of all build the challenging and gruesome gaming experience we have always dreamed of!
We also revealed our partnership with Pierre Le Pape who composed ‘The Child Song’ for Othercide. He worked with several other talented artists from the metal music scene to bring it to life. You can listen to a 60-second sample of the track on our company’s Soundcloud!
Pierre Le Pape: “As a gamer and composer, I’m really glad and grateful to compose my very first video game soundtrack on such an ambitious and highly artistic project. These last months, I spent a lot of time in the dark Othercide’s universe and it’s been a fantastic experience to transcribe it in music and words.
I had the opportunity to work with great people and friends, I’m really proud of what we’ve done. I would like to thank all the people involved in this and, of course, Anders – CEO and co-founder of Lightbulb Crew – and Alex – Art Director on Othercide – for their support and incredible trust!”
Meeting And Interacting With The Community
Last year was very exciting since it was our first time showing the game after its announcement at Gamescom 2018! The first event we attended was GDC where we showed a brand new trailer along with a new playable build to the press. Thank you to those who came by and wrote about Othercide!
Andy Chalk from PC Gamer: “The game’s red-slashed greyscale visual style is striking, but the combat is what it’s all about. Unique character abilities and the “Initiative Sequence System” will enable players to interrupt incoming attacks, set up delayed actions that will occur later in the turn, and respond to enemy threats based on reaction skills.”
Spencer Legacy from MonsterVine: “You should definitely choose your playstyle wisely though, as Othercide features good old-fashioned permadeath. If a unit dies, they’re gone for good, so you’ve got to be careful. This kind of punishment really keeps you on your toes, as I was for the entire demo.”
In October, we also were at Paris Game Week with several other indie developers at the Made in France’s booth. On this occasion, we had the chance to see players experience the game, talk with them and see how they felt after playing.
We even started to gather playtesters to get interesting feedback about gameplay features, sound design, balancing and other various elements of the game. In case you would be interested to join, feel free to fill out the dedicated form!
How Will 2020 Be?
Well, very stressful and exciting for sure as Othercide will be released soon. Nothing really changes for now: we have to keep working hard and have fun along the way.
For 2020, be sure we will tell you more about Othercide’s universe and lore that is filled with many secrets and intricate stories, as well as the talented artists we have in the team who deserve to be seen.
This month, dive into our character animation process with Jérôme, Guillaume and Wilhem, 3D Animators on the project! They are the one infusing life into the various characters we have in Othercide, from the Daughters to the deadly monsters. Learn more about their work with our new development update!
Pre-animation Steps
3D Animators are at the end of the production chain regarding character creation. They first receive the 3D models from our Character Artists, Christophe and Antoine – whose work was already discussed in the development update of July!
Before starting the animation for the characters, they create a skeleton which allows them to move independently the different parts of the characters’ body. This skeleton is created thanks to a tool that eases the process, putting a dot at each joint where body parts move. It then links them to each other, creating a unique skeleton system for each character.
There is a step called skinning that assigns a bone to each body part. It determines which area of the body will move with each bone. The warmer the color, the more the area will be affected by the movement. 3D Animators have to smooth the colors between each area to make the movement look natural.
They also have to meet with Game Designers to understand the gameplay intention. Is the movement frequently used by the character? Does it deal a lot of damage? Is it a visual feedback or purely aesthetic? From this, 3D Animators determine how they will design the movement, the key poses of the animation, its length and rhythm, its feeling.
Then starts the animation!
Animating Characters For The Game
Depending of what they need to create, they start searching for references to better understand the movements. For the monsters we have in Othercide, they took inspiration from horror movies and deconstructed, compulsive movements.
The blocking phase follows, determining the animation’s key poses. It allows them to have a quick look at how the movement will look like in its final version. At this step, the animation is not fluid yet, the goal being to validate the rhythm of the movement.
When approved by the team, our 3D Animators move to the spline phase where they add other poses in-between for a more natural and authentic movement.
And this is also done with clothing – we want to see it move!
Finally comes the polishing step where they clean the animation and focus on small details such as the fingers and the eyes of the characters; when validated, animations are integrated in the game engine and it is ready to go!
On the 8th of August 2018, we revealed our project to the world: Othercide, a tactical turn-based game set in a dark and twisted universe. Some people from the team starting working on it way before its announcement, while some others joined the company a few months later. On this special occasion, they share with you their experience while working on the project, their ups and downs, but most importantly their passion and love.
Yoann, UI/UX Artist
I have been working on Othercide for a year – since November 2018! I’m the UI Artist (and UX Designer) on the project, and Othercide has been and still is a wild ride. I’ve been reworking the whole UI a few times already, trying to keep all the team’s feedback in mind for each iteration. Not an easy task!
Coming from projects made on Unreal Engine, working on Unity was a real challenge since day one for me. But thanks to my fellow developers, things are getting easier day after day. I’ve learnt a lot since I got into Lightbulb Crew, and there is not a single day during which I feel like going backwards. I also get to work on the code itself, which is something fascinating. Pure food for thought!
One year on the project, and it’s really impressive to behold the progress we’ve made as a team. And this is far from over!
Antoine, 3D Character Artist
It has been a year since we announced Othercide, but I’ve actually been working on it for more than two years, since we initiated the project! It feels like ages to be honest, but I feel like I grew a lot both as an artist and as a person since we started this project, thanks to the team and particularly our Art Director Alex. Working here feels like spending time home with family.
From a character artist perspective, I think that working almost exclusively without color is a learning experience ; it taught me how to focus more on values and shapes. (I have also been learning a lot doing non character-art related tasks, to help where we lacked people ; social media, environment art, marketing art…)
Sometimes it feels like it’s going too slow but eventually every now and then you get to see everything shaping up in builds with more and more content and polishing. The community response to Othercide has been incredible so far, it is very exciting and motivates us to make it the best game it can be. I can’t wait for people to play it and feel its universe.
Jérôme, Producer
My experience on Othercide began more than a year ago. At that time, I was only an intern but had the opportunity to quickly grow in experience while having more and more responsibilities. One of the most astonishing experience the past year was my participation at the 2018 Gamescom. It was the first time that we showed the game to professionals and the excitment was at the maximum level.
Eventually, everything went as planned and we kept going until the 2019 GDC, which were the second breathtaking moment in Othercide’s production. At that time, I handled all the QA to ensure that we delivered the best version of the game. I remember playing 10 hours a day for two weeks to track bugs and manage all the tickets to make sure the Game Design and Development teams were able to fix it.
The last significant moment of the last year was our partnership with Focus Home Interactive in April 2019. I knew at that time that the game would step up in quality. Therefore, the production flow would need to step up as well. I took it as a personal challenge and that is what currently motivates me daily.
Jérôme, 3D Animator
It’s been six years since I joined Lightbulb Crew, I think I can say that I am one of the oldest members of the studio. Since the beginning of the project Othercide, the most important moment for me was the creation of the animation team. It may seem trivial, but after spending four years as the only animator on the previous Games Of Glory project, it sounded like a miracle to me.
My first padawan arrived one year ago (yes, huge team). This brought a new dynamic in my work. Being used to being totally autonomous on my pole, I had to rethink my organization again, learn to manage, structure my ideas, my knowledge, share it. Working as a lead animator is a real challenge, I keep learning and I really hope I will be able to contribute to the evolution of my team. I must admit that seeing the progression curve of my teammate is a real source of satisfaction (they grow so fast!)… Moreover, I am pleased to announce that we have recently welcomed a third animator (HUGE team, I told you!).
From a production point of view, the character panel and the variety of Othercide’s bestiary bring a great variety of movement: an expert in firearms, a swordsman, quadripeds, larvae, fetuses (wait what?)… An ideal playground for an animator. It has been a busy year, but there is still a lot to do. And the animation team is doing its best to make Othercide move like no other tactical!
Guillaume, 3D Animator
Arrived last year as a Junior Animator, I entered at a relatively quiet moment of production. The game still lacked definition in terms of gameplay, but the already well defined art direction had allowed the art pole to produce concept arts quickly enough. This allowed me to immediately start animating new creatures freshly produced by the Character Artists.
In addition and under the guidance of my colleague and Lead Animator, Jérôme, I was able to progress and improve the quality of the animations that I was providing. Othercide is a game I really enjoy working on. The lore (thank you Alex for this colossal work) touches me and is a genre I like to play. In addition, the team is really nice and strong, both professionally and humanly speaking.
I am proud to be part of this adventure and I hope that the people who play it will be satisfied with what we have produced.
Nizar, Game Designer
I started at Lightbulb Crew as an intern in Game Design, back in July 2015 ; it was approximately at the time when we (almost) rebooted Games of Glory.
It was a bit overwhelming at first and I had a lot to learn and little time to do so, but the team was very supportive. A lot a new faces arrived around this time, most of them still with us – and I quickly learned that this was the strongest point of Lightbulb Crew: the people behind the company. Talking directly to the players and even having some of them in the office was a highlight of this period.
A couple of years after that, we finished the very last patch for Games of Glory and I moved to Othercide in full time. I was already involved in the very first pen and paper prototypes before that, but most of my time was still on our first game.
Othercide had another name at the time, within a completely different universe. It’s quite fun actually to return to our initial documents and the very first concept arts, to see what Othercide could have been (it’s better now, trust me!). So here I am, four years later, once again close to show our work to our players. Exciting time!
Matthieu, Game Programmer
I have been a gameplay and tools programmer at Lightbulb Crew for two years while studying game programming at ISART Digital. I started working on Othercide as soon as I joined the company and it has been an extremely valuable first professional experience.
I learned a lot technically and professionally, both from my fellow programmers and the whole team at Lightbulb. I’ve had the chance to work on a variety of aspects of the game, from not so thrilling bug fixing to very neat features I’m impatient for you to discover! Today I’m confident that as a team we will deliver an engaging and polished experience for all gamers.
Clément, Game Designer
I heard that we announced Othercide to the public one year ago. I wouldn’t have noticed otherwise since time goes by so fast!
If I remember well, last year at the end of August we were still in the post-Gamescom mood. We showed the game to journalists and they received it globally well. We worked hard to make the build for the event so it cheered up the team a lot. People loved the art direction and were curious about the gameplay while on our side, this last gameplay point was still foggy past then. We had our key features of course but a lot of game design still remained to be determined plus a lot of team members – me included – were in this well-known development phase were you begin to question everything and lose faith.
All this to introduce what we did in game design during this short year: we nailed down stuff. We (I say ‘we’ because I can’t actually remember on a daily basis what I did during this year and we kind of have a hive mind in the game design team at Lightbulb Crew) did meetings after meetings, tested the game again and again, produced a pile of documents, fixed the macro loop of the game, did a tons of level designs, reviewed and cleaned almost all of our systems, designed enemies, daughter skills, boss patterns and finally helped with the integration.
I (I speak for myself now since the hive mind isn’t that powerful) am now more confident with the game design of Othercide than I was one year ago and I’ll try and keep up the good work so I can still be proud of it when the game will be released.
Amine, Game Programmer
After working as a Lead Programmer on a previous project for four years, I had the chance to join the Lightbulb Crew team as a programmer two years ago. It was a whole new experience to me, as it was the first time I had to work on this game genre.
A year later, I had the privilege of managing the team of very talented programmers as a lead programmer. Othercide is a tactical game full of advanced gameplay mechanics, and so it is a real challenge considering the size of the team. This implies that, technically, everything must be thought of in an impeccable way so as to produce a game that is flexible enough to support all game design changes during the whole production.
One of the main challenges was to create an almost entirely modular game. For example, the designers can independently play and combine different gameplay mechanics on the playable unit skills. Of course, the challenging part of it, is that all possible combinations must still work correctly. Learning to play the role of transparent filter between our game editor queries, game design, artists, and sound designer intentions, and the programmers, is an unintuitive skill, which must be acquired little by little, in which I continue to learn every day.
Finally, it is very important for us to guarantee a smooth and enjoyable gaming experience to the player. For that, as project creators and delivery man of the final game build, programmers also need to keep an eye on the game’s performance and everything that is done in the project.
Alexandre, Art Director
Two years ago, I was finishing a three days freelance contract for a small independent company. A few sketches and illustrations, depicting the first visions of a strange world, where whiter haired fighters were fighting atrocious creatures on the backstage of reality… I didn’t know, back then, that those few pieces would be the beginning of a long journey with the Lightbulb Crew pirates, and a massive change in both my career and artist path.
On my very first day as an Art Director, I remember saying to the whole team: “We are doing a game, not an artbook. I will never be satisfied by beautiful drawings; I want this game to have a soul”. Since then, I try to stick to this rule. I truly believe great projects need strong visions, fed by passion and work. That’s why I pushed so hard for radical choices, like the black-white-red mood of the game, the thin, agile, deadly women fighters or the long red scarves. I strongly believe that a cool universe “deserves” a nice identity, and Othercide was one of those projects I wanted to invest in.
I think the very moment everything changed for me on this project was the day I finished designing the “Scavenger” creature. I like putting parts of my own traumas and fears in monsters I create, and when I presented this design to the other leads, I explained that it was based on a rare blood sickness I had on my 18th. The response surprised me: “Please, use the same technique for the rest of the art direction, put yourself in the game!”.
I warned everybody that it would be a one way ticket: if I engage parts of my fears (and by extension those from the art team as well) in the project, it will have repercussions ; in fine, this small decision modeled the game, both graphically and in the hidden parts of the lore. I would like to quote here the master Stephen King: “We are all mentally ill. Those of us outside the asylums only hide it better”. I am really happy I could find some fellow inmates to share this journey through Othercide. There were some ups and downs, and there are still to come, but I hope we will be able, in the end, to all look back on what have been accomplished and say “well, at least we are proud of what we’ve done”.
Happy birthday Othercide, thanks for the nightmares and I hope I’ll explore your dark, cold, gruesome realms a bit further.
The team has been working hard these past few months and we think now is the time to take Othercide to the next level by doing a private Community Playtest.
We are very happy to be able to make the community part of the development team by giving selected players access to the game. Gathering feedback and working together will help make it the best it can be and we are looking forward to it!
This month, dive into our team's character creation process! Christophe and Antoine - Character Artists on Othercide - explain the different steps of their work. From sculpting to texturing, learn more about how they create characters and monsters for the game.
Sculpting The Silhouette
Character Artists’ work starts where Concept Artists’ one ends. First, Christophe and Antoine use ZBrush to make the blocking of the characters. This technique consists of creating a 3D silhouette with various shapes to see how its scale will look like in the game. The character’s body is not supposed to be very detailed at this stage since the aim is only to see how it will look like in-game.
When the blocking part is done, Christophe and Antoine test it in Unity to see if the silhouette is not too complex and if it fits well in the game, regarding what was previously made in terms of other characters and monsters.
Then, they rework the silhouette if needed. They start to clean it and add details so it can start to look like the final version. At this step, Christophe and Antoine discuss with Alexandre, Art Director on the project, to make sure the design is consistent with Othercide’s universe.
For the sculpt, they take inspiration from the concepts that was made for each character as well as other references for some textures. There was a time when Antoine needed someone in the office to hold a sheet to see how it would fold. Funny job isn’t it?
Retopology and Texturing
When they are done with the sculpt – and that is was validated by Alexandre – they make a retopology. It consists of an optimised mesh which recreates the sculpt’s silhouette.
The size of the mesh’s squares depends of the resources allocated to it. Important elements of the game are composed of many squares to make sure it looks good in-game.
They then do what they call the UV unwrapping which is unfolding the 3D mesh to texture elements of the game.
After this step, they transfer all the sculpt’s details to turn them into textures that fit the final mesh – this step is called baking.
In Substance Painter, Christophe and Antoine can create their own textures and materials which have to look like the concepts made for Othercide. It is also possible to take the basic textures of the tool and rework them until you are pleased by the result.
And they are done! They can now give their work to our 3D Animators and show off their work on ArtStation! You can check Christophe's and Antoine's profiles to see what they previously worked on.
Summer is here, and so is June's development update for Othercide! This time, we will introduce you to Yoann - UI/UX Artist on the project - and the work he did these last few weeks.
Mockup and Wireframe
First, Yoann starts with a bit of game design by listing all the interactions we wish to have in the game for a feature, such as the Daughter creation menu we previously unveiled to the community. All the raw information needed on screen needs to be summarized to make the layout. It consists of choosing where each information will go on users’ screen by dealing with some basic rules such as the reading direction and hierarchy of information. Indeed, we want to show to the players the most important ones first.
He then tries to have all the information of the different in-game screens on paper. During this pre-production stage, he mostly takes inspiration from other UI/UX artists he likes as well as video games where standards have been defined in some genres. He also must make sure the user interface will respect Othercide’s art direction and style of menus we wish to have (minimalist, ethereal…).
When there is too much information to display on screen, Yoann has to think about menu navigation and how some windows can appear on the same screen. Sometimes, he puts the layout on Unity without spending too much time on graphics and animations. At this step, he doesn’t focus on how it will look at the end: it only consists of grey blocks and raw text to see where each information will go and interact with one another.
After defining all of this, the screen integrates itself in a global flow of various other screens. The flow must be defined by minimizing the number of interactions and by optimizing the number of clicks from players. However, it can be interesting to have a right balance between aesthetic and convenience.
Prototyping and Integration
It is now time for Yoann to prototype the global flow with Adobe XD. This tool allows him to visually define interactions and avoid spending too much time on programming. He makes a very simple version of the flow to create basic interactions and see if it is consistent. People in the studio can now try it and see if something is weird!
When the prototype is all good, Yoann works with Lightbulb Crew’s developers so the team can implement the navigation into the game. Once implemented, he can focus on the graphics and animation part of the user interface by using Illustrator, Photoshop and After Effects. He makes sure everything is consistent with Othercide’s art direction by showing it to Alexandre, Art Director on Othercide.
Here is the evolution of the Memories Timeline menu:
And this is the end of the first iteration! After this step, Yoann will make changes regarding Othercide community’s feedback to make sure the user interface is understandable and easy to use by most. Thank you all for the support and we see you very soon!
Hello guys! Since the community seemed to really like Othercide's music style in our latest trailer, we thought now was the time to present one of the artists we partnered with. We are very happy to announce our collaboration with Pierre Le Pape who worked with other artists on multiple songs for the game. Get to know them better through their experience while working on the project and listen to an exclusive sample of 'The Child's Song' we unveil today!
Who is Pierre Le Pape and the artists he worked with?
Pierre Le Pape is a French artist known for being the metal composer, vocals and keyboard from his own band Melted Space, collaborating with other artists from the French metal scene as well as international bands such as Slipknot, Morbid Angel and Dark Tranquility. Pierre also worked for numerous other bands such as Embryonic Cells, with whom he will play on stage at Hellfest 2019 held from June 21-23 in France.
Our duo from the Marketing team – Margaux (Head of Marketing & Communications) and Johanna (Social Media Manager) – will also attend the event. Make sure to stay tuned because we have something in mind!
The other artists who participated in the soundtrack ‘The Child’s Song’ were Spencer Sotelo from Periphery (Voice), Frederic Leclercq from Dragonforce and Sinsaenum (Guitar/Bass), Dirk Verbeuren from Megadeth and Soilwork (Drums), Anne-Lise Durantel (Violins) at CSD Studio, François-Maxime Boutault (Mix) assisted by Susie Lopez Uroz and Tony Lindgren (Mastering).
Pierre Le Pape (Music/Words/Orchestrations): “As a gamer and composer, I’m really glad and grateful to compose my very first video game soundtrack on such an ambitious and highly artistic project. These last months, I spent a lot of time in the dark Othercide’s universe and it’s been a fantastic experience to transcribe it in music and words.
I had the opportunity to work with great people and friends, I’m really proud of what we’ve done. I would like to thank all the people involved in this and, of course, Anders – CEO and co-founder of Lightbulb Crew – and Alex – Art Director on Othercide – for their support and incredible trust!” ___________________
Frederic Leclercq (Guitars/Bass): “When Pierre approached me for this project I didn’t think twice: the music he wrote was great, and I love video games. THEN he told me that Dirk and Spencer were part of this, and it was like two cherries on top for the price of one (laughs).
We’ve met on tours/festivals before and they are really great at what they do – same goes to Pierre of course; so for me its an honor to be part of this and I’m ready for the sequel (laughs).” ___________________
François-Maxime Boutault (Mix): “I was fortunate enough to be part of this incredible piece of music, gathering so many talents in just one soundtrack.
The mixing process has been very challenging because everyone involved did their best to offer a greater value on each performance, resulting in an unique sounding song with many tracks.
Even if I have been working with Pierre Le Pape many times in the past, and although I happened to meet many of the artists involved in this song, that was the first time – and a singular opportunity! – to work with all of them in one project. Definitely a great experience!” ___________________
Tony Lindgren (Mastering): “Mastering this song was a lot of fun! All the guys performing did a great job, and that combined with the bombastic and catchy arrangement simply makes this an awesome song.
From the get go the mix sounded really good but we still went for something called stem mastering. This means that I received the mix split into a number of instrument groups which in turn let’s me make individual adjustments to the different elements of the mix during the mastering process. Setting everything up this way made it possible to do those in depth tweaks that brings out the power and detail of each sound and makes the end results sound great!”
We hope you liked the song and we see you in two weeks for the development article of June!
Hello guys! May is already over and it is time for us to update you about the development of Othercide. We decided to focus on special effects from the game that Simon, our FX artist, creates for various actions.
Ideas and Pre-production
Some actions of the Daughters and enemies from the game have to be paired with gorgeous special effects. For each action, we ask Simon to make some FX and this process can be quite long.
First, he has to think about what it should look like. Through this conceptualization, he makes use of his knowledge to adapt it to each character, action and general mood of the game.
It is important to watch a lot of movies and play different video games to get inspiration. But it can also come from things that don't have any FX such as sculptures, and basically art in all its forms. For one of the special effects he made in May, he took inspiration from lightning-throwing ennemies that appear in Sekiro: Shadows Die Twice.
He then find a global shape for the FX that can be easily recognizable so each FX is different from one another. He also defines its colors, this step being surprisingly complicated even though the game is in black and white.
Each FX has to stand out from the level colors so he has to choose different tones and shades. As a quick note, black and white are used for enemies in the game while red and white are used for the Daughters.
Creation and Techniques
As Simon said, there is no miracle recipe. In fact, he has to use and assemble many techniques to create FX such as drawing, 2D, 3D, programming, fluid simulation techniques, shader...
With Shuriken in Unity, he starts by creating shaders and defining how the effect and particles will behave. This tool allows him to make the global shape of the FX.
One FX can be made from different effects and particles. In here, we have the smoke, the white line on the floor, the particles ejected (sparks, water drops...) and more.
Finally, after the FX was validated by our Art Director Alexandre, Simon uses Timeline in Unity to decide when to trigger the effect for each character. Phew, it's done!
That's it for today, we hope you liked these work in progress FX! June is going to be another busy month and we can't wait to share new updates with you again. Stay tuned!
Something lurks in the Dark Corner… Could it be an announcement?
As some of you already noticed, we have partnered up with Focus Home Interactive. And yes, it’s to publish Othercide!
This partnership will allow us to go further with the game now that we have an increased scope and budget for development to build the challenging and gruesome gaming experience we have always dreamed of! It also means that we won’t release Othercide this year – rather than going into Early Access, we will be fully developing the game and releasing some time during 2020.
“We are very excited to invite Focus Home Interactive to follow us on the dark and twisted journey that is Othercide! With their experience and knowledge of the video game industry, we will push the boundaries and break the rules of the tactical genre!”– Anders Larsson, CEO and Creative Director of Lightbulb Crew.
“We're delighted to join with the talented and passionate team at Lightbulb for the release of Othercide. It is a unique game with an incredible style and great gameplay. We cannot wait to see how our partnership can help the game meet its creative potential as we head into 2020. You're in for a treat!” – Dessil Basmadjian, Creative Director at Focus Home Interactive.
Thank you, folks, for the unbelievable love we received. Your support means a lot to us and this partnership with Focus won’t be changing how we talk to our community - we are looking forward to showing you more of Othercide in the coming months, so stay tuned!
From March 18-22, we were in San Francisco to attend GDC and show Othercide to journalists from all around the world. No need to say it was an incredible experience!
We had the chance to pitch the game at Game Connection and GDC in front of an audience and compete against other great indie games (congrats to Flux Games for winning with Talaka!). Getting feedback from passionate players helps us see how to make Othercide the best game it can be.
But more importantly, we released a brand new trailer for the game, showing you the dynamic turn-based combat system set in a dark and corrupted dimension beyond our reality. You can see how our female warriors fight against nightmarish creatures to save humanity!
Overall, we had an opportunity to meet great people, talk to some amazing and insightful journalists and share our progress with them. We quote Andy Chalk of PC Gamer: “The game's red-slashed greyscale visual style is striking, but the combat is what it's all about. Unique character abilities and the "Initiative Sequence System" will enable players to interrupt incoming attacks, set up delayed actions that will occur later in the turn, and respond to enemy threats based on reaction skills. “
We would also like to take a moment and reflect on the article by Spencer Legacy from MonsterVine who best described our hardcore gameplay:
“You should definitely choose your playstyle wisely though, as Othercide features good old-fashioned permadeath. If a unit dies, they’re gone for good, so you’ve got to be careful. This kind of punishment really keeps you on your toes, as I was for the entire demo.” – thanks Spencer!
And of course, we had a great opportunity to meet some of our followers who came by our stand, played Othercide demo and had a good laugh with our team! Thank you all for being a part of our community!
We hope we will have the chance to attend other great events to showcase the game this year!
In the meantime, don't forget to follow us on social media to follow the development of the game and wishlist our game on Steam to support us.