The Surge 2 - chaton


The Surge 2 Premium Edition, including the base game and all DLCs, is now available! Play the hardcore Action-RPG featuring brutal exoskeleton combat on a dying earth on PlayStation 4, Xbox One, and PC now!

Today we are happy to have BowsToHymns - Helge Borgarts and Thomas Stanger, the composers behind The Surge 2 Original Soundtrack, tell us some interesting anecdotes and their main inspiration on this project.



What were your main inspirations on The Surge 2 soundtrack?
As with every game the main inspiration comes from the project itself. The Surge 2 has a very distinct and unique setting that instantly triggered our creativity. The team from Deck13 provided us with a lot of materials, from concept art to videos and design documents, so it was easy for us to dive into this world and to see how we could contribute to the artistic vision.

Why did you choose ritual type music for certain scenes?
We were lucky that the developers at Deck13 had a very clear idea of what they wanted different scenes to feel like. So, we sketched music for different scenarios with the intention to add an additional layer of content to what is happening in the visuals and in the gameplay. After implementation, in-game testing, and revisions we always found the right mood for the scenes.

Harbor Cult
https://www.youtube.com/watch?v=ErHe1EV-EEM

There are many types of music in this soundtrack. Why did you choose such variety?
Although the scenario of the game allowed a variety of musical styles, we chose a hybrid approach combining classical orchestral instruments, heavily blended with modern synths and sound design. This reflects the ambiguousness of the game scenario, where Jericho City is set in a science fiction world, but the player also finds familiar visuals and hints from a lost world. We wanted this feeling to be reflected in the music.

What scene from the game really struck you and inspired you to do something special for it?
There are several outstanding battle scenes with incredible monsters and we wanted to give the connecting scenes not only a unique kind of signature, but also an additional emotional level. For example, in one of the very last scenes, when the big nano monster dies in a furious inferno before you enter the dreamspace for the final battle, we wanted to write some music that enhances the emotional level of the fantastic graphics of the destroyed buildings and the monster, so we chose not to write a typical epic and loud piece, but instead a very emotional track that added a very intense level to the game. In the end it worked very well and everyone was really happy with the result.



Can you tell us a few examples of your favorite video game soundtracks?
Of course there are way too many excellent soundtracks, so we can just mention a few. Every score from Olivier Derivière is fantastic, because his music is always perfectly connected to the game experience. We absolutely try to go the same way with our work. The Bioshock music from Garry Schyman is amazing for different reasons. It perfectly shapes the world of the game and is also extremely artistic from a composer’s point of view. What Michael McCann did for Deus Ex is outstanding, because it captures so sensitively certain feelings that immerse you in the game, as well as Austin Wintory’s music for Journey. We could go on forever and are sorry for every great fellow composer we cannot mention here.

What are the challenges of working on The Surge 2 soundtrack?
As not all music is used as full tracks in the game, but to fit the specific needs in different gameplay situations, we had to make full tracks from the existing music. That took some time, but after some rework and an excellent mastering at the fantastic Scoring Berlin Studios, we are very happy with the final soundtrack.



What tools did you use to create The Surge 2’s soundtrack?
We combined classical orchestral instruments with different analog and digital synth sounds. As we love to work with physical gear as much as with plugins, we used almost every tool that is available on the market to manipulate, create, and record sounds. Our intention is always to make a difference and I think the sound of the score reflects that.

What’s your favorite title in The Surge 2 soundtrack? Why?
We feel that every track supports the respective scenario within the game really well, so the variety within the score makes it difficult to pick one track. But we are very happy with “The Escape” featuring the amazing singer Alina Lesnik. The track is used during a very important part of the game and contributes very well to this exciting situation and Alina adds a sensitivity to the music that can only be accomplished by such an amazing voice. Also, the track “Black Market” falls completely out of line with the rest of the album and marks the wide variety of what we think is necessary for a great game like this.

Black Market
https://www.youtube.com/watch?v=BBtFPTZfB0Y

Can you tell us some interesting anecdotes when you composed this soundtrack?
Oh, we could tell anecdotes for hours. As we are working in two studios some hours away from each other, we skype and telephone every day to talk about the tracks, to exchange ideas or just to organize the projects. So sometimes, and this usually happens when deadlines are close, we just want to have a brief chat about a specific track, an instrumentation or a short theme and then we start to develop ideas, play each other’s parts. When midnight gets closer, we get ourselves a glass of wine and continue playing and talking and before you know it, the initial topic is completely forgotten and the day ends at 2am in the morning with a lot of new material but not what we initially intended. What an exciting life!

Thank you Helge Borgarts and Thomas Stanger (BowsToHymns) for telling us some behind-the-scene stories on this project. The Surge 2 Original Soundtrack is now available: http://hyperurl.co/sosf80.

http://hyperurl.co/sosf80
Jan 22, 2020
ALTERITY EXPERIENCE - onitron.studio


Join us on Discord!

👉 https://discordapp.com/invite/WqgGvNn

More the merrier, the merrier! 🥳

The ONITRON STUDIO team
Othercide - Lightbulb Crew
Hello guys, Lightbulb Crew here!

The team has reached a stage where we'd like to gather your feedback about the game. To do so, we thought about doing a private Closed Beta on PC for players who would be interested in trying it out!

You can register here: https://docs.google.com/forms/d/18V-BB44wq1h-DGN6TLe4bC9gcRklLkVIFOa3uEdkXyM/edit

Thank you for supporting Othercide, we can't wait to see what you think about it!
Jan 22, 2020
Beat Me! - toficor
Changelog:

- Added physics force to characters' attack (Now every weapon add force to physical objects)
- Added characters' physics response to hit of weapons
- Added possibility to change monitor in Video Settings
- Nerfed Skeleton ultimate. Previously, the curse always lasted 4.5s. Now, depending on the distance from the opponents to the Skeleton, it lasts from 4.25s to 1.35s (the further away from the Skeleton, the shorter it lasts). If there is a Demon in the game, the curse only affects him. But the curse only works for 3.6s and does not decrease the Demon's HP
- Fixed problem with stucking characters behind obstacles
- Fixed incorrect Knight ultimate's damage
- Fixed out of map killer on Pirate's Sink level
- Fixed problem with syncing characters' impact effects via network
- Fixed problem with syncing weapons' doubled animations via network
- Fixed rocket's explosion, damage and problem with synchronization via network
- Fixed character shaking after death (online game)
- Fixed multiple shoot when lags (online game)
- Fixed Archer's arrow collisions at closed range
- Disabled resolution dialog on start
Doors of Silence - the prologue - blackbite.interactive
List of the new features introduced in 1.10 patch
  • Hands
  • Physical interaction with doors and some objects
  • Pick up objects and documents with your hands
  • New puzzle

TerraTech - Jamie Finch
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here:
https://www.youtube.com/watch?v=r_ce_yPOflo

We have posted an FAQ on our forums for this update - to clarify our plans with the R&D DLC and where Reticule Research stands in that.
https://forum.terratechgame.com/index.php?threads/r-d-labs-faq.20597/

New Missions added:
  • Bomber Command - Hawkeye Grade 2 [Singleplayer only. Will come to Multiplayer in next update]
  • Charlie Watchtower - GSO Grade 2
  • SAM Site Ridge - GSO Grade 3
  • Better Future Hover Training Programme [Set of 11 new missions].
Reticule Research Replaces EXP:
    Reticule Research have taken up the position previously held by EXP as the Research and Development department for all other Corporations. This signifies a revamp to R&D Labs, a bunch of new blocks and some more experimental weaponry being added.
R&D Revamp:
  • New Reticule Research branding
  • Added new Battle Arena - Drive onto the pressure plate and wait 3 seconds to fight an enemy matched to your tech
  • Venture time trials from Campaign now added, complete with bespoke terrain
  • General tidy up and reorganisation of multiple areas
  • Set to permanent daytime
  • Tech Allegiance is now controlled in Tech Manager Menu
  • Return To Checkpoint now returns you to the last teleporter you used
New Reticule Research Blocks:
  • Reticule Research Sonic Blaster
  • Reticule Research GIGA PLASMA
  • Reticule Research One Block
  • Reticule Research Two by Two Block
  • Reticule Research Armoured One Block
  • Reticule Research Armoured Two Block
  • Reticule Research Faired One Block
  • Reticule Research Faired Two Block
  • Reticule Research Front Balloon Wheel
  • Reticule Research Side Balloon Wheel
  • Previous existing EXP Blocks now re-branded to RR
New Blocks:
  • Hawkeye Delta Wings [Left and Right variants]
  • Geocorp Girder Bracket
  • Geocorp Extended Corner Block
Blocks Promoted from R&D:
  • Venture Big Top Nose Propellor
Design Tweaks:
  • GSO Repair Bubble price has decreased.
  • Venture Shield Bubble now consumes less power when taking damage.
Bug Fixes:
  • Scrapper in Craftier Business II now defaults to the correct orientation.
Raygun Gadabout - Quantum Duck Studio
Hello Space Cadets,

This update is coming a bit late. Been very very busy.

December being the holidays things slowed down a tad but I’ve been focusing on greyboxing out the the last parts of the game.

What is greyboxing you might ask??? It’s the process of roughing out a level using basic shapes and often unfinished art. It’s really important for testing and allows quicker iteration. You also don’t risk wasting time prettying things up with art that you end up having to trash when your level turns out to be total cr@p.

Here’s a quick look at my process.

Designing it
First things first. A sketch made in Photoshop. I have a list of enemies of mechanics that’ll be on a particular planet, that helps me plan things out to keep a nice variety. You wouldn’t want 3 puzzle rooms in a row right?

Here’s a couple rough level sketches.







Building it
Below is a greyboxed “room”. It’s not very pretty but it gets the job done!




Now Some Art
Here’s an NPC. She’s going on an adventure. Will you join her?




Some concept art for a planet.




That’s All Folks
Stay tuned for the next update. Coming soon!
Coloring Game: Pixel - L. Stotch
A good reason to return to the game after the last update (+10 new pictures).

https://store.steampowered.com/app/1173830/Coloring_Game_Pixel/
Margonem - Robson
The full list of today's changes is available below.

1. New E2: Adariel (Mage 155).
The complete list of loot items:
Legendary
Adariel's Ornament
Boots of Magic Absorption

Heroic
Adariel's Arcane Robe
Adariel's Cap
Adariel's Gust
Magic Stone of Engineer

Unique
Damned Necklace
Elder Sorceress's Cap
Elder Witch's Robes
Huntress's Light Boots
Orb of Death
Sorceress's Light Boots
Wayfarer's Light Boots
Witch Guard's Cap
Witch Guard's Gauntlets
Witch Guard's Ring
Witch's Gloves
Witch's Red Bauble
Piece of Robe

Regular
Flying Broomstick
Sorceress's Gloves
Sorceress's Ring
Witch's Amulet
Witch's Boots
Witch's Rags
Witch's Sphere
Witch's Wand

2. New mob: Ardent Crone (Mage 255).
3. New mob: Biting Crone (Mage 253).
4. New mob: Floppy Hag (Mage 251).
5. New mob: Horny Crone (Mage 251).
6. New mob: Imperial Excrementis (Poisonous Warrior 254).
7. New mob: Meat Carcasser (Poisonous Hunter 253).
8. New mob: Ragana Crone (Mage 252).
9. New mob: Shameful Hag (Mage 255).
10. New mob: Troublesome Hag (Mage 254).
11. New mob: Vicious Crone (Mage 255).
12. New location: Borderland of Hangers (via: Moaning Gorge).
13. New location: Damned Castle - East Chamber (via: Damned Castle - Entry Hallway).
14. New location: Damned Castle - East Dungeons (via: Damned Castle - Entry Hallway).
15. New location: Damned Castle - East Hallway (via: Damned Castle - Entry Hallway).
16. New location: Damned Castle - Entry Hallway (via: Damned Castle).
17. New location: Damned Castle - Sacrificial Hall (via: Damned Castle - Entry Hallway).
18. New location: Damned Castle - West Chamber (via: Damned Castle - Entry Hallway).
19. New location: Damned Castle - West Dungeons (via: Damned Castle - Entry Hallway).
20. New location: Damned Castle - West Hallway (via: Damned Castle - Entry Hallway).
21. New location: Damned Castle (via: Tristam).
22. New location: Filthy Wasteland (via: West Slope).
23. New location: Forsaken Sacred Grove - 1st Floor - Chamber 1 (via: Forsaken Sacred Grove - 1st Floor).
24. New location: Moaning Gorge (via: Filthy Wasteland).
25. New location: Sobbing Tower - 1st Floor (via: Damned Castle).
26. New location: Sobbing Tower - 2nd Floor (via: Sobbing Tower - 1st Floor).
27. New location: Sobbing Tower - 3rd Floor (via: Sobbing Tower - 3rd Floor).
28. New location: West Slope (via: Tristam).
29. Update: Adariel's House location update.
30. Update: Adariel's Laboratory location update.
31. Update: Advance Sentry location update.
32. Update: Amra's House location update.
33. Update: Ancestral Vault collision and object update.
34. Update: Ancient Hills of Ancestors collision and object update.
35. Update: Atalia's House location update.
36. Update: Broom Storage location update.
37. Update: Bulrush Fen collision and object update.
38. Update: Clatter of Phantom Wheels collision and object update.
39. Update: Condemned Witch graphics.
40. Update: Defiled Chapel location update.
41. Update: Delusive Trail collision and object update.
42. Update: Desecrated Graveyard collision and object update.
43. Update: Deserted Prison location update.
44. Update: Evergreen Pathways collision and object update.
45. Update: Evil Witch graphics.
46. Update: Fallen Witch graphics.
47. Update: Fiendish Quagmirecollision and object update.
48. Update: Fisheye Bog collision and object update.
49. Update: Flowery Pass collision and object update.
50. Update: Forgotten Forest collision and object update.
51. Update: Forlorn Path collision and object update.
52. Update: Forsaken Fastness collision and object update.
53. Update: Forsaken Sacred Grove - 1st Floor location update.
54. Update: Forsaken Sacred Grove - 2nd Floor location update.
55. Update: Forsaken Sacred Grove - 3rd Floor location update.
56. Update: Gold Mask Evo I loot has been switched to Gloves.
57. Update: House of Black Magic location update.
58. Update: Infernal Pit location update.
59. Update: Insane Witch's House location update.
60. Update: Leshy graphics update.
61. Update: Lost Valley collision and object update.
62. Update: Maiden Forest collision and object update.
63. Update: Marshy Valley collision and object update.
64. Update: Mulberry Passage collision and object update.
65. Update: Mulu Hamlet collision and object update.
66. Update: Old Trade Route collision and object update.
67. Update: Old Witch graphics.
68. Update: Old Witch's House location update.
69. Update: Plundered Chapel location update.
70. Update: Possessed Witch graphics.
71. Update: Primeval Wilderness collision and object update.
72. Update: Robbed Temple location update.
73. Update: Sandstorm Relics collision and object update.
74. Update: Selva Oscura collision and object update.
75. Update: Sky-soaring Witch graphics.
76. Update: Sweeping Plains collision and object update.
77. Update: Thick Woods collision and object update.
78. Update: Tiger Bounds collision and object update.
79. Update: Tiger Clearing collision and object update.
80. Update: Tracker Woods collision and object update.
81. Update: Tristam Dungeon location update.
82. Update: Tristam location update.
83. Update: Valley of Desert Circles collision and object update.
84. Update: Wildcat Den collision and object update.
85. Update: Woodland Pass collision and object update.
86. Fix: Billy the Drunkard respawn points.
87. Fix: Deceiver respawn points.
88. Fix: Invalid item requirements in 'Personal Problem' quest.
89. Fix: Night's Mistress respawn points.
90. Fix: Spiteful Guide respawn points.
91. Premium: NEW SALES!

Available since: January 22, 2020 6 PM UTC+1.
Alder's Blood: Definitive Edition - Wendy
Hey Hunters,

In the latest update, we've implemented the Steam API (we're using Steamworks.NET), we've set up cloud saves and some placeholder achievements. That is working fine, so the next step will be to create and script proper achievements. This is an ongoing process and it will take us some more time, but we can share with you some achievements that we plan on having.

1. Bleeding.



2. Death.



3. Backstab.



All of these will pop-up while bleeding, dying or backstabbing the beast for the first time and/or specific amount of times.

These are only examples because we want to implement as many interesting achievements as we can. We're also thinking about how to name them in a fun, catchy way.

Icons will also be tweaked and polished. The ones you see now are only a quick "prototype". Our artist, Alex will make sure to make them sparkly. ;)

Maybe you have some ideas for other achievements - that's mostly the question for our beta testers. Or maybe you have some cool names for them in mind? Feel free to share your thoughts!

P.S. Our idea for Backstab achievement's name was "Just the tip", but we don't know if it's appropriate...
...