Hey everyone! We thought this was a great opportunity for us to talk a bit about how we approached some of the scarier elements of The Tartarus Key, and why we often went with creepy vs cacophonous when it comes to our scares.
When we first started developing the game, we wanted it to be entirely devoid of jumpscares. While a lot of people really love them, we know for some people they can make a game challenging or unpleasant to play, so we were determined to avoid them completely. And we did, for much of development! Atmosphere is about building tension and fear overtime, through the visuals and sound. This is harder to pull off and involves making something that appears scary in the mind of the player. The same kind of fear that people feel looking into a dark room, it's more about what could be there, regardless of if it's rational or not.
Surprisingly, we found this really limiting. Most people take "jumpscare" to mean "something unexpected pops up in your face and screams really loudly" or the equivalent. But more subtle sudden movements, loud noises, even when used in moderation, are jumpscares too. Used carefully, a jumpscare is just another tool to enhance the players' experience. We do believe that players are more apprehensive about jumpscares now due to the rise in horror games that use them. After all, they lose their effectiveness with repetition. If every candle in the game blew out as you approached it then by the third *POP* you would probably start to be more annoyed than surprised. Remember this classic?
It's a sliding scale. Not all jumpscares are equal in that not all of them are intended to accomplish the game thing. There are no screaming ghost faces in TTK, but you might find doors that slam shut as you approach them, candles that go out, and books that fall. These are jumpscares, largely involving motion or sound that you weren't expecting, but we soften the blow by making sure that the player was already looking in the direction and aware of what was happening. We try to avoid having things surprise from offscreen.
Atmosphere is hard, and sometimes ineffective, because you can't predict how people will respond to it. An example we had early in our playtesting is the very first hallway you can enter near the beginning of the game. One of our testers opened the door and simply refused to step into the hallway, to paraphrase "No, I can't. Something's going to get me." It took a lot of reassuring and promises to get them to move on. Darkb bloody hallways have a way of scaring people - can't imagine why. Another didn't give it a second thought, threw the door open and ran straight to the next room; hadn't even considered it scary.
The end result is that a lot of time has gone into trying to strike that balance between "this is creeping me out" and "this is way too much". Some of the scares we have are blink-and-you'll-miss-them subtle, while others are more in-your-face. However, we've tried to make sure The Tartarus Key is unsettling more often than it purely makes you jump, and we hope when you finally play it, you'll agree... and appreciate those few jumps all the more.
Today, it's been almost two weeks since the game's release and we're so grateful for the feedback, lovely comments, and sweet videos you're sharing with us. To express our gratitude, we invite you to join us for an Ask us Anything on Reddit tomorrow at 9 PM CET.
To lead this Ask Us Anything, a large part of the team will be there, and you will be able to ask them all the questions you want!
Thank you all for your continued support of Kingdoms Conquer! In order to stimulate the communication and interaction between players, so that masters can have a better gaming experience, Kingdoms Conquer has shuted down servers for maintenance from 10:00 to 12:00 on March 22th, and the following servers’ data was be exchanged. After the data exchange, the original server name remained unchanged. The estimated maintenance time was 2 hours, during which masters would not be able to log in to the game:
Maintenance Time:
From March 22th 10:00 AM to March 22th 12:00 AM (CST)
Hello everyone! We've already presented some aspect of Skábma-Snowfall but we didn't present ourselves: Red Stage Entertainment!
Red Stage Entertainment is an 8 person strong Indie Game Studio specialized in emotional storytelling, run by Sahin Cengiz and Marjaana Auranen. Since the beginning we have had a mission to create projects that have a deeper meaning and a purpose, something that could drive a real world change to issues we subtly address.
Our first bigger title, Skábma - Snowfall, brings forward the northernmost indigenous people of Europe, the Sámi. The theme and the setting was not accidentally chosen as one of the main owners, the person who is writing this introduction, and the writer of Skábma, is Sámi herself.
Our core values as the founders of Red Stage, is to make sure our team is happy and that there is enough coffee to keep them going through the stormy waters of game development. We embrace our team's diversity and believe that that diversity should be shown in our games also.
Everyone has a right to be included.
No person and no story is left behind!
Want to be a part of this story? Get the latest news from Skábma-Snowfall by following and wishlisting the game on:
I wish you a pleasant rest of the day and I hope you will have a lot of fun with the demo! :D And if you see a reward on the Kickstarter page that you like, it would mean so much to me if you leave a pledge there. :)
30 Days to be the Best - Ultimate Edition - Nuskadamo
I never had the occasion to mention it on Steam, but i've published a couple of videos where i talk about the progress i've been making on 30 Days to be the Best. If you're among the people who follow the game but somehow have never seen these, well, it's your lucky day!
I also made a quick video showcasing the character editor.
And that's that, for now. Maybe in the future i'll publish a third devlog.
Together with texture upscaling and new surface rendering options, the new version of the War Thunder graphic engine brings numerous minor features and improvements. Meet new visuals coming soon in the “Wind of Change” update!
Shock wave
The effect from a shock wave from tank gun firing and exploding bombs and shells is now visible on vegetation and trees, as well as on the effects of fire and smoke. For example, when firing a tank gun, you will notice grass bending along the blast wave. A HE round explosion near a burning vehicle will change the direction and speed of the smoke and flame particles. Aircraft bombs, when detonated, cause the surrounding trees and bushes to bend under the action of the blast wave - the more explosive the bomb, the stronger the effect!
We have also improved the effects of shots and hits. After an explosion of a tank shell, you will now see the effects of fragments hitting the elements of the game environment around the impact point. Shockwave impulse from gunshots and explosions now make leaves from trees around to drop to the ground.
Dynamic wind
Together with the constantly directed wind and the one-directional bending of the grass caused by it, the game locations will now feature areas with changing intensity and direction of the wind. Gusts of wind affect objects in the game environment - waves of vibrations from a dynamically changing wind pass through the grass and trees.
GPU grass
War Thunder locations for mixed battles will now have the GPU-generated grass filler that does not affect the performance. The new grass exists alongside the regular one, enhancing the view of the ground, creating a juicy filling layer between the soil and tall grass. If a player prefers to disable the regular grass to improve the game performance, the land on locations will not be bare even on the low graphic settings. However, the GPU grass could also be disabled in the tank sniper sight, the same way as the regular grass, in order to avoid affecting the gameplay. It is worth noting, that the GPU grass is completely subject to physical phenomena that affect ordinary vegetation - it squishes under the tracks of tanks, swayed by the wind and bent down by the shock waves of close explosions and tank gun shots. Like the GPU objects you already know, the new grass will work for all game clients - both on PC and consoles.
Shadows from effects
We continue to improve the visual effects of fires, flames and explosions. Now shadows from dynamic effects have appeared on the ground and assets of the game environment, organically fitting them into the overall picture of the game. The shadows from the large-scale effects are most noticeable, such as an explosion of an aircraft on the ground, the destruction of a building in a cloud of dust and debris, and massive smoke from a burned tank.
Area effects
The “Wind of Change” update brings a number of cosmetic micro-effects that improve the overall perception of the game world: floating litter on city streets, falling leaves in forests, wind-blown dust on sandy locations, sparks next to fires burning in locations. These effects are enabled only when the player enters their area of effect and has little to no effect on game performance.
Welcome to Strawhart’s first major content patch. This release features significant improvements to the 5th level of the game, as well as additional dialogue and character interactions. Also included are many quality-of-life changes and fixes for issues identified by the community. Read on to learn more!
General -Added a Gamma slider -The game now notifies you when it saves -Fixed an issue where cinematics would not properly set the player’s HUD -Fixed an issue where music would frequently overlap -Recalling on a ladder no longer breaks player movement -Ladders no longer block the player from picking up objects -Fixed an issue where damping zones would not absorb magic -Fixed an issue where dialogue would spontaneously clear itself away -Fixed an issue where Strawhart would sit on thin air
The Homestead -Fixed several cutscene issues -Fixed an issue where new Maygar dialogue would not trigger after completing the fourth level -Enhanced Maygar’s dialogue -Fixed an issue where getting stuck would force you to replay the game’s introduction -You can no longer accidentally dump Strawhart into the river Westharrow -Fixed an issue where the courtyard sequence could be triggered multiple times -Uploaded new and improved music for the Westharrow finale
Valecrest -Fixed several spots where players could accidentally get stuck out of bounds -Fixed a rare fatal error that could be triggered during the finale -Fixed issues with Valecrest’s damping zones not behaving as intended -Improved NPC pathing
The Factorium -Fixed some puzzle reset bounds -Fixed several areas where you walk underwater
Level 4 -Fixed several places the player could inadvertently get out of bounds -Fixed an issue where serbots were launching puzzle pieces into space Level 5 -Revamped a certain notorious puzzle -Revamped cutscenes -There are now many more secrets to find throughout the level -Added dialogue interactions in level 5 for several characters -Fixed an issue with unintentional geometry rendering -Fixed an issue where lava was too cold -Moved Apocrypha #28 to its proper location -Fixed several level reset issues
Miscellaneous -Fixed several spelling and grammatical errors in character dialogue -Modified introduction dialogue Thanks to the following community contributors for their help with 1.1! • skullchaser • SaSSolino • TheSpaghettiBro • Cyan • Maguffin T. Watersmirch • Shelg0n