Jun 5, 2023
Backrooms: Realm of Shadows - cyprusgames
Hello everyone!

Our new Dev Blog is now Available!
In Todays Dev Blog, we will be covering everything about the Topic: Sub Layer Levels.

Lets get started!



WHAT ARE SUB LAYER LEVELS?

Sub-layers are locations that usually add more detail to an existing level. There are two types of sub-layers "sub-levels" and "rooms". Sub-levels are levels that are related to their parent level, but are still their own distinct level. Rooms are locations that are too small to be considered their own level. Usually, they are places in an existing level, but that is not always the case.



HOW CAN WE REACH THESE LEVELS IN THE GAME?

When the Game releases, there will be first only 2 Sub Layer Levels. And these 2 Levels will be in Level 0. The Red Room and the Icy Rooms. You can access these Levels by going a Secret Way. The Sub Layer Levels dont have an Exit to a New Level, they will only have an Exit to the Normal Level 0.



Also, by reaching thouse Sub Layer Levels, you will be briefly rewarded by an Achivement.

We will add more Sub Layer Levels later after your Feedback so we know how we can improve.



Take a Closer look at the 2 Sub Layer Levels







This is everything we have for you Today.

This was already the last Dev Blog. We Hope you enjoyed the Series and we cant wait to Publish the Game on July 11th.

Railway Empire 2 - Freeky
7 reasons to jump on the Railway Empire 2 train

🚂 What’s new with Railway Empire 2’s track building? How does the map size compare? 🤔
🎬 In our newest video we have 7️⃣ reasons why the hit sequel is right on track and what has changed from the first game!

👇 You’ve got questions – we’ve got answers 👇
Good Heavens! - Ashe
Welcome to the extraordinary world of Xant-Rar, where the beauty of nature coexists with the thrill of adventure! Each corner of Xant-Rar's floating islands is an open invitation to explore unique biomes, mesmerizing landscapes, and fascinating creatures.



First, step into the serene tranquillity of Evergreen, a paradise of wildflower fields and rolling meadows. Here, the harmonious symbiosis of Keno the two-tailed fox, Candy Sheeps, and gentle deers under the perpetual sunshine creates an ambience of perfect peace.



Move forward to witness the contrasting allure of the Dry Lands. A terrain adorned with sand and sculpted rocks, promising an adventurous journey through gold mines. But beware, for the cunning lizards and the humanoid ant tribe, the Antars, may give you a run for your wealth!



Experience enchantment in the magical realm of our Enchanted Forests. Sky-kissing trees, goblins' mystery, and the surreal spectacle of fireflies illuminating the nights make this land truly mesmerizing. The added sparkle of gem nuggets scattered around is an irresistible charm!

The Marshlands of Xant-Rar call out to the bravest adventurers. With swamps, ivy, and unique flora, this biome is an adrenaline-packed escapade. But tread carefully, for the toxic bubbles and the green mushroom colonies hold their own secrets.



Discover the eerie beauty of Rattling Plains. A land of haunting charm, where every step across the bone-laden ground, skeletal trees, and worm pits unravels a tale of its mysterious past. Brace yourself for ghouls, as they're always on the hunt!



Xant-Rar is not just about exploration; it's about the experience! Uncover hidden treasures in mines, test your courage in eerie dungeons, pay respects in desolate graveyards, and meet magical folks with captivating stories to tell. Natural resources, convenient WC shacks - every biome offers unique amenities.

The wonders of Xant-Rar await your discovery...soon!


风林火山 Playtest - kampfar
2023年6月5日版本更新说明
各位明公,我们刚刚对测试版进行了更新。

战略优化和修改说明
●修复了处决因为剧本设置原因无法死亡的问题
●城市扩张移除人口限制这个条件
●修复了城市扩张时间显示不正确的问题
●修复了武将生病了没弹出TIPS的问题
●城市鼠标TIPS样式修改
●测试功能删除,探索不再出虚拟武将
●移除人口和预备兵的动态耗粮计算,郡城规模会直接决定了固定耗粮
●修复了战斗结束后的结算报错
●移除了各种属性的荒废逻辑

战斗修改说明
●普通士兵无法再攻击城墙,只能使用军械
Jun 5, 2023
EON Fighter - nicolasrizzi
Fixed an error that caused the player to disappear if the game was paused right at the start in Expeditions.

Fixed an error that did not allow changing the music in level 3 of Expeditions.

In the new mode, visual elements were added to give more life to the stage.

Also, when the player destroys a base, the remaining ones will be more resistant, making it more consistent with the level increase.
Mercenaries of the Kingdom: First Blood - Insane Dreamers
Hello, Captains of Fortune!

This is the second live-stream event of MOTK in the Next Fest.

I've never participated in a Next Fest; I'm curious to see what will happen with you :)

Have fun trying the free DEMO and write me in the Community Hub about what you would like to see in the final version of the game!

Happy viewing and have fun!
Shadow Gambit: The Cursed Crew - Adridas
Instead of a dark and realistic style, our new Stealth Strategy game Shadow Gambit: The Cursed Crew aims for a more colorful and stylized look. Our artists explain why it fits the game perfectly and how they designed this new magical world from scratch.

Hey, I am Elena and I joined Mimimi Games last year as Communications Manager – you probably already read from me, if you visit this blog or our social media frequently. Now that the cat – or rather the parrot (arr!) – is out of the bag, I want to give our developers a chance to tell you about what it’s like to work on Shadow Gambit: The Cursed Crew and how their ideas and efforts shape the game.

That’s why we created this monthly dev diary blog. After chatting about the pirate setting and the amazing design process of the playable cursed pirate crew, it’s now time to have look at the artstyle and world of Shadow Gambit: The Cursed Crew.


So … how did the game end up with a fresh new look and feel instead of sticking to the art style of Shadow Tactics or Desperados III?

FROM VAGUE INSPIRATIONS TO INGAME-LOOK
Naturally finding a new art style for a new game involved a lot of planning and research, as Texture Artist Anisha Fait points out:

“During Preproduction we worked on several ideas and art styles for different pitches. Already during this time a lot of tests and ideas drifted towards more stylized art styles. When starting to work on Shadow Gambit’s art style we first tried to analyze both the strengths and shortcomings of our previous art styles in Shadow Tactics and Desperados III.”

“Additionally we just looked at a huge amount of other media, be it pirate games, isometric games or even movies and paintings to just get ideas from everywhere.”


These screenshots showcase how the artists set the mood while experimenting with different lighting scenarios.

FINDING THE PERFECT LOOK
“We had a lot of meetings in the early phase, where we just sat together with our Pinterest boards (Elena: A popular website that allows you to easily create mood boards with different photos and ideas to visualize concepts) filled to the brim with screenshots and artworks and going over every little detail.”, Anisha continues.

“What we liked, be it shapes, color, mood, textures and what could be beneficial to the goals we wanted to reach with Shadow Gambit’s art style. Slowly we started to get a clearer idea in which direction we wanted to go and our references started to become less broad and more specific. We started to make concepts where we were able to say ‘Let’s recreate this, but 3D!'”

“After this we did several 3D models and textures, doing a lot of iterations on those until we finally had a few assets, where we could say ‘That’s what our game’s going to look like’.”

WHERE THE HELL IS MY CHARACTER? – WHY READABILITY IS SO IMPORTANT
But why even change the already established art style? According to Anisha, there were multiple reasons to change it up:

“Two main reasons. The first and biggest is readability. In our games that is one of the biggest priorities for us. While we deeply love what we did with Desperados III, we felt like it started to become too noisy. A lot of small, granular detail started to make the screens feel too crowded and the players weren’t able to see as clearly what’s going on with just a few looks at the screen anymore.”

“So we knew we wanted to go with an art style that enabled us to reduce the clutter and noise in everything while still looking beautiful and engaging.”, Anisha explains.

“During research we found that we wanted to go with a more painterly approach to everything and let bigger shapes and colors speak for themselves instead of heavily relying on a lot of detail in everything.”

“Looking at different pictures and paintings we always saw those beautiful, curated and saturated colors that made the important parts pop and gave everything this magical, vacation-y vibe. So for us, using a more saturated and stylized color palette to show those magical places of the Lost Caribbean was a match made in heaven.”


In early concepts you can already see the Inquisition and their oppressive order clashing with the soul magic of the Lost Caribbean and the cursed pirates roaming its seas.

GRAPHICS AGE BUT STYLE DOESN’T
“Secondly, for us it’s always important that after a few years our games still look good. And graphics age but style doesn’t. Which is why we always try to go a bit more stylized in our games than realism. This time we just leaned a bit more heavily into it.”

At the center of the creation of Shadow Gambit: The Cursed Crew was of course the magical Caribbean world filled with a variety of exotic islands allowing players to explore beautiful beaches, dark soul magic infused places, dangerous fortresses or lively shanty towns. Environment artist Dorian Kirschstein explains how the team brought the different locations to live.

HOW TO DESIGN A MAGICAL PIRATE WORLD
“For Shadow Gambit: The Cursed Crew, we created a whole ocean full of the strangest and most amazing islands. After pitching and discussing a ton of ideas, we settled for the ones, that would best tell the tale of the backdrop for our game, aspiring to give each island its own unique character and magical twist. We built the islands in close collaboration between Environment Art and Level Design.”


The architecture of the Inquisition spreads all over the islands of the Lost Caribbean.


A lot of their buildings showcase similar elements like the colors red and white or their white flame symbol.

ENVIRONMENT ART MEETS LEVEL DESIGN
“While the artist initially focusses on designing a visually believable and awe-inspiring space starring impressive landmarks like exploding lighthouses or giant roots, the level designer would tackle it from the strategic side: Creating areas with varied and memorable gameplay, like a steep wall for a focus on vertical navigation or a beach with shallow water for footprint and noise complicating stealthy approaches.”

“Both concepts coming together, the very first draft of the island is born. From it, a first 3D blocking is created in-engine, and over the span of some months, iteration after iteration, the bonding between gameplay and area themes gets refined to the fun-to-play and great-to-look-at locations you will be able to visit and explore with your crew soon!”

That’s not an easy task but thankfully the designers had a lot of great inspirations helping them to design the world of Shadow Gambit from scratch, as Dorian shares with us.

FROM PIRATES OF THE CARIBBEAN TO LOVECRAFT
Not only due to its thematic closeness, Pirates of the Caribbean was an amazing source of inspiration for me. Both conceptually and visually, they managed to give their world the lighthearted deepness we wanted to have for our game.”

“As a game experience, Assassin’s Creed: Black Flag supplied me with the pirate-y feeling of exploration and sense of wonder, while being more on the realistic side of things. Which is not necessary a disadvantage, as some of our wildest ideas are actually based on real-life marvels: like the biggest Inquisition stronghold in the game for example, which is heavily inspired by the castled island of Janjira in India.”

“And finally, a certain Lovecraftian touch cannot be denied, when you’re exploring the space-colored deeper decks of the Red Marley…”


The insides of the Red Marley are a dark and mysterious place full of strange soul magic.

Similar to the Black Pearl in Pirates of the Caribbean the Red Marley plays a big role in Shadow Gambit. She is more than just a ship due to her living soul and the ability to manipulate time. She can stop or reset it in order to help the crew out while fighting the Inquisition of the Burning Maiden. Concept Artist Lucas Reiner explains how he designed her as a spooky and interesting looking pirate ship, but also as a cozy home for the crew.

THE RED MARLEY: HOW THE GHOST SHIP BECAME A HOME
“In my first attempt at the Red Marley, all I wanted to achieve was a likeable, rudimentary, cozy home for our crew, where each crew member would have their own personal little territory on deck decorated with assets that represent them, where the player would be able to see them work and hang out.”

“Although none of the crew members themselves had been finalized at that point, a few character ideas were already there and those characters’ areas are present in the earliest rough concept. You can find the Japan-themed tea table there that belongs to the skeletal ship cook Toya, as well as the alchemist desk of ship surgeon Suleidy who is half plant half woman and always ready to patch the crew up. If you look up, you can also see the lookout where the blind sharpshooter Teresa takes aim from.”


The Red Marley isn’t just a ship – she has a living soul, can help the crew out with her time manipulation power and serves as their home and place to rest.

WHEN LOOK AND GAMEPLAY GO HAND IN HAND
“We later decided that the ship’s masts and surfaces should be broken into pieces and just barely be held together by magic, with planks and various bones levitating in mid-air to support the magical aspect of the Red Marley and its crew.”

“This ‘targeted destruction’ also allows us to eliminate some obstacles that would normally block the player’s view. If a solid wall is covering up something we really want you to see, we can just break that wall to give the camera an unobstructed angle, killing two parrots with one flintlock pistol.”

“Aside from that, the two most notable magical additions in this step included the giant skeleton hugging the ship’s bow and the notorious skeleton duo later named ‘Pete and the nameless one’ positioned on the ship’s stern.”


The Red Marley’s design reflects her nature as a supernatural ghost ship with a living soul.

Of course, we already talked in depth about the character design of the cursed crewmembers as well. But another important part of the look and feel of Shadow Gambit: The Cursed Crew are the bad guys – the fanatic order of the Inquisition trying to oppress everything related to soul magic in the Lost Caribbean.

THE INQUISITION: HISTORY MEETS FANTASY
“The inspiration here is quite obvious and partly in the name: The Spanish Inquisition. For a concept artist, this means spending many hours researching the history of the real-life Spanish Inquisition, as well as pop culture references. I discovered that while their infamous red robes were mostly contrived by the popular Monty Python sketch, the color suits any enemy faction perfectly – and it’s probably the color we would have used anyway.”

“I intended for the design of their clothing to show some of their cruelty and religious dogmatism, while sprinkling some fantasy elements in there too, like spiky headdresses, weapons and candles. Keep in mind that at this stage only a few details about what the Inquisition stands for and who they worship etc. had been put forward by the writers, so I had to remain rather vague.”


Lucas explored a lot of different design for the Inquisition, similar as he did for the cursed crew.

“The addition of metal helmets and masks impacted the design greatly, as from a lore perspective it takes away from each Inquisition member’s individuality and humanity, as well as simplifying the development process down the line since we would not have to create different faces, facial hair variations etc.”

“Surprisingly, I was able to use most of the ideas from the very first concept sheet for months to come, using it as a reference to kick-start many future enemy types’ designs.”


The historical inspiration for the Inquisition is mixed with fantasy elements for their design in game.

We hope you enjoyed the insights our artists gave you, if you want to learn more about Shadow Gambit in general, you can check out the links below:

JOIN OUR CREW
☠️ Join our Discord if you want to chat about the game with us and our growing Mimimi community.

☠️ You can also follow us on Twitter | YouTube | Twitch | Facebook | Instagram | TikTok to stay up to date.

☠️ And we have a Newsletter

See you soon on the high seas, cursed pirates!
Elena
Miners Settlement Playtest - marian.mazurek.cambini
Development Build - 4.10.1
Paragon Pioneers 2 - Gnietschow
Hey Pioneers,

I'm happy to announce that the alpha of Paragon Pioneers 2 has started :D I'll gradually invite more people to help me testing and squashing the countless bugs probably lurking everywhere. It is a really early alpha phase, so please only take part of it if you got enough patience for a constantly crashing and imbalanced game! There will be a beta phase later on with a much more stable and enjoyable state :)

Please head to the Discord to take part in the alpha discussions: https://discord.gg/pRuGbCDWCP

Thank you for your help!

Tobias
Bloody Hell - pungamesinfo
😇Hey there angels!😇

🔥The Bloody Hell Soundtrack is now available!🔥

🩸And guess what, if you buy the soundtrack you get The game FOR FREE!! (actually, the game is still free without buying the soundtrack (so what are you waiting for?👀 ))

🩸In all seriousness, we would like to thank Stef Duijkers and Nick de Haas again for creating the spine-chilling score for Bloody Hell. Buying this soundtrack means that you support them and the devs!
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