Now that v1.3 is live (fixing a few bugs and adding some achievements), I'm looking forward to future updates. I have several items planned over time:
Adding two more playable characters
Adding more customers (ideally I'd like to have at least 24 total, so that eventually each daily delivery can have a unique customer)
Adding more daily extra options
But what I would like to know from people who play the game: which of the following would you like to see prioritized in the future? (Bear in mind, some of these I don't actually have planned; they're currently just being considered.)
The things I mentioned above
Other game challenges/modifications to allow for harder playthroughs
Some kind of story/career mode (separate from the normal roguelite mode)
The pets are one of our exclusive rewards for Kickstarter supporters. Whether it's a cat, a dog, a bird, a penguin... or even a shark, choose your favorite to accompany your love interest!
Two big updates come to F1Ž 23 today with the addition of the Formula 2⢠2023 roster of drivers and cars, as well as the highly anticipated Sports Update for F1Ž.
Both updates are available right now for all players. For the full patch notes list, head here. F2⢠2023 Is Here Ahead of the season finale at Abu Dhabi in November where Theo Pourchaire looks set to wrap up the championship title, you can take on the second tier of Formula cars in F1Ž 23.
Featuring a 14-round season that includes F2⢠Sprint events at each of the global locations, the new F2⢠cars are available to use in Career, F1Ž World, and of course, Multiplayer.
Which of the 22 drivers will you head to the track with first?
A Season Refresh Focusing on the plethora of changes made to each of the F1ÂŽ teams throughout the season, the Sports Update varies from garage to garage and includes updates to sponsors, colours, vehicles and bodywork.
Each team has undergone an overhaul, with the F1ÂŽ 23 development team painstakingly replicating what weâve seen in the later stages of the real-world F1ÂŽ season. Let's dive in to each of the teamâs updates:
Alfa Romeo The Italian outfitâs list of changes includes tweaks to the front spoilers, flaps, and wings, as well as alterations to the nose shape and camera pod positions. The front suspension area and mid-section bottom have been modified, with the sidepod air intake and halo cutline adjusted. Other changes include updates to the windscreen shape, removal of the side cooling grid, and adjustments to the floor, DRS flap, and rear diffuser.
In terms of sponsors, several have been removed, including AximTrade from the nose, CryptoDATA and Wispr from the front flaps, Sauber from the front central flap, and Group Nossa from the nose.
Alpine The car of French duo Pierre Gasly and Esteban Ocon has seen the rear wing main plate adjusted, the front fence re-shaped, and winglets added to the halo. Additionally, the side pod has been slightly altered.
For sponsors, the @alpinecars logo has been removed from the inside of the halo, with @alpineesports added in its place. Furthermore, the Trak Racer logo can now be seen on the mirror brackets. The BWT logo, previously located at the rear of the steering wheel, has been removed, and the Ecowatt logo can now be found on the wheel fins.
AlphaTauri There are fewer but equally substantial updates to AlphaTauriâs car. The side mirrors have been reshaped in the upper section. The rear section of the side pods has been rebuilt, and a new 'crease' detail has been added to the front section. Finally, the floor of the car alongside the rear wing has been completely rebuilt.
Aston Martin As for Aston Martin, alterations focus on the floor body centre, rear wing end plates, top canopy, shark fin, side pods, front wing main plate, front wing end plates, and front wing flaps.
There are significant changes to sponsors on the car. Valvoline has been added to several areas. TikTok and DBX707 feature on the halo, while NexGen has been added to both the halo and nose cone. The safety cell now features the Bombardier logo and the Porto logo has been updated. Wolfgang has been added to the nose cone, and Boss has been moved to the inside of the front wing end plates. The nose now displays the updated 110 Aston Martin logo, and Banco Master has been added to the rear wing end plate.
Scuderia Ferrari Next up, Ferrari whoâs most noticeable change is a new lick of paint in-game. The side mirrors were reshaped in the upper section and the floor has been completely rebuilt, as have the side pods. The top canopy has been adjusted to align with the new side pods. The upper bodywork has undergone reconstruction in the lower section and adjustment in the upper section. Additionally, the rear wing has been updated with a new side corner shape and a new support has been added.
As for sponsors, the AWS logo position has been adjusted, whereas Shell and the Scuderia Ferrari App logos were both relocated to the fairing section of the halo. Frecciarossa has been removed. Finally, Mahle and Santander were both moved towards the centre of the car.
Haas F1 Team The changes made to the Haas team are subtle. They include changes to the front wing end plates, front and rear wing flaps and a tweak to the main nose sensor.
McLaren The modifications made to McLarenâs MCL60 include an addition of fins to the rear of the halo, the installation of side mirrors and supports, and the inclusion of a sidepod intake and changes to the sidepods themselves. There are also alterations to the rear wing end plates, an added top canopy alongside changes to the floor edge and body of the car.
Onto sponsors, Accelerating Web 3 has been added to the rear wing and Senna has been moved to the driver surround. Chrome and DP World are included on the halo, as is HaloITSM. The base of the halo now displays #TeamBahrain. Lastly, OKX has been removed from the sidepods.
Mercedes Moving onto Mercedes, who have introduced dramatically different sidepods in addition to new wing mirrors and a change to the shape of the rear wing. Thereâs an added fin piece to the rear crash structure and an extra piece to the rear of the floor. The front suspension mount and position of the front suspension arm have been tweaked. Lastly, there are updates to the front wing end plate shape and the rear wing shape.
Red Bull Racing 2023 Constructors' Championship winning team Red Bull have had a number of changes as well. Sidepods are updated and the floor of the car has also been modified. The rear wing now has fixed flaps and the nose of the car has been altered. Changes have also been made to the front wing flaps and rear wheel hubs.
Just three sponsor changes for Red Bull: The removal of Claro and addition of A1 on the inner front wing end plate, plus, Sui added to the halo.
Williams Last but not least, the Williams team. Their changes include the addition of a flap to the floor endplate, lower winglets on the rear wing, and a shark fin. Finally, a carbon fin has been incorporated beneath the car.
A handful of sponsor changes too. WilliamsF1.com has been removed and Kraken has been added to the inside of the halo. CausaLens has been added to the mirrors and JuliaHub to the wheel fins.
Which of the team updates are you most looking forward to hitting the track with? Let us know! Plus, be sure to keep up to date on the latest F1ÂŽ 23 news by following the official Instagram, Twitter, TikTok, and YouTube channels.
Hey, quick small little update. I'm not entirely sure how this broke when all I did was add a reference to our upcoming game to the splash page, but none-the-less, I've fixed the issue regarding Challenge II on the final map.
My apologies for the delay on this. It was pretty unexpected!
This Escape Room challenges your wits like no other. You find yourselves trapped in a dungeon, with a series of puzzles, traps and... other things blocking your escape. But this is still Malum... watch out for the creatures in the dark!
This update also comes with some quality of life updates, including greatly improved character movement and a UI refresh.
Explore the dungeon, solve the puzzles and escape together - or die a grizzly chainsaw-related death, who knows?
Today it is not an usual update. We had a lot of meetings in the past few weeks, because we needed to see the bigger picture of where our game is heading. Thanks to our testers, who reported that information and game mechanics was really fast going and in overall a lot of mechanics were fast paced. So we decided to make a couple of big changes in gameplay, which I can already confirm were pretty good decisions and the game is already looking much cleaner, slower paced, clearer and more chill to play. For example:
This is a colony sim game, so we expect that your colonists won't see all the changes they are working for, but their kids and grandkids will. We had morning, afternoon and night âshiftsâ which are gone. Now you will see only 1 "shift" and that is our complete cycle, where colonists either work, study, relax or sleep. This results in 3 times faster aging for your colonists.
Lots of colony sim games have a truckload of different item types and we are no fans of that. So we cut out almost a half of the current items and made it more understandable and simpler. For example you don't need 4 different goods for your colonists, instead you can have only 1 Basic goods and it will be the same. At least you don't need to worry about 4 different item chains.
We stretched out game mechanics from each other. BIG time. So you don't have to face the pressure of something going bad. Now you can sit and enjoy building your colony. Of course you have to keep an eye for basic needs for your colonists. Without food and a functional atmosphere no one can last forever.
Our graphic designer made a lot of changes to our current and new assets to set the right mood and they are a little bit more moody and depressed, but with the expansion and new research, the building will get more colorful and brighter.
In our demo tests we were missing your ultimate goal, which is of course survival, but you need some kind of higher goal and that would be the terraformation! So you can escape the depths of the planet and start to thrive on the surface.
Well that was the couple of main changes which are undergoing. In a few weeks we should put it all together.
âDeadly Rainâ is an indie wave-based survival horror game inspired by several great games such as: âLeft 4 Deadâ, âCall of Duty Zombiesâ, âSilent Hillâ and âResident Evilâ. But what isn't disclosed is that it took me almost 2 years to develop it without funding and a team, and that's the story I'm here to tell you about... (warning: contains spoilers)
About me
Before starting, I think it's good to tell you a little about myself so that you better understand the context of the story. My name is Gabriel Jacintho, I'm 20 years old, I've been a game developer for a few years, I've published games on Play Store and Steam (apart from âDeadly Rainâ), I never went to college, I learned how to develop games online, and Iâm passionate about horror and survival films and games, my favorite horror game is without a doubt âOutlastâ (seriously, I must have finished 3 times this game haha).
Game Design
Now that you know me a little, let's get to the story... In January 2022, I founded FireRing Studio, a survival horror game studio for PC and consoles, and I started developing the game that is now called âDeadly Rainâ, and is already published on Steam.
When I first thought of âDeadly Rainâ, I hadnât imagined it as a wave-based survival horror game set in an abandoned village, but rather as:
âA hardcore first-person survival horror game where a shipwreck leaves you alone in a toxic, abandoned archipelago filled with dark mysteries, dangerous beings, and toxic rain. Now to escape, you will need to learn how to kill, run and hide yourself.â - Story, Level Design and Enemies - Deadly Rain (Devlog #2)
The initial idea for the game also considered features such as: stealth gameplay and collectible documents that would tell the story of the game, inspired by âOutlastâ. However, I discarded many ideas to reduce the scope of the project.
Image of the first map of the game âDeadly Rainâ.
But one idea that has never changed since the beginning was: the audio needs to be amazing. You might disagree with me, but if there's one thing I've learned after many years of watching horror movies and playing horror games, it's that sound is one of the biggest sources of fear for people (if not the biggest), want proof of that? Try watching a horror movie or playing a horror game without sound, I highly doubt you'll be scared.
After a lot of brainstorming, testing and research, I managed to create a viable game concept that could be developed with the resources I have, giving rise to âDeadly Rainâ that today we can find on Steam, with the following description:
âDeadly Rain is a survival horror FPS game that puts you in a terrifying fight for survival against hordes of scary mutants in a rainy, abandoned village. Find and manage resources to stay alive in the worst and most unexpected situations.â - Deadly Rain on Steam
Fun fact: The unlockable areas feature was an idea received from a member of our official Discord server, and was included in the final version of the game.
Development
Photo of me developing the game âDeadly Rainâ with Unity.
Since my beginnings in the game development field, I have always made games with Unity. I am very grateful to have free access to this powerful and affordable game development tool. I recommend it to everyone who wants to develop games one day.
However, even using Unity and drastically reducing the scope of the project, developing the game was still a difficult and complex job. During development, I had many technical challenges, and the first version of the game was unplayable due to realistic graphics that caused a very low frame per rate (FPS). Watch the first gameplay of the game during its early stages of development below:
Level Design
From the moment the previous video was recorded until today, I worked hard to improve the game experience, and among the features that I changed the most throughout the game's development, the level design was without a doubt the one I changed the most, I redid it 4 times until I reached the final result that is in the game today. See below the images of one of the discarded maps:
Yes, I do level design on paper.
Discarded map from âDeadly Rainâ.
History
Soon after finishing the level design, I rewrote the game's story taking inspiration from the Soviet regime, with the aim of simply contextualizing the game and leaving room for the players' imagination, which could be deepened in future games and comics from the same universe.
First Person Shooter (FPS)
I consider the FPS mechanics of âDeadly Rainâ (with more than 13 different weapons) one of the strong points of the game. I'm proud of how well it was done, because I dedicated many weeks developing it, and it will certainly be reused in future games from the studio.
To develop it I was inspired by âCall of Dutyâ, I had to play the game several times during development to feel how it should be done.
Enemies and Artificial Intelligence (AI)
Artificial Intelligence (AI) of enemies in development.
Initially the enemies should see or hear the player to detect him and start chasing him, but I realized that this could hinder the fun of the game if the player hid too well, so I programmed the enemies' AI to just chase and attack the player, regardless of where he was (spoiler).
All enemies from âDeadly Rainâ.
And I made sure to create a good variety of enemies for the game, but you won't see all 6 enemies if you don't survive for at least 12 rounds, because they appear as the game's difficulty increases :)
Audio
As you already know, I consider the audio in one very important horror game, so during the development process of âDeadly Rainâ I made a point of studying audio for games in depth, and implemented the audio in the game using FMOD, a powerful audio middleware. I'm so grateful to have learned about game audio from Thiago Adamo, a great professional in this field.
I was also very lucky to sign a contract with Lincoln Davis, an excellent composer who composed the entire soundtrack for âDeadly Rainâ, which is now available on Spotify and other music streaming services.
Assets
If you have ever explored the Unity Asset Store, you may have already recognized the assets I used in âDeadly Rainâ, yes, I bought them ready-made, but I assure you that the game is not an asset flip, but rather a unique wave-based survival horror experience.
But you might wonder⌠âWhy did you buy ready-made assets?â, and my answer is: Have you seen how much it costs to hire a good realistic 3D artist? Sorry, but I don't have that much money hahaha.
End?
âDeadly Rainâ was released on Steam October 6, 2023, but I didn't develop it to be the first and last game of the FireRing Studio, but to be a fundamental piece for the development of the studio's future games and partnerships.
Credits
Gabriel Jacintho, Game Developer and founder of FireRing Studio
đşEn Garde!'s student project is available for download again!
En Garde! the student game is a free game demo, created in 2018 as a student graduation project by the co-founders of Fireplace Games!
Through it's ~20 minutes runtime, you will discover a part of Adalia's origin story. The Volador Villa was seized by a mysterious invader and his henchmen. You will have to fight for your family's honor!
Despite its clunky gameplay and uneven writing, this student prototype already has the charm of a light-hearted swashbuckling adventure! Back in 2018, it had great reception from industry professionals, players and youtubers (such as Jacksepticeye), and won several 'best student game' awards and nominations.
The success of this prototype is what allowed us to make the full game a reality! We hope you'll enjoy discovering the origins of En Garde! with this game prototype!
As a bonus, here is a concept art for the very first outfit that was designed for Adalia during the development of the student game. Her colors were based off of a magpie, Adalia's spirit bird! In later iterations, we went for more colorful outfits to make her stand out more.