Not long ago, we came across one of these popular timelapse videos that show the look of a place over the years. It made us think about Neo-Barcelona, and how much it has changed since its first appearance in Aeon Drive. Of course, we refer to both the artistic and game design vision. As we have evolved over the years as developers, so has the world in which Jackelyne's story unfolds — plus, it's important to remark that they’re not the same city, so each version has its peculiarities.
Leaving this detail aside, there are many interesting aspects to talk about. The first and most important is the role of the city in each adventure, as it has become a protagonist of the series in its own right.
While in Aeon Drive the city was a mere witness to the adventures of Jack, who had crashed there escaping from an interstellar war, in Altered Alma Neo-Barcelona is at the center of the action. Therefore, this time the player will walk through a world full of light and life, but also darkness and death. The same streets that saw our protagonist grow up.
This is due to the main concepts that guided the development of each game. Aeon Drive was born as a game made for fast gameplay and speedrunning. It means that players should see the most important elements of the game in the forefront to optimize their actions at every moment, so the background loses importance to dimension engine cores, enemies and obstacles. Here, Neo-Barcelona is a mere crossing point.
In contrast, the Neo-Barcelona we introduce in Altered Alma is designed to encourage and reward immersion — not just in terms of map exploration, but also by looking closely at the elements composing each room.
The more you explore and scratch, and the more attention you pay to the scenes, the closer you will get to the very essence of this city. For example, you'll soon notice how deeply rooted gang culture is in the history and politics of Neo-Barcelona, and what kind of relationship their leaders have. This knowledge is intertwined with the main plot of the game and, sometimes, the player’s choices will have a meaningful impact on this power balance. Everything contributes to making the city feel like a living organism that never stops changing.
Altered Alma's artistic style was born by mixing two very opposite ideas: the coldness of life in a cyberpunk environment and the need to preserve elements of the past, using them as a base to create something new, refined and expressive. The locations where this combination is most evident are those we have taken from the real Barcelona.
We refer to famous landmarks like the Sagrada Familia, a cathedral that inspired an entire biome in the game. But there’s more to it — from buildings and sculptures to small props like street signs and vending machines, there are many others related to catalan culture scattered all over the city.
Another aspect we cared a lot about was the artistic expression of light and shadow in the new Neo-Barcelona. It's important to understand that there's a close relationship between cyberpunk societies and nightlife. Neo-Barcelona awakens as the sun goes down, so it's during nighttime that the best and the worst of this city show up. When you build up light on top of darkness as we do, it's easier to make the brighter elements stick out. Poetic, isn't it?
Besides this, it's very important for level design as we cannot take visibility away from the platforms in favor of aesthetics. A poor approach in this regard can kill the player’s desire to see what lies beyond.
As mentioned before, you need to explore new areas in order to progress in the story of Altered Alma. You can revisit them as many times as you want, and sometimes there will be new events waiting for you. Some of them will be part of the main story, while others will be side quests. These secondary missions will also help you learn more about Neo-Barcelonian gangs, make new friends and, even, develop unexpected romances with Jack's crew members.
Each district brings new chances to get rare resources, meet key citizens and uncover the dirty secrets of those in power. Of course, there’s a certain risk in going so far… No gang will allow you to dive into their territories without permission. In fact, you might end up fighting some particularly strong enemies. But that shouldn’t be a problem for an experienced mercenary!
Speaking of the fat cats, there's one more new thing worth mentioning related to Altered Alma's Neo-Barcelona. As shown in our latest trailer, some bosses will use environmental attacks on Jackelyne. By this integration of the background into action, we aim to create spatial awareness and add more mechanics to the fight via inanimate objects.
Last but not least, here’s some stuff that our lead artist Sergio Cabanillas used as reference:
Metrópolis (1927, Fritz Lang), film — German expressionism.
Paul Verhoeven, movie director— Sarcasm and cruelty as narrative elements.
Brave New World (1932, Aldous Huxley), novel — Dystopian societies, dark humor.
1984 (1949, George Orwell), novel — Dystopian societies.
We hope you’re up to visit Neo-Barcelona when Altered Alma is out. There's no better way to appreciate all the hard work behind its stunning visuals than giving it a chance.
With all this said, let’s move to our monthly dev update!
DEVELOPMENT UPDATE: OCTOBER
Metro area is almost complete, now under testing.
We’ve tested both an early version of the dialogue options needed for the romance system and the relationship menu.
The team’s working on a couple specific animations for the first scenes of the game. One of Jack’s crew members is going to have a hard time...
Our artists designed new map icons for crew members and other important characters. The most important thing is to make exploration easy for you!
We’ve introduced new fixes in Spaceport, like for particles and new enemies.
Thanks for joining us one more time. Don’t forget to join our Discord server for further updates on the status of Altered Alma and exclusive chats with the community. Also, we’re always available on Twitter, Facebook and TikTok.
Last but not least, add the game to your wishlist if you already haven’t. This is super important for small developers like us to ensure the success of the game!
Greetings, Deceit 2 players! The Game Master has been brewing up something wickedly delightful for you all.
We've been burning the midnight oil to fine-tune the game's balance, making sure both the Innocent and Infected have a fighting chance. Today, we've rolled out some game-changing balance tweaks for the Terrors that we think you'll love.
Today also kicks off our spook-tacular Halloween Sale, bringing an end to our early-bird launch phase. A massive shoutout to those early adopters—you've been instrumental in shaping the game. As a token of our appreciation, you'll be getting the upcoming Werewolf Terror absolutely free.
We still have a lot of updates planned in the lead-up to Full Launch, but today we're thrilled to announce our Halloween 2023 event, running from Thursday, 26th October to Thursday, 16th November:
Candy Collection: Trick or Treat, In-Game Style!
While you're completing tasks or activating Weak Points as Infected, keep an eye out for Candy! These sweet treats aren't just for show; they're your ticket to unlocking exclusive event cosmetics. The more Candy Points you collect, the closer you get to some hauntingly beautiful rewards…
Cosmetics: Dress to Impress or Terrify
For a limited time, the Emporium will be stocked with Halloween-themed cosmetics, available for purchase with Shillings or your hard-earned Candy.
Awaken Terror Skin: Our first-ever Terror skin, available for 1,200 Shillings or 20,000 Candy.
Cultist Jak, Soulbuster Priya, Friday 13th Beck: Get your hands on these for 600 Shillings or 10,000 Candy.
Masquerade Skins: Free for those who earned them in Deceit 1, or purchasable for 600 Shillings or 10,000 Candy.
Masquerade Skin Variants: Exclusive to Deceit 1 players who owned the related Masquerade cosmetic, available for 600 Shillings or 10,000 Candy.
Thematic Touches: Halloween in the Asylum
We're adding a dash of Halloween spirit to the Asylum and menu with thematic pumpkins and banners. It's the perfect setting for your Halloween escapades.
So, are you ready to dive into the spookiest season of the year? The Game Master is eagerly awaiting your participation.
Introducing the Warden Role: A New Layer of Strategy
Just when you thought the Game Master's trials couldn't get any more intense, we're introducing the Warden role this week! As the Warden you can banish any player, but beware—if they're Human, you’ll die too. This new role adds another layer of strategy and deception to your gameplay.
Just a quick reminder that landing one of these tantalising new Roles is always a roll of the dice—no guarantees in regular matches, though you can tweak the odds in custom games.
How do the British use their T?
Finally, we've given the 'T' key a makeover. It's not just for the Infected anymore; say hello to the 'Role Spells' button! You'll spot some nifty changes to the Guardian here, but for the full lowdown, make sure to check out our latest patch notes.
Happy deceiving!
Patch Notes
Audio
Added SFX for when members of your party ready up in the menu.
Reduced how far away you can hear players speaking over proximity voice chat.
Increased how far away you can hear footsteps and gunshots.
Updated all of the Experiment’s audio to sound more beefy.
Updated several audio sources, including the Peddler’s VO, to ensure they’re correctly affected by sound settings.
Updated the audio occlusion system to better adjust sounds playing behind walls.
Improved the audio reverb setup so the audio sources sound more natural in the Asylum’s different rooms.
[FIXED] The Chalk’s audio for drawing on the Blackboard can get stuck playing.
Animation
Several improvements have been made to the equipping and stowing animations for items. Notably fixing items flickering, snapping and the stowing animations not playing properly.
Improved how the player holds the Ball & Chain whilst moving around.
Updated the Terror’s 1P Block animation.
Updated the Tracker and Bag Scanner’s 3P and 1P animations.
Added a First Time Equip animation for the Adrenaline item.
[FIXED] The ‘Breathing’ layer applied to other players causes their hands to move away from their held item.
[FIXED] The Terror’s arms and hands can be contorted in unintended ways in 3P.
[FIXED] The Asylum Patient’s head becomes detached from their body when ragdolled.
Gameplay & UI
Reduced the duration of the Terror’s animation for destroying walls when not using their ability.
Increased the duration of the Terror’s Scream ability from 4s to 5s.
Reduced the Torch’s battery life from 60s to 20s. The Torch has also been adjusted to stop it from inadvertently being quicker to immobilise a Terror if they’ve just recovered from being immobilised.
Increased the rate at which the In-Between arrives when there’s no Weak Points active.
Adjusted how Rift Eyes detect where players are to notably improve the likelihood of them draining Sanity from the Innocents, and thus revealing them to the Infected.
As a result of improving how Rift Eyes target players, and increasing the likelihood of entering the In-Between, several Sanity gain/loss values have been adjusted.
Rift Eyes: Drains 2%/s down from 2.5%/s.
Terror’s Scream Ability: Drains 6%/s up from 4%/s.
Passive gain/drain: You now gain/lose 0.25%/s when in the Reality/In-Between phases. Previously you gained/lost 0.2%/0.5%.
Task completion: Gain 10% up from 5%.
The Pinging system has been updated so:
Pings on players will no longer automatically follow them.
You can no longer ping Weak Points that aren’t active.
You can no longer ping players who are inside a Smoke Grenade. Players inside Smoke Grenades will also not be allowed to ping out of it.
You can no longer ping players who are affected by the ‘Paranormal’ Mutation.
Name Tags will now be hidden when you’re standing inside of a Smoke Grenade.
Grabbing an Innocent player who is using the Escape Key will now cause the Infected to win, rather than letting the Innocent escape.
The Guardian role has been updated to use the new ‘Role ability’ button. As part of this change, they can no longer protect themselves.
Reduced the duration of the Handcuff’s debuff from 60s to 45s.
Reduced the duration of the Muzzle’s debuff from 120s to 90s.
Improved the visuals displayed on the screens of the Camera, CCTV Tablet and CCTV Monitors.
Improved the behaviour of the lift doors failing to shut properly due to a player being in the way.
The Muzzle will no longer be unintentionally disabled when a player is downed.
The Handcuffs and Ball & Chain will now be fully removed from a player when they’re downed.
Improved gamepad usability on the menu.
The Inspection Machine no longer reveals what Human role the scanned player has. It will instead only display Infected or Human.
The delay before your item is re-equipped after leaving Second Sight has been reduced.
Updated the Chess task so that the board is orientated correctly. The lockout time for choosing an incorrect move has also been reduced.
Updated the Safe task to add more randomness to how many turns are required before completing a step.
The Pinboard task’s images have been updated.
Added a ‘Reset To Default’ button for game settings. This resets all the settings within a specific category.
Added a ‘Random Terror Skin’ option to the Cosmetics tab in your Profile. When this is enabled you will be allocated a Terror skin from someone within your game. The intention of this is to make it unclear that someone using a specific skin is definitely a specific player.
Some crashes that could occur when returning to the Main Menu have been fixed.
[FIXED] It’s possible for a player to punch whilst holding an item.
[FIXED] The reticle will flicker when changing items.
[FIXED] The (de)buffs applied to you will visually disappear from the bottom left when entering the In-Between for the first time.
[FIXED] If you gain multiple (de)buffs in quick succession you’ll only see one popup and they’ll be displayed as the same (de)buff icon.
[FIXED] The Electrical Box task occasionally acts as if you failed the task whilst completing it correctly.
[FIXED] Guardian related events don’t show on the timeline.
[FIXED] It’s possible for players to start clipping through walls after using a crack.
[FIXED] Animation cancelling the Sanity Serum’s use animation, or being grabbed whilst using it, will cause it to instantly grant you the Sanity.
[FIXED] Candles in the map will flicker on lower graphics settings.
Welcome, recruit, This patch was more of a technical patch, the focus went to get preliminary controller support working. You can now play the game using the controller, the only screens that need some love are the 3D Printer and the Equipment Bay.
We introduced new hub feature called the Load out. You can manage your equipment and view your stats from that screen. The first armor is now also available to 3Dprint.
Version 0.0.5 Patchnotes
Refactored the way statistics work, it should be more easy to add modifiers to skills and equipment
Added a new HP Regen modifier, so you can regain some health until there is some meaningful way to heal yourself
Added a new Data Collection screen, to give us permission to track in game statistics (Required during the beta)
Cleared rooms in an expedition now stay cleared. Will add cleared room indicators on the minimap in a later update.
Added preliminary controller support, the highlighted color is developer red, I will make it nicer in a future update.
Added a load out screen to the hub where you can inspect your stats and equip equipment
Added a new recipe for the "Basic Elite Armor" this gives you some more survivability while playing.
Have an awesome adventure recruit, and ensure the safety of the stars!
Soon has finally arrived — slip on your helmet and join Ziggy in the vacuum of space right here on Steam at the 9th November 2023!
Launch will see a 10% discount (valid until the 16th November 2023) so make sure to grab your copy early!
The development of this game has been a challenge and some of the most fun that we've had in our professional careers, and we can't wait to finally deploy Ziggy to the public. What started as a small flat-screen gamejam game has grown into a fully fleshed out VR cockpit experience that we hope you all enjoy.
It doesn't end here though! We'll be cooking up more updates and content to bring your way so stay tuned and make sure to follow all of our socials if you want to keep up to date.
Thank you to all our followers and anyone who has supported us over the years leading up to the release of this game, we couldn't have done it without you 🎉
The season of chills, thrills, and epic dance moves is upon us, and we couldn't be more excited to announce our spooktacular Dance Dash Halloween Event! 🎃💃
3️⃣ Record It: Capture your in-VR dance sessions in Dance Dash💃🕺 4️⃣ Share It: Post your video or image on Twitter or TikTok and tag #DanceDashHalloween. Make sure to @DanceDashVR so we can see your mad skills and epic Halloween transformations!
🎉 Top entries get showcased in the community! 🎁 Win Exclusive Prizes!
📆 Event runs until 11:59 pm, Nov. 5 EST. You've got time to perfect those monster moves!
Join our Discord at https://discord.gg/DanceDash for specific hand by hand beatmaps instruction guidance from our community helpers and Dance Dashers! Don't forget to follow @DanceDashVR and @RebuffReality for more upcoming thrill giveaway events and prize contests!
Happy Haunting and Dancing! 🎃👻 Rebuff Reality Dev Team
Today, we're excited to announce that we are looking for new candidates and managers to help us punish sinners and use our state-of-the art software 👺!
The voting will be concluded in 4 days in which a new voting round will start in a total of 4 voting round
Today, we're excited to announce that we are looking for new candidates and managers to help us punish sinners and use our state-of-the art software 👺!
The voting will be concluded in 4 days in which a new voting round will start in a total of 4 voting round