Still Wakes the Deep - The Chinese Room
Hello all,

As we break for holidays soon, we're leaving behind a massive year - a year of finalising a title that we're so proud of and that just oozes that TCR DNA. In that year, we've been also lucky enough to announce the title to a brilliant response. EDGE Magazine cover, articles on all major press, the excitement is real. Well, let's wrap up the year with a few impressions / anecdotes as to what the team has been mulling over.

Art / Animation / Lighting

Part I in the previous Dev Diary.

→ Inspiration - Scotland

The place itself. Our creative Director, John McCormack, along with others in the company originate from Scotland, so they know this weather well. I myself have spent a long time in Scotland and experienced it first hand, it’s not something you forget! Between us, we’ve felt enough rain and wind for a lifetime.

Other inspirations come from films with similar settings. For example, Local Hero (1983), which is also set in Scotland, has a few shots within the film that serve as a time capsule of the early 1980s during those foggy and bleak days. Moving further out of the United Kingdom we have a film called The Return (2003), a Russian coming-of-age film, which is another great example of that dreich feeling.

Both films have a grainy and 1980s style toning to them, which lends itself to the feelings we want to portray. Nothing is bright, or sunny.

Local Hero (1983) – Set in Scotland



The Return (2003) – Andrey Zyagintsev



- Luke Norman, Senior Lighting Artist



Audio

→ Composer Announcement

As we’re working towards completing Still Wakes the Deep, I would like to take the opportunity to lift the veil on what we’ve been up to for this game’s music. The Chinese Room has a history of releasing games featuring magnificent scores and of course we wanted to do that heritage proud for this title.
While a horror game, Still Wakes the Deep’s premise aims to instil more than just fear and terror, with its story deeply rooted in the complexities of family and relationships. It was important for us to work with a world-class composer who can navigate this fine line of emotional intricacies.
So I am very pleased to announce that for this game we are working with the excellent Jason Graves. He is well known for his groundbreaking, terrifying work on the Dead Space franchise, his beautiful, melodic and sweet scores on both Moss titles, as well as a mighty impressive list of other projects. It’s that wide range of aptitudes that drew us to him.
His approach has brought us a unique blend, merging emotional depth with an appropriately industrial sound. He has combined unconventional, hand-built sound sources with traditional instruments to create a haunting atmosphere that we feel complements this game’s narrative perfectly.
We are very excited about the result and greatly looking forward for you to experience it yourself when the game comes out. In the meantime, we have created a minidoc that goes a little bit into the process behind the creation of this score. You can watch it below:



- Daan Hendriks, Audio Director



Code / Programming

→ Shout-out to Inkle

How do we tell a story from a technical point of view?
We developed a way of describing the story as a sequence of events that the game engine can interpret, we call this Mission Scripting.
Mission Scripting is a high-level way of representing a sequence of events that the player needs to solve in order for the story to progress., it looks a little like a flow chart.
As an example, you may need to find a key to open a door. Here, our state is that of a locked door, the rest of the story (flowchart) lies behind the door. To progress the story we wait until the player has found the key, & when that happens we raise the 'i found the key' event to the system so that we can progress to the next state in the story, and face whatever is in the room.
Here's a screenshot of how this might look in Mission Scripting.



In a proper game story, there will be hundreds of states, on many story paths. Some of them will involve actions, some of them narrative script, driven by Ink. Combining mission scripting and Ink has given us a very flexible and powerful system in which we can tell stories. We are using these systems on all the titles we are creating. As we got such a step up from open-source of Ink, it only seemed right that we give something back to the community. So we've wrapped our C++ port in a Blueprint-friendly and easy-to-use plugin.
If you're interested in seeing this working, clone the InkpotDemo project from our GitHub and have a play!"

- Nick Slaven, Technical Director



Community / Comms

→ Unwrapping the Candy

A certain feeling kicks in a few months after revealing a project... A post-viral contemplation, of sorts. I’m working through my feelings about it – something that we’ve been diligently hiding for years and years, now it’s the property of the whole world! Our little secret, the mystique of sorts – It's with everybody now. We can only control how the creation is perceived to an extent, but so much of it now depends on how the dear players experience it. We know all the nooks and crannies of the game, all the minutiae of research and execution, but none of this matters unless we communicate correctly as to what this jewel of ours is. So bit by bit we’re introducing more – you've seen some gameplay, you’ve heard some of the inspirations, you’re finding out who are some of the key people putting this thing together. Is it ever enough? Should we tease more, or should we keep that sweet sweet mystery wrapped? It’s a question I ask myself daily as a Comms person. For a while, I thought keeping the mystique was most crucial, but then we accidentally went viral on TikTok for the silliest of reasons and admittedly it's bloody fun. So perhaps more naked content like that? It’s the balance that’s probably key, but certainly at this point in the campaign – where there are still so many questions unanswered, but we’re miles away from six months ago as to how much info we’ve put out there, or maybe it’s just the Holidays season, I’m feeling very reflective...

- Marijam Didžgalvytė, Senior Marketing Executive



Design


→ The Trouble with Fire Extinguishers

One of the more painful duties of the SWTD design team is to go into our beautiful environments and tell our art team to remove things. Why are we so cruel?
Let's illustrate with this very nice Fire Extinguisher asset:



And this other Fire Extinguisher asset:



This issue arose because we have one fire extinguisher that you can pick up. We agreed the asset, made the system, made the animations and the audio, and the effects. All going well.
Then playing through noticed there was ANOTHER type of extinguisher, a really chunky good good-looking one. But this one has not been animated. It's not got effects (this type sprays water, not foam). It's not got bits you can move. In short, it is a real red herring for players.
So as with some other miscellaneous items and configurations of items we had to break the bad news to our environment artists that we needed them to make their environments worse. They'd made things look so good that a phone, a piece of equipment, the way something was put next to something else, looked TOO good, too inviting to pick up and use in a way we could not make work under the design.

So that's the story of why we sometimes take the beautiful stuff out.


- Rob McLachlan, Lead Designer



QA


→ Near the finishing line - Tom's Perspective

Seb's Perspective in last month's Dev Diary. We got two awesome QAs on this project. 💅

As the game becomes more stable at this stage in development a lot more polished features are getting added. Things like different languages and accessibility features. These features (like all) cause bugs initially, but it's so worth it to allow more and more people to have access to the settings they need to play the game in a manner that works for them.
Testing all the different combinations of features can be a challenge as you never know what setting might cause issues with the game mechanics. Luckily, we know the game systems extremely well at this point so very few things get past us.
We do our best here on QA, to make sure the game is as high quality as it can be. Trying to cause issues and playing the game in unique ways to cover as many different playstyles as possible. Prioritising the largest bugs to the more minute issues so that as many people as possible see this amazing game in its best light.

- Tom Grant, QA Tester



Production


→ Dear Santa,

As Christmas approaches, production wanted to tell you that they worked very hard on the schedule to make sure we allow the artist to deploy their full potential during the polishing of Still Wakes The Deep. We are a bit tired, and the climatisation still randomly triggers in winter, so please make sure to send us some comfy mittens, heavy-duty winter socks, and plaids to warm us during the cold season. We will raise the PO, you can send the invoice to the marketing service.

Respectfully yours,


The Production team.



P.S.: The music is really starting to shape up in the game, and it is super cool.

- Executive Producer Bruno Julien




Btw, find us on social media!
Still Wakes the Deep Twitter
Facebook
LinkedIn
Reddit
TikTok
Twitter
Website
Monthly Newsletter
1428: Shadows over Silesia - pkubicek
Hello everyone!

After a while, I'm back with exciting news and the announcement of a new game!

1428: Shadows over Silesia is now available for $19.99 (down from $29.99), boasting Steam player ratings of over 85% (161 reviews, including retail editions, with 139 positive). The game is still in development, receiving regular bug fixes and community translation updates. But there's more to share! I'm thrilled to reveal that pre-production for new DLC content has begun. While it's too early for specifics, stay tuned for more details next year, including a teaser trailer.

New game – Kubikon 3D
Introducing a fresh project I've embarked on. It's a casual puzzle game fusing elements from Tetris, Arkanoid, Sokoban, and other classics. With dozens of levels, Ranked mode allows global competition with leaderboard comparisons, while Random mode guarantees virtually unlimited replayability with cubes rearranged uniquely each time. Creatives can unleash their ideas using the built-in editor to create and share levels. Catch the demo during Steam Next Fest, and the full game releases by the end of Q2 2024. Don't forget to add it to your wishlist!

https://store.steampowered.com/app/2703100/Kubikon_3D

Thank you for your attention and enduring support!
Petr Kubicek, aka KUBI Games
Project UFO草稿版 Playtest - 饭小米
【新增】雷霆之力系列卡牌新增
【优化】星火之力卡牌优化
【优化】冰霜之力卡牌优化
【优化】大地之力卡牌优化
【新增】格挡反击卡牌
【优化】主角模型重置
【新增】金系融合卡牌新增
StellaGale: The Trials Of Faith - Chani
Hello everyone!!


We are beyond thrilled to announce that the Combat Demo for StellaGale: The Trials of Faith is officially live on Steam! Now's your chance to get a sneak peek into the trials that Stella and Gale needs to overcome!

Also, join us at the upcoming G2G Event on December 9-10th, 2023, where we'll be making a special announcement. Trust us, you won't want to miss this! Thank you and enjoy the demo!!

Combat Control Mapping
The Smell of Death - A Tsugunohi Tale - STEAM EDITION - vaka
"The Smell of Death - A Tsugunohi Tale - STEAM EDITION" Now on sale



The protagonist sees a woman collapse in front of his apartment.
Strange arms and smell.
The protagonist is consumed by fear after this event.

▼ Go here to see more!
https://store.steampowered.com/app/2670360/__STEAM_EDITION/
Stumble Guys - nathalie.haverhals
Dash through the holiday chaos! Grab our December Stumble Pass and discover the exlusive rewards we've prepared for you this season. Cheerful skins, the all-new special Snowball Throw emote and many more surprises are ready for you to unwrap. 'Tis the season, so get your Stumble Pass now and let the jolly stumbling begin!
Dec 1, 2023
Sky Link 2 - InfinitePhoenix


November is always an exciting month, one of my favorites of the year. The team here at Odisi Games have been hard at work, and I'm excited to share some of the new updates in Skylink:Freefire.

We've been quietly doing beta tests on Fridays and it's helped keep our priorities in perspective. If you're interested in checking it out, join us on the discord to get involved!

Seasoned players will likely first notice the new leaderboard setup in the main menu where you can see everyone who's been testing with us in the beta tests on Friday. Seasoned players will notice the music has been remastered for a better experience both in the menus and during gameplay.



Incoming missiles now have noticeable sound effects to ensure you're aware they are seeking you out!

Smoke and cloud effects have been remastered.

Players recovered by teammates will no longer return at full health to ensure proper game balance.

Better statistics are coming soon in Skylink, we’ll be tracking much more than before!



The pre match screen has had a lot of work this month. Your selected drone will show from the start now! Changing drones too quickly had issues that have been resolved this month too.



The Social Tab UI has been set up, and while it's not ready yet it's definitely an exciting work in progress towards being able to party up with your friends and really go on the attack.



Pandora map has been reworked and has new features; being split into a whole new map! It now includes a central island that ties the whole map together to show a derelict mining operation.

Goonya Monster - MUTAN_NEWS
Thanks to everyone, Goonya Monster will celebrate its 1st anniversary on December 4, 2023.
To commemorate this, the second collaboration with FAKE TYPE., who was in charge of the theme song for this work, has been decided!

Lord HAM and IWASAKE-chan, the mascot characters of FAKE TYPE.
they will appear in the DLC wearing the costume from the popular song "FAKE LAND".

Four new types of items featuring character motifs will also be added.

The collaboration event will start on December 4th, the day of the 1st anniversary. We hope you enjoy!

We also plan to distribute gift codes to commemorate the 1st anniversary.
For more information, please see Goonya Monster Official X (https://twitter.com/GoonyaJP).

※The images used are still under development.
※The images are under development and subject to change without notice. Please understand beforehand.

FAKE TYPE.
https://twitter.com/faketype
https://www.youtube.com/c/FAKETYPE

Introduction Video:
Goonya Monster NEWS vol.18(Japanese)
https://youtu.be/YFm_DJZIItI
Turbo Sliders Unlimited - Ande
  • Added a new built-in car, Speedy, with a high top speed but low acceleration
  • Added 7 new vehicle models to be used in user-made vehicles, also cosmetic fixes and tuning to the existing ones
  • Added new special settings to force the same camera for all and to potentially hide the player markers (to support hide game modes)
  • Vehicle collision settings (steadiness, stability and avoidance) are now automatically set based on vehicle properties (can still be overridden)
  • Added a WaterLevel object that can be used to animate the water level (not a realistic effect if vast areas are filled)
  • Levels: Increased the max animation keyframe count to 10 and doubled the max Stay and Move times to two minutes
  • Missiles: Added Friendly Fire percentage parameter - 0 means no damage from frindly fire, 100 means the same as to enemies, default: 25
  • Missiles: Increased max reload time, also added a setting to optionally shorten the initial wait, also shorter delay if nothing hit
  • Added a demo recording of a race with crazy no-damage high-impact missiles
  • Clients now have a button to switch between being spectators and not without reconnecting (if there are enough player/spectator slots)
  • Added command /spectator to see spectators or to change spectator state (admin having control over everyone), also slightly changed /who
  • Spectators no longer have a Ready button at event init (it didn't do anything previously anyway)
  • Timer: It is now possible to disable starting an event automatically when everyone is ready - useful for spectator hosts
  • Drafting is no longer on in ghost races unless specifically enabled in Drafting Settings
  • Soccer: Goal is now scored and reset performed if all opponents are disabled (unless turned off in Soccer Settings)
  • Damage can now affect downforce, too - laps affected by damage effects are not eligible for leaderboards
  • Levels: Added a new colorable Light Wood texture material
  • Level Editor: Fixed saving level previews and sharing levels if Hide Full Paths setting was enabled
  • Miscellaneous other minor fixes and improvements
SPEARHEAD - Bluessing
This is the last wallpaper.
There's less than a month left now

https://drive.google.com/file/d/1v063Rd0aCDSufYV6IHKsmto7VXp1UNRH/view?usp=sharing


https://drive.google.com/file/d/1zPVIiNVZZN5pCGdnu-OkFwzQH2XTplMg/view?usp=sharing
(No calendar)

1. Server connection complete/Code improvement

Our first priority, connecting to the server, is complete.
The experiment of creating a simple lobby and connecting with other users was also successful.
It took a really long time. Isn`t it?

For optimization purposes, we changed the map creation method and improved the character movement code.
Additionally, the bullets fired by the character were changed from a fast-moving object to a hitscan method.





Carry like baby!

2. Added Character Sprite

More sprites for characters have been added.
Revive, Injured, Walk, Down
As the game system was added, various actions were added.



3. Object classification

In 'Spearhead', the objects were of different sizes.
However, it was not easy to know what objects the bullet could penetrate.
So, we divided the types of objects into three types.

Indestructible Objects - Players cannot pass through them. Bullets cannot pass through
Path-obstructing Objects - Bullets can pass through them. Players cannot pass by.
Miscellaneous Objects - Objects that break when hit by a bullet or a player passes by.

We made objects a consistent size to make them easier to distinguish.
Like this!





Object destruction test

4. Lobby! Bags! Customize!

We are making it possible for each character to choose a backpack to carry.
Also, planning a lobby that players can decorate themselves.
'Head art' are also being produced.
Like other games such as 'Call of xxxx' and 'Detinxx'.(it`s called banners or player cards.)
Emblems, banners, profile cards... hmm, we're temporarily using the name 'Head Art'
What do you like to call it?



Is ‘old school’ used in a negative sense?
If it has a negative meaning, I will change the name.

5. Raid

This is the main content of ‘Spearhead: Breakthrough’.
The raids being planned so far are as follows.

House of Light <- I'm debating whether to add 'The'
Broken Cage
Last Supper
Tower of Dawn

Information about the raid will be provided to a minimum.

I think an abbreviation is needed.
It's too long to call it 'Spearhead: Breakthrough'.
Should we call it SBT? SHB?

--------------------------------------------
Regards

All of the promised wallpapers have been completed.
A lot of time has passed since the new Spearhead project began.
Time really flies.
I would like to say thank you so much to all of you.
We are working hard to live up to your expectations, so please continue to give us your attention.
From next year, development logs will be posted irregularly.

See you again next year!
...