Sorry We're Closed - [AG] riv otter
Sorry We're Closed is a nostalgic, single-player survival horror game where you follow the final days of Michelle who tries to break a curse placed on her by a powerful demon. Enjoy atmospheric environments driven by classic, fixed camera angles and the thrill of arcade-style, first person combat.

You can check out the demo of Sorry We’re Closed on Steam!

I talked to C.Bedford who is a developer at à la mode games about the art in Sorry We’re Closed.

Where did you get your inspiration for the art design in Sorry We’re Closed?

Though I have my general inspirations that affect my art overall, most of my direct inspiration comes from music. I am very much one of those artists that make an over dramatic trailer to every track I listen to lol. This included VHS Head, Mid-Air!, Unloved, Ital Tek, FKA Twigs, Moses Sumney, and Phono Ghosts to name a very very few.

With Sorry We’re Closed I’m trying to capture a wide variety of feelings,themes and motifs, but filter it through a very specific setting. If I were to distill what that was, I’m trying to capture the feeling we get when we pour our hearts out to our friends or lovers in the most inconvenient places - at a loud party, in the middle of the night at a corner store, while playing video games together. So I am trying to very directly translate that into the visuals of the game.

We decided on it being a horror game before we settled on any themes but I then realized actually it’s quite scary choosing to be real with those closest to you. Transformative moments in life can really shake things up or fuck things over. So all the direction, including the art, points towards the anxiety you get when you’re working through something in your friendships or relationships, but also trying to not look bad while doing it. You’ve worn the best looking shoes you own, they’re absolutely painful to walk in, and you’ve got some really steep stairs to walk down. You’ll trip, but at least you’ll look good doing it!

It’s why there is a clash between this grimey world, and very vibrant characters.

Do you have some early sketches or art progression of characters, environments, etc. that you would like to show off?

Of course!

Here’s one of the first enemy you see in the Underground Station in the demo:


I love this little guy. It’s our most standard enemy. We call them “baby rats”. I think it’s even listed as that in the engine haha.



There’s also the Antagonist. They are a character I created before this project was even a thought in our minds, but they were exactly what we needed for the game.


Here’s a sketch of the Chimera, which I made very early on in the process of trying to understand what Sorry We’re Closed even was and build the foundations of what the game was meant to be.


The Chimera was also one of my pre-existing characters. A lot of my ideas and designs I feel can easily go in and out of any world I decide to make, and I believe in always using your best ideas, and never saving them exclusively for something else. I don’t have time for that!

So I finished this to be a painting -


And his eventual in game model came out to look like so:


Since I both create the concepts and have to model, rig and animate them, I find I don’t have to do character sheets as you typically see them in game production. I can go a lot off of what just feels right.

Can you walk us through the creative process of how you approach designing one character in Sorry We’re Closed?
Sometimes it starts off with either looking in my wardrobe, or remembering an outfit I’d always wanted myself haha. It’s a fluid process though. As I’ve always been into fashion, and street fashion especially, I have this idea that what people wear doesn’t define them but is part of something they are trying to express or a result of how their life is. A lot of the time it can be both of these things.

Other times it’s the other way around. If I have a design that just comes to me, I start asking myself “Why does this character appear this way?”. It’s almost like I am having a conversation with this character and they are answering back to me. Like I am a tailor making pleasant conversation while I measure the character for their final fitting. I often find that this method has the best results. How a character can answer in your mind can feel just as surprising as people’s answers in real life!

I try not to keep a concrete method though. People are very varied in the world and I feel a story is far more rich when I try to reflect that variation. This means I need to have as many approaches as possible and switch it up as much as I can.

What are some of your favorite assets that you created for Sorry We’re Closed?

Rats!

They’re just so cute. I mean, they’re kind of gross, but also cute!!!

I also like the weapons I’ve made for Michelle. Anyone who knows me knows I’m a huge Sailor Moon fan, and one of the best parts of the show were the weapons.



I wanted Michelle to have something that matched her style, but also match the world she’s being drawn into and felt a dash of magical girl.

The next is my absolute fav! We haven’t shown the mechanics for this one yet so I can’t talk much about it but I think it looks so fun!


What are some tips you can give other indie artists?
Being authentic is always my go to. I’m always about being unapologetically thyself (though it’s important to not bulldoze others). People have connected most with the authenticity in my work, which isn’t to be confused with being “deep”. Sometimes I just want to do something because it looks cool or fun and, if I am honest with that, people can enjoy my creative work on that level. People like art because it's a different kind of portal to connect with other people out there. It helps them find new ways to think about their own lives and what they want to do with it, and being authentic is really the only way to make that happen. If you’re wanting to share a part of yourself with the world, you’ll have to be honest about what it is you’re sharing. You’ll reap the rewards of participating in life in the most hardcore and rawest form.

E-Startup 2 : Business Tycoon - Isaac Bowen
Hello players !

I’m releasing a fast update to integrate some improvements of the game experience based on the several feedbacks received


Gameplay:

  • - You can exit the building mode by press escape now
  • - Add a need low-range loan
  • - Application Panel to hire employees now regenerate every time it’s opened

Balancing and Bug Fixes:

  • - Fix mouse detection area for some furnitures
  • - Reduce mood decrease to avoid sending too many time employees in vacations
  • - Desk owned by employees being sick or in vacation can be used by others employees
  • - Reduce price of concept creation
  • - Edit tutorial text to train about speed controls

That’s it for today, thanks for your support and see you on the next notes !
Spellbearers - GroverWhim
Patch 2.3 Notes

Hi everyone, here are the Patch 2.3 notes for Spellbearers.

To report an issue, please leave a message on the Steam Discussion Board or on our Whim Indie Discord.

Patch Notes
  • Steam Cloud support has been enabled for Spellbearers. Cloud saving will now activate when the game has closed. Please note that any saved progress and the in-game achievement tracker from Version 1.0 and 1.1 is incompatible with this new build and any current progress will be deleted upon updating. Previously earned Steam achievements are not affected. This was due to a change in the save file structure. We apologize for any inconvenience, and request to finish any current playthroughs before updating.

  • Mouse Support has been added, and you can now left-click to select options, characters, and shoot missiles. Please note that Mouse Support is only for Player 1. Player 2 must use a gamepad or compatible controller. The mouse can be turned off from Keyboard Settings in Options.

  • Minor optimizations have been made to "The Minansi" boss.
Diorama Builder - Virtual Arts Studio


Hello friends!

We are very happy to announce that, following the process of launching the final version of "Diorama Builder", we are releasing the page for its 1st DLC, called "NOIR CITY".

https://store.steampowered.com/app/2777580/Diorama_Builder__Noir_City/

Oh, and one detail... this DCL will be FREE!!!
So, be sure to add the DLC to your WISHLIST to be notified when it is released and, if you can, help us promote this future release!

The sale has already ended, but for those who haven't seen the "spoiler" of everything that's to come with the launch of the final version of "Diorama Builder", below is the link to the news from December 2023:

https://steamcommunity.com/groups/virtualartsstudio/announcements/detail/3860212413418899390

Thank you very much for being part of the VIRTUAL ARTS STUDIO and DIORAMA BUILDER community!

Keep an eye out for more news soon!
Age of Tribulation - Apostle Games


Video Developer Log #6 has just been uploaded to Youtube. This log focuses on the UI Map HUD (Heads Up Display) that the player will see while navigating the maps.

  • Each map is categorized by zones; Green Zones are safe for the player, Yellow Zones exist in World Maps where random encounters occur, and Red Zones are where enemy sprites walk around and will attack the player's party.
  • Top left of the map HUD show each party member's portrait, character level, Life Points, & Faith Points.
  • Bottom left of the map HUD show the player's Food, Water, and Sleep levels indicated by vertical gauges and a Min/Max counter. Also, boxes exist above the gauges to indicate any F/W/S penalties. (Note: Mercenaries & Followers handle their own needs and aren't affected by the player's penalties)
  • Bottom right of the map HUD show a clock graphic, Time Active/Paused, and Time of Day graphic which all update in Real Time.
  • Clock: Time is only Active while the player is on the World Map and is Paused while in a Local Map. Time also progresses during activities that consume time such as Sleeping, Praying (to regenerate Faith Points), and Crafting.
  • Day/Night Cycle: There are 24 hours in a day. 60 seconds in Real Time = 2 hours in Game Time OR 12 minutes in Real Time = 24 hours in Game Time.
  • Times of Day: A day is broken up into 6 sections; Early Morning (6:00am), Late Morning (8:00am), Daytime (10:00am-4:00pm), Early Evening (6:00pm), Late Evening (8:00pm), Nighttime (10:00pm-4:00am).



After watching the video, we would like to invite you to engage with us in feedback about what you saw and listen to suggestions and ideas that you may have to make this project even better. Feel free to leave comments here on Steam, on our Discord Server, Youtube channel, or Twitter Page.

If you wish to support this project, you can Wishlist AoT on the main page; that gets us extra exposure on Steam.

Thank you and God bless!
Apostle Games
Feb 22, 2024
Crash Dive 2 - Panic Ensues
• Fixed non-English language setting lost on game restart
Breeze of Passion - EvkaL7team
Katie in a new outfit! And she probably didn't put it on for cleaning.

Feb 22, 2024
Wonderway - GameDreamland
- Fixed a bug where the rotation of the cube is unavailable in the main scene of the devotion theme.
- Fixed a bug where the character could not be hit when standing on the edge of a grvlaser device.
- Fixed a bug where you could select buttons on the top left corner by pressing up key when the pause menu is open.
- Fixed a bug where a portal deviates from the center of its grid in level 3-12.
- Fixed unexpected solutions of level 1-16, 2-14, 2-17, 2-18, 3-12 and 4-19.
Leaving DNA - The Impious Monk


Hey everybody, just a quick message to let everyone know that I am on schedule to release Leaving DNA on Steam in early access on March 7th. This early access version of Leaving DNA will feature Episodes One through Three (eight episodes planned) and feature 75,000 words of dialogue and over 6,000 renders for seven hours+ of content.

Leaving DNA is an adult visual novel with dark themes. It is story-driven with a mature, engaging plot supported by strong dialogue and character development. In-game choices impact both the main character's relationship with the people around him and his own internal journey of growth and change. It does contain some graphic sex scenes, but the adult content in Leaving DNA is not the primary focus of the game.

Thank you for wishlisting the game, I really appreciate your interest and support!

--The Impious Monk
Nie No Hakoniwa - Dollhouse of Offerings - sekaipro_chris
A demo of Nie no Hakoniwa - Dollhouse of Offerings is now available for download on Steam! For users that are still on the fence about picking up this game, give the demo a download and try it out.
...