The Prey is a one-hour (depending on your skills) prequel to the main game, which includes a small part of the plot and explain how our protagonist came to be so "skeletal".
The Prey includes Steam achievements (even several hidden ones).
Come celebrate the launch with us by watching the brand-new GamePlay Trailer!
What is going to happen after The Prey has been launched?
Our plan is to release Skelethrone: The Chronicles of Ericona on Steam, Nintendo Switch and Xbox! We will announce the exact date very soon! So, please, add the full version of the game to your wishlist!
I need you to take on the first World Boss to make sure it's fun and beatable! The game is almost demo-ready in the lead up to the London Games Festival!
I have also added a cut scene to the game which sets the tone of the adventure!
This will play automatically the first time you boot up the game, or can be watched when you select the Tutorial from the Map. Players who already have save data will have to watch via the Tutorial.
Other Updates
Big Tutorial Update - the tutorial is now on it's own separate level (no longer 1-1) and is much more concise - breaking down a few elements some players struggled with to improve the learning experience.
Endless Mode has been updated. Fewer Choppas and a smaller playing area makes it easier to focus on the multiple lanes. Leaderboards will be coming soon!
First Summon added to the game - unlocked after the World Boss.
Thank you message removed, replaced by a one-time message that also plays the game's trailer (will be updated with a more appropriate video once I have one).
Beating 1-5 unlocks an extra trap slot and 3x upgrade options for Traps!
Weather Effects added, will build upon this in further updates.
Bean Beasts cost is displayed differently, hopefully making it clearer to players.
Many boring bug fixes and minor QOL adjustments made.
With the extra trap slot, extra upgrades, smaller map and summon in your inventory it's now possible to get much further on Endless Mode - my new record is 43!
The Prey is a one-hour (depending on your skills) prequel to the main game, which includes a small part of the plot and explain how our protagonist came to be so "skeletal".
The Prey includes Steam achievements (even several hidden ones).
Come celebrate the launch with us by watching the brand-new GamePlay Trailer!
What is going to happen after The Prey has been launched?
Our plan is to release Skelethrone: The Chronicles of Ericona on Steam, Nintendo Switch and Xbox! We will announce the exact date very soon! So, please, add the full version of the game to your wishlist!
The initial plan for Depths of Ascension was to develop it in Unity, completely in 2D. However, a turnaround occurred when Unity's monetization policy changed, introducing an installation fee. It wasn't just the fee itself that made us reconsider the engine choice, but the unpredictability associated with future contractual changes. The sense that Unity could retroactively modify contracts, as they attempted the previous year, made us rethink our decision.
Development was scheduled to begin on November 5th, a commitment established with the management of the grant that funded the production of this vertical slice. We had a short time to decide which engine to use and learn how to use it. We opted for Unreal due to its visual capabilities and decided to adapt the project to 2.5D, with 2D characters in a 3D environment.
As we explored the transition to a 3D environment with 2D sprites, we faced significant challenges with shadows. Initially, we tried to have 3D walls and 2D sprites, but the sprites, positioned at a 45° angle to the camera, caused clipping through the walls.
To work around this, we decided to turn the walls into 2D sprites, aligning them with the characters. This solved the clipping issue of the walls but introduced a new obstacle: the 2D sprites continued to cause clipping on the 3D floor. Despite attempts, we didn't find a viable solution to render the 2D sprites above the 3D elements properly.
Faced with this impasse, we considered making the game entirely in 3D. However, this option was initially discarded due to the lack of a 3D artist on the team. Fortunately, we were able to hire a 3D artist, which allowed us to revisit this decision. We then decided to migrate the project entirely to 3D, believing that this would solve the shadow and clipping challenges we were facing.
This change represented a significant milestone in the development of Depths of Ascension, and we hope it will allow us to progress more smoothly and effectively in the future!
Our devlogs are a window into the creation process, where we share our experiences, learnings, and progress. Follow us on Instagram to learn more about the challenges we face and the creative solutions we find as we develop our game!
In the vast expanse of the backyard swimming pool, mere runways won't suffice. We need more. The answer? Aircraft carriers!
The epitome of a fully functional base: equipped with runways, radar, and the ability to swap planes. But beware, they're not invincible. These mighty vessels can be sunk, and there's no easy path to repair.
Every decision counts in the battle for supremacy!
I need you to take on the first World Boss to make sure it's fun and beatable! The game is almost demo-ready in the lead up to the London Games Festival!
I have also added a cut scene to the game which sets the tone of the adventure!
This will play automatically the first time you boot up the game, or can be watched when you select the Tutorial from the Map. Players who already have save data will have to watch via the Tutorial.
Other Updates
Big Tutorial Update - the tutorial is now on it's own separate level (no longer 1-1) and is much more concise - breaking down a few elements some players struggled with to improve the learning experience.
Endless Mode has been updated. Fewer Choppas and a smaller playing area makes it easier to focus on the multiple lanes. Leaderboards will be coming soon!
First Summon added to the game - unlocked after the World Boss.
Thank you message removed, replaced by a one-time message that also plays the game's trailer (will be updated with a more appropriate video once I have one).
Beating 1-5 unlocks an extra trap slot and 3x upgrade options for Traps!
Weather Effects added, will build upon this in further updates.
Bean Beasts cost is displayed differently, hopefully making it clearer to players.
Many boring bug fixes and minor QOL adjustments made.
With the extra trap slot, extra upgrades, smaller map and summon in your inventory it's now possible to get much further on Endless Mode - my new record is 43!
Another post - another good news. Massive Paradox participated in DEVGAMM GDAŃSK 2024 with a prototype of our upcoming game Greedshot.
If anyone doesn't know, DEVGAMM GDAŃSK is a game development conference held in the city of Gdańsk, Poland. It serves as a platform for game developers, industry professionals, and enthusiasts to gather and share insights. DEVGAMM GDAŃSK also hosts an indie showcase, providing independent game developers with a chance to exhibit their creations and receive feedback. The conference aims to foster collaboration and innovation within the game development community while offering valuable learning experiences. Overall, the festival plays a significant role in promoting and advancing the gaming industry in the region.
We were pleasantly surprised by Greedshot's warm welcome. When you participate in such an event, there is always a risk of facing a harsh reality - your game may be ignored, which will have a very negative impact on the morale of the team.
Everything turned out the other way around - people were very interested in what kind of project we are working on , and even a small queue formed at our pavilion. As for our game, Greedshot is a first-person rogue-lite shooter with procedurally generated locations. Play alone or with friends in co-op mode, facing merciless enemies and environments.