You may be surprised to hear that we originally planned for In Sink to be split, with half of the game being a third-person platformer and half of it being a first-person escape room-style experience! We had been inspired by games like A Short Hike and thought a pixelated art style would really suit the type of game we imagined In Sink to be.
When we first started working on levels, we would render the game at a downscaled resolution and then stretch it up to the native resolution to achieve this art style. This meant that we needed to use single flat colors on all of the textures, as any sort of gradient or variation would look bad or the detail would get lost when the resolution was scaled down. In short, we had to keep it simple.
After we released our first demo for In Sink, we realised that what made the game so unique and attractive to players was the escape room element, so we made the decision to remove the third-person platformer aspect of the game and focus entirely on making an enjoyable escape room experience. Although we still liked the pixelated art style, we felt it didn’t really make sense for an escape room style game, where detail and clarity were of paramount importance. This was particularly significant once we decided to go in a totally language-less direction for the game.
With that in mind, we changed the original color palette for the game.
In the image above, you can see a comparison between our original palette and our new palette. This change opened up a whole new world of color and made objects in the game look more natural. The new shading/normal texture maps meant that we could create dark/light spots even without the presence of light in the room, as shown in the image below.
On top of making the levels look more natural and producing a design that we liked, there was another major benefit to this new system.
With the old palette, each object only had a single flat color on any given face of its mesh. This meant that certain objects required more faces in order to have any kind of color variation. These color differences were also a lot less gradual and therefore more obvious, giving the objects the “blocky” appearance characteristic of traditional pixel art.
By moving away from the pixel art style and switching to the new color palette, we were no longer limited to flat colors. Each color had a full variation from bright to dark and object faces were no longer limited to just one flat shade, which allowed us to cut down on the number of faces we needed in order to create color variations and gradients.
With the old system, we would have to create multiple faces on any given mesh to produce the effect of a light/dark gradient on the object itself. With the new system, we only needed to create one face to produce the same effect and the added color variety meant the gradient looked a lot smoother.
In this way, we were able to significantly reduce the number of triangles for each model, which meant our art refresh also resulted in a significant optimization upgrade as well!
Overall these changes have combined to create an art style that we’re a lot happier with. With all of the developer talk out of the way, here’s a screenshot demonstrating just how big of an impact this new system has had on the appearance of In Sink.
That being said, this wasn’t the only change we made to complete our new look!
Tune in to our next developer diary, where we’ll be talking about the changes to our new lighting system.
Want to meet other In Sink fans and challenge them to a speedrun in our prologue?
"You really think these robo-dorks are gonna stop me?" - Ace.
In the first volume of this two-parter, we'll be looking at an enemy you will encounter often throughout the mansion, as well as one that we're sure you'll find totally bewitching.
Dodge the heat-seeking missiles!
These drones fire several explosive projectiles to try and stop your progress through Frazzer’s Mansion. Shoot them square in the eye to eliminate them before their projectiles become a pest.
Be warned, they have one desperate final trick - their body becomes a heat-seeking missile upon death! Guide it to a wall to safely explode or use it to your advantage by parrying it back into your enemies - killing multiple enemies in one go.
It’s witchcraft!
Nicknamed “The Protector”, this mage provides shields to nearby allies that prevents any damage from being dealt.
Execute these pesky wizards first, or else you might as well be firing blanks. Your enemies will try and swarm around the mage to prevent a clean shot, so movement and precision is the key to breaking the spell.
Sounds like something you want to get your hands on? Download our demo today, try out our custom music feature, and then share your cool clips in our Discord!
Don’t forget to wishlist Robobeat, and follow us at @RobobeatGame across social media for all of the juiciest updates 👀
In the last 2 weeks we were mainly working on making summons able to cast spells and enchantments, creating extra animations for the Ancient Desert boss, improving the tutorial and making it more clear that you took damage or are on low health.
✅ Added:
[QOL] Added special sound when taking damage.
[QOL] Increased visual clarity when taking damage and when on low health.
[Bosses] Added new attack for the Ancient Desert boss.
[Summons] Summons are now able to use all spell enchantments.
[Spells] Added 6 new summoning spells.
[Quests] Added difficulty level restriction for some quests. Some quests were too hard at the beginning while others were too easy on higher difficulty levels.
[Tutorial] Added question mark towards Astral Portal in the first run activating after leaving the tutorial area.
🔄 Changed:
[Enemies] Bosses and Minibosses now always prioritize attacking player over summons or charmed enemies.
[Spells] Reduced base duration of all summoning spells to 8.25 seconds.
[Level Generation] Ice level can no longer be the first level in the first run. This had to be done because other biomes are better for introducing new players to the game.
[Destructive Objects] Buffed base chance of dropping Magic Weapons from destructive objects 5.5% => 6.85%
⚙️ Fixed:
[Minimap] Enemies are now freezed(unable to do anything) while the minimap is open.
[Enchantments] Fixed a bug where sometimes enchantments debuffs were not working.
[Spellweaver] Fixed a bug where Spellweaver could sometimes spawn inside a wall.
[NPCs] Destructive objects should no longer spawn on top of NPCs (making it impossible to spawn items which were impossible to pick up)
[Destructive Objects] Fixed a bug where it was possible to abuse spawning first spells from destructive objects by exiting the level and loading it again, leading to having insane amount of spells.
[Dialogs] Fixed initial dialogue with the Void Eye.
[Summons] Summons of your summons will no longer attack you after few seconds.
[Summons] Fixed a bug where your summons could be damaged with your explosions.
[Enemies] Fixed a bug where Leech enemy was not moving after attacking their target.
[Enemies] Fixed Savage Rat attack hitbox - he was unable to deal any damage if his target was standing close enough to him.
❌ Removed:
[Tutorial] Removed first mission from the tutorial (about jumping).
- added new outdoor decoration objects - added 4 types of outdoor path tiles - new tutorials: charts, video editor, post production, marketing, maintenance - added Quick Learner & Slow Learner employee traits - added info of locked/unlocked/available research count in Research window - added object animation when placing/deleting objects in build mode - improved quality of build mode thumbnails - main menu minor visual fixes - new visuals for Set Designer actor placeholders - always fit Settings & Save menus in available screen/window size - fixed bug where education sometimes gets stuck when having multiple students at the same time - employee happiness is now reduced when their offices are in need of maintenance - can no longer hire employees if not enough money to pay first salary - reduced rate of skill points gained through education/training - removed some incorrect object descriptions in build mode - flipped Research Office preset's rotation to match other presets - temporarily removed filming set roofs, will be re-added as an option in a subsequent update
The game is built on a newer version of Unity so that the game may work better or new problems may appear.
Fixed an issue on the "Desert" level where the finished resource capsule was not able to be removed from the centrifuge, thus blocking the progress of the level.
On the "Desert" level, the centrifuge has been accelerated so you don't have to wait long.
On the "Desert" level, the work with the antenna has been simplified, now it does not need to move up/down, and thus does not lose the signal from close range.
Improved homing of combat hoverbike missiles.
The difficulty level now affects the frequency and strength of enemies on the island. On the easy level, attacks occur 5 minutes less frequently and the maximum number of enemies in an attack is reduced.
Island: wind now also affects the intensity of the sea waves, strong winds have additional visual effects.
A Tiger Pet Selection Chest Twitch Drop accompanies the Break Through to Thaemine Update, available for members of the Lost Ark Creator Program to enable on their channel. There are three Twitch Drops arriving, and unlike tiered drops, watch time for each drop is earned simultaneously.
Drop 1 - 2hrs - Amethyst Shard x1000 Drop 2 - 5hrs - Event Card Pack
Legendary - Rare Card Pack x5
Legendary – Epic Card Pack x2
Drop 3 - 8hrs - Tiger Pet Selection Chest
Make sure to head over to Twitch and watch your favorite Lost Ark content creators to earn the drops before they end on April 17. Looking for creators to watch as you earn your Twitch Drops, especially with the new Breaker Advanced Class releasing? The content creators featured are members of the Lost Ark Creator Program— learn more about them below!
BONJOUR GAMERS, I'm Cauttyh! I'm a Lost Ark content creator from Quebec. I started the game at launch like most people and have been enjoying the game over the past 2 years! I have built a community of gamers who like to just have fun. I have met some amazing people and INCREDIBLE friends through Lost Ark and my community. If you guys want to come laugh, smile and possibly get that weird butterfly feeling you get before you give your crush a kiss come check me out on Twitch!
Hello! My name is Laufie, I'm a Canadian Slav who loves RPGs, especially of the MMO variety. I've played Lost Ark since its Korean launch in 2018, and as someone who streams the game regularly I get the most joy from helping new and returning players, doing blind raids with my community, and talking about what an amazing class Deadeye is. I'm cursed with only enjoying Entropy classes and ever since the rework announcement I live in constant fear. My goal with streaming is to make people laugh and provide a fun place to hang out while we all farm together.
Hey everyone, I'm Strylander! You may know me as the go-to teacher for raids. I'm most known for helping new and returning players learn raids every week. Whether you're diving into raids for the first time or aiming to tackle Inferno content, I've got you covered. I stream almost every day and I'm more than happy to meet new people and answer any questions or help in any way I can. It's not just about gameplay; it's about building a welcoming community where everyone can feel at home and share some laughs. And with the release of the Breaker class, there's even more excitement coming. Join me for a week-long exploration of different builds and playstyles as we dive into the newest class together. If you play on NA East and are looking to learn some raids, or if you just want a new place to hangout while you play, come on by my Twitch channel!
1. You can use diamonds to purchase boss tower reset times now. 2. Added the upper limit of randomly generated attributes for equipment during training. 3. Added drop of shattered amethyst on levels 22, 23, and 24. 4.During the battle, backpacks were also classified. 5. Fix other bugs.