SPINE - This is Gun Fu - Freymute
Hello, Tensor Citizens.

As passionate gamers, we don't just develop games, we are part of the gaming community, and we are passionate about talking about the inner workings of game development. This passion, which we share with many gamers, fuels our desire to create games that truly resonate with gamers.

That's why we decided to tell you more about the development progress of SPINE’s various aspects in this blog.
Let's start with what all players see — our visual style, art direction, and of course, Redline's character art.



When creating Redline's appearance, we were primarily focused on the kind of character we wanted to play - not perfect, but appealing. Redline is an unusual girl — brave, courageous and determined. She's not afraid of risk because she's confident, even overconfident at times.
More often than not, however, she gets lucky and gets away with it. We wanted the image to match the main character herself - to be bright and rebellious but not trendy and neat. Life in the Old City is hard, so it would be wrong to create an image of a girl fixated on her appearance.

At the same time, Redline is characterized by self-expression through appearance — spikes on the jacket, patches, brightly colored hair.
We didn't want to make another plastic beauty, although this image is still popular in many other projects.
We think that Redline turned out to be alive and real. Such a girl can go against the whole world for the sake of what is important to her.

This is our approach to all aspects of character design. Characters' appearance should reflect their personality, history, and beliefs. At the end of the day, Redline is fighting the system, and that is the most important trait of her as a character.



There is a contrast between the people of the Tensor system and those who fight against it. Redline has many enemies, but the main antagonist in the game is the leader of Tensor's security forces, the Judge. It was important to develop them in parallel because their differences define each of them in many ways.

The Judge epitomizes the system: rigid, morally questionable, and seeing a selectively bright future. Despite his conservative nature, he embraces the latest technology, as seen in his implants and his own Spine. His image reflects formality, restraint and strict adherence to self-made traditions.
Redline is a passionate artist who protests against injustice and inequality in society. Young and energetic, she represents a future of personal freedom and lack of control.

The difference is noticeable:
the Judge's minimalist and slightly sinister outfit is in stark contrast to Redline's bright and joyful clothing. Her design uses bright reds and blacks to give the image a dynamic feel, while the Judge's colorless costume emphasizes his role as a villain in a soulless authoritarian system.
This way, the visual elements complement the narrative.



But inspiration doesn't just come from ideas and concepts.
Since we have a very diverse team of people of different ages and cultures, we thought it would be interesting if each of our artists brought some small details to the visual design of the game. Thus, environment art and characters were filled with features that make them lively and unique.

For example, that's how weighing scales from someone's childhood appeared in the Market you've seen in our latest gameplay teaser, the costumes of one of the opponents have details of Korean police equipment that the artist saw while on vacation, and so on. The world of cyberpunk is a post-cultural world, and it becomes much more beautiful and exciting when elements from different cultures are mixed in.



When talking about our world and surroundings, we can't help but mention our visual inspirations. Cyberpunk is a rich genre that includes Blade Runner, Ghost in the Shell, Deus Ex, Cyberpunk 2077, Detroit: Become Human and many other amazing works. All of these projects are very inspiring to us, but we wanted to move away from the usual retrofuturism and make our visual language more modern, drawing on current trends in fashion, industrial and graphic design.



When we were thinking about the story, we decided to make it unique and realistic at the same time. We thought about what the near future would look like and how it would be different from what surrounds us today. We didn't want to create a world full of flying cars and cybernetic implants like in science fiction movies. Our main reference points were still action movies like John Wick and Equilibrium.

Since we are making a game about action movie experience, and Gun Fu is an action genre that originated in the East thanks to John Woo, eastern culture is one of the most important sources of inspiration. It's helpful that our team had a lot of experience creating games in that setting, and we tried to transfer it to SPINE.



The main goal here was to create a coherent world and set the visual style's boundaries and rules. The game's original concept included many elements, but not all of them have stood the test of time. For example, initially we decided to go with an active floor design with lights, panels, graphics and animation imprinted on it. However, we were not able to carry this into production, although the special attention to floor design is still present in SPINE.

By removing that feature, we added another — great visual details mixing graffiti and digital imagery. We want the characters and environments to work together — the characters to be distinguishable and the environments to not look pale. And if teams work separately, this is a challenge that can't be met.



So we had a lot of discussions and brainstorming sessions about art design - and as a result, detailed guidelines covering all these topics were born. The character guidelines include details such as the proportions of color palettes for different social groups, the nature of geometric shapes for costumes, weapons, even tattoos, makeup and accessories.



They helped us a lot in making choices during the development process, while having enough material to create sequels and expand the SPINE universe in the future. It's probably this attention to detail and world-building that has allowed us to create a successful series of games in the past and has brought SPINE to the attention of our current partners like Story Kitchen.


This material is based on an interview with Art Director Alexander Nemov & Lead Character Artist Olga Ivanova for the Creative Bloq website.

https://store.steampowered.com/app/1731290/SPINE/
Starborn Survivor - Rapau
What to expect during the "Starborn Survivor's" live-stream event:

In our second first look at gameplay, viewers will experience the first public gameplay footage, showcasing the Starborn Survivor navigating through our demo level on Planet Zephyrion. The gameplay will demonstrate core mechanics, combat systems, our dynamic spawn system, and unique upgrade abilities. Our viewers will view a wide range of encounters with the insectoid aliens of the Sylithar Conclave, showing how different strategies and upgrades can be utilized to overcome challenges.

In our first live stream for Starborn Survivor, you will meet a bunch of members of our development team which will discuss the gameplay, revealing insights into the design decisions that shape the current game as well as future changes to come.

We are looking forward to you joining the stream! All questions welcome!
Jun 14, 2024
Slingshottr Playtest - tentcoding
+ Background clutter system. (More to come on this)
+ Sector title modifications.
+ Misc bugfixes.
Summer Memories - Swaps4


The Publisher Sale is here and Summer Memories is currently 75% off for a limited time! You can also pick up the DLC for 35% off during the sale and Winter Memories for 20% off! Don't miss out! Click here to see all games on sale!

https://store.steampowered.com/app/1227890/Summer_Memories/

https://store.steampowered.com/app/1390150/Summer_Memories__Expansion_DLC/

https://store.steampowered.com/app/2495450/Winter_Memories/

Stay up to date by following our pages:

Publisher Page
Group Page
Catalogue
Twitter
Facebook
Instagram
Discord
Website
Chinese Online Game - 活着不好么
Thank you very much for the New Product Festival experience!

As the game is currently in the testing stage, it is inevitable to encounter various bugs or issues during the gameplay. We apologize for any inconvenience this may have caused you!

But we will actively respond to everyone's problems and bugs in the community, and we will immediately fix and solve them! Perform the 4th version update!

The fixed content of this update is as follows:
1. Fixed bug with a deduction of 648 yuan for 98 yuan
2. Fix button triggering error caused by blank keys
3. Playing levels on the first day will not consume energy
4. Added a function to clear, delete, and archive files (in the main page settings)
5. Fixed bug with incorrect display of Genshin Impact data

Finally, thank you again for your support! We are very sorry for the bugs and bad experience that everyone has encountered! (But we will definitely actively repair it)
Fiesta Online NA - CM_Anubis


Congratulations, Isyans!

You have defeated 15,000 Ratman and even more!
We have activated the following for all players:

Server Boost XP & Drop: 70%
The boost will be active until June 19, 2024 at 1:00 AM PDT.

Code: RATMANCATCHER
The code is available until June 15, 2024 at 2:59 PM.

Congratulations to our winners! You will receive a code within a day on Discord:

  • Madzilla, Server Khazul
  • adrianshunand, Server Isya
  • Amatonk, Server Cypian
  • Mariana, Server Isya
  • Ohsnaps, Server Isya
  • JohnCena, Server Malephar
  • FierySoul, Server Isya
  • Torment, Server Khazul
  • Lurouu, Server Isya
  • ZekaFLV , Server Khazul
  • Groeck, Server Malephar
  • Lila, Server
  • I_Leona_I, Server Isya
  • MathHead, Server Isya
  • Rambar, Server Isya
  • MrLock. Server Isya
  • Taija, Server Khazul
  • Meruisa, Server Isya
  • Kennie_, Server Isya
  • Kohima, Server Isya

To prepare even better events for our community, please fill out the feedback form (CLICK).

Thank you all for joining!
Your Fiesta Online Team
Level Zero: Extraction - Antishyr


  • Play 10 matches as the Mercenary during the Open Beta and get exclusive 🟩Preservation🟩 skin after the game releases in Early Access.
  • Play 10 matches as the Alien Monster during the Open Beta and get exclusive 🟩Contamination🟩 skin after the game releases in Early Access.
Note: The mercenary skin will be applicable to a high-tier unlockable character. The Alien Monster skin will be applicable to a mutated Alien Monster once the Alien Progression Path (Mutations) feature becomes available after the Early Access launch.


2. The Extra Alien Event


Kill 100 Mercs as the Alien Monster during the Open Beta and receive the limited-time ⬛Creature of Shadow⬛ skin when the game releases in Early Access.

Note: This Alien Monster skin will be applicable to a mutated Alien Monster once the Alien Progression Path (Mutations) feature becomes available after the Early Access launch.





REMINDER:
Feel free to participate in the ongoing REP Community Event to get two more unique rewards. Read the details here.



The events will run until the end of the Open Beta, which is June 17th, 10:00 CET / 1 am PT / 4 am ET.
Dimensional Animals - Marcos
Hello, everyone! Marcos here bringing another update to Dimensional Animals.

This is a big one, one that I feel we can call a major update, since it brings a rework to a boss in the game!

Don't worry, he still has the same attacks, but they feel a little better to play against.

So let's see what has been reworked on Cespuglio Bolshoi, the boss fight in Cobalt Forest:

1 - Prank Attack

The attack where the screen turns black, the boss disappears, you change position and minions are spawned.

My intention with this attack was always for it to feel like a prank. Since the boss shares similarities with the bush enemies from this level, I wanted one attack to have the same feel as the bushes.

Some people didn't like the black screen transition, as it felt too abrupt and too untied to the boss. So I changed the transition for it to look more like he is causing it.

It turned out like this:



2 - Biting Attack

Just a small fix on this one. This attack LOOKS like you can teleport across the boss, but you actually couldn't because his hitbox was way too big horizontally.

I always had the intention of making this attack avoidable only by the duck's double jump. But seeing as the animation makes it look like you can teleport across him, I decided to allow it, by decreasing the hitbox.

It will also make it a little easier to double jump above him! Which I think is still the easiest way to avoid the attack.

This is how it looks right now:



That's all for the boss's rework!

Now for another fix released on this patch:

Minimap Fix

Every time you are on the same screen as a collectable, a yellow sprite will appear on your minimap location.

I forgot to add some of them, though!

For this reason, if you would collect something in a room that didn't have the yellow sprite in it, it would make another yellow sprite disappear! This could create a very problematic situation where you'd have the whole map explored while still missing a collectable, but without being able to see a yellow sprite pointing towards this missing collectable, making you run around the map trying to find it.

This is now fixed!

And that's it for this update! Hope you enjoy the changes.

Thanks for playing Dimensional Animals!
Jun 14, 2024
Whispers of the Eyeless - Venris
Demo Update 1

Changes:

- Self-inflicted damage now bypasses block
- Counter damage no longer bypasses block
- Tooltips and information have been added to the Workshop repair screen for clarity and to emphasize each room’s importance
- Tooltips added to Sacrifice groups
- Demo now plays in borderless fullscreen
- Added option to return to main menu from pause menu
- Updated the Prophet’s combat sprites (he is no longer mysteriously shorter when wielding a sword)

Fixes:

- Removed unnecessary and irritating behavior of passives resetting when using the Envy gift
- Fixed various bugs with the Black Market trade mechanic
- The God Renovations in the Forbidden Annex can no longer be activated when no offering has been made or requested. The Dead Gods do not appreciate their Divine Crafts being wasted
- Fixed an issue where the player could equip the same gift in all gift slots
- Fixed an issue where using Dominate wouldn’t increase the contact effects applied on the same turn by other passives
- Actions can no longer be changed mid-turn
- Fixed options in the Revelation that were leading to the wrong scenes, inadvertently spreading Madness’s influence to the player
- Fixed an issue where the Prophet’s stats were not being updated upon entering the Tales after spending skill points
- Fixed a bug with Thrill blessing being less thrilling than intended. It will now apply twice if you equip it in the Tale and in the Chambers
- Various text issues that were snuck into the demo by the Living Gods have been fixed
Avorion - Hans without flamethrower
We're happy many of you like the new Secondary Block Colors and the Photo Mode. A few issues sneaked past beta testing, so here's a bugfix patch!

Secondary Block Colors
  • [UBR] Fixed an issue where Cargo Bay patterns were too dark with default secondary color
  • Fixed an issue where Alternate Hull patterns and Armor patterns were too bright with dark primary color and default secondary color
Photo Mode
  • Field of View slider can now be set in steps of 5 instead of 10
  • [UBR] Fixed an issue where the Field of View slider could be set to zero.
Bugfixes
  • [UBR] Fixed an issue where rift missions would not be initialized correctly
  • [UBR] Fixed an issue with color identification which led to travel hub not working correctly
  • Fixed an issue where the Chameleon Subsystem did not highlight ships anymore
  • Fixed an issue where Creative Mode Command Center wouldn't work for alliance ships
...