
Hi everyone!
Abrakam put together a dev diary detailing some aspects of the art creation pipeline that they used during the production of Shadows of the Shroud, so you get a surprise Tuesday dev diary this week.
We’ll still have my dev diary about our next update on Thursday, which will be a little later than usual.
Take it away!
I'm Mikhail Pestov, a 2D artist at Abrakam Entertainment, and I'd like to tell you a little more about the portrait creation process for Shadows of the Shroud.
Today I'll be talking about the Tankbound portrait, which was a particularly special one that we knew was planned to be linked to a new Civic, but this process was generally the same for each one we produced.
These were the concepts I was provided by our lead artist: Jordi.

Brains!
As you can see, details can range on these initial concepts from being very abstract to quite detailed. In this case, Jordi had also prepared a 3D concept, which is not typical but is done on some occasions. He must have liked this one.
My job is to render the final illustrations and prepare them for animation... so based on these, I tested several different options.
Psionic portraits were unique in that each was prepared with a special "Ascended" version.
Sometimes the team and I immediately agree on a direction, and sometimes... well, sometimes, we need to do some heavy reworking. At this point in development we decided that we simply had too many 'brainy' portraits lined up and wanted to limit their appearance going forward. No problem, we can do that.
Brainless.
We decided a pseudo 'energy' would be appropriate for this type of setup. While I typically work from an existing concept, I often have to create something new and solve non-obvious problems. This is an ongoing process involving communication with my teammates, feedback, ultimately to help make a character truly interesting!
In this case, we decide that this is much closer to what we want to see. The team approves the direction, and I start rendering. This is a process of refining the sketch more carefully, correcting mistakes, adding details, and texturing materials like metal or glass in greater detail.

They've got legs, and they don't really know how to use them.
Once everything is ready and we feel that it's 100% right, I move on to polishing. This stage includes adding textures, small abrasions, highlights, scratches, etc. Things you'd expect to see on mechanical tanks that move around in spaceships.
Which tank are you?
At this point, the figures reach their final appearance. Now I move on to the final, most technical, stage: the preparation for animation.

This involves painstakingly separating the portrait into its base components. This often means adding or redoing something if I recognize there will be problems in animating a particular element. Once the team gives it the thumbs up, I send it to our animator who brings it to life: Bastien.
And that's how a baby Tankborn was… born.
Hi everyone. I’m Aurelio La Ferla, Senior Hard Surface Artist at Abrakam Entertainment, and today we're gonna give a look at my approach on both the Mindwarden and Psionic 3D shipset for Shadows of the Shroud.
The process I followed for both shipsets is similar on some steps, but really different on some others.
We have to keep in mind that Mindwardens ships are more spiky, most of the time formed by squared and triangular shapes. Psionic, on the other hand, have more soft shapes with curved silhouettes. This is fundamental to understanding the best approach in the modeling/sculpting phase.
Starting with Mindwardens, I'm gonna talk a bit about the general steps trying my best to not be too technical and boring :)
As previously said, Mindwarden ships are mostly based on square and triangle shapes, so what I did is basically start the modeling process from very primitive shapes following the concept previously did by the concept artists.
Primitive building blocks.
After having a rough base to work from, I then added details, bevels, and generally smoothed them out to make them as clean as possible for the highpoly.
The smoothest triangles you'll ever see.
Once I do this for all the main pieces, I start to put them together. This is building the structure of the spaceship piece by piece, always following the concept until I have the complete ship built it up in highpoly.
Highpoly Mindwarden Colossus.
After building the highpoly, what I usually do is a quick highres render, with some basic metallic material and lights and send it to the rest of the team for design approval. Now it really starts to come to life.
The forbidden flower.
Once the 3D highpoly is fully approved, I’m ready to move on to the lowpoly model. For the Mindwardens specifically, most of the time I tweaked some of the base pieces used for the highpoly to repurpose for the low.
When the lowpoly is ready and the structure of the spaceship is done, I proceed to work on the UVs. This is the flat 2D representation of the 3D model, fundamental for the baking and texturing phase.
Like taking apart the most complicated cardboard box.
Now it's ready to bake, but using a computer as an oven. This is the process that “transfers” the details from the highpoly to the lowpoly model. The whole reason for doing all of this is to have everything look highly detailed, while still being optimized for real-time performance in-game.
The very last step for me is the texturing.
Ready to seal the Shroud.
For the texturing process I used materials produced by one of our technical artists. Now the model is ready to be rigged and animated!
Finally, here are some final renders of the Colossus:


For the Psionic shipset, the process is more or less the same, but the initial approach is different ‘cause the shapes are more soft and curved.
The process always involves:
Highpoly
Lowpoly
UVs
Bake
Texturing
But the initial part is more of a “sculpting” process.
Basically, starting from primitive shapes, I sculpt every piece of the spaceship and put them together. The sculpt is an easier and more proper way to approach these kind of shapes.
Digital clay.
Once again, with the highpoly sculpt finished and approved, it's time for the lowpoly.
In this case the approach is different from the Mindwardens, ‘cause here we are gonna have a highpoly sculpt that needs to be lowered down in terms of its tris-count, or number of triangles it has. The Mindwardens started basically as triangles, so they cheated a bit. So, we are gonna build a more clean and lower density topology through the “retopology” process.
Exterminating triangles.
And this is the final result of that process. As you can see, the model went from a really high tris density to one that can be used more practically for animation and in-game.
The retopology process is not always necessary. Sometimes if the sculpt topology is clean enough, it’s possible to lower the tris-count just by simplifying some shapes or removing some edgeloops.
Once the lowpoly is ready, the rest of the process is the same as above.
Here some renders of the final result:

Behold, the Psionic Ion Cannon.
Hope you all enjoyed it!
We are excited to announce the Closed Beta for Half-Life Legacy on Steam.
This beta is essential for Legacy's Steam release. Selected players who apply will be granted access via a Beta CD Key, which can be redeemed and activated via Steam; testing spaces are limited, so join early if you'd like to be involved.
To apply for access, join our official Discord server and follow the instructions in the channel named "closedbeta-apply".
We've put an abundantly heavy focus on Steamworks features in Half-Life Legacy 1.5. Our closed beta allows a large volume of players to test that all the achievements, stats, and other features work properly, before we release.
Steam Achievements
Steam Workshop
Mod Tools (from Aura SDK)
VGUI2 implementation + a new Server Browser
Steam Rich Presence
"German mode"
Fixed Z-fighting issues etc in the campaign levels
Autojump is no longer forced on, with a new command to toggle it
Higher-res textures from HL: Day One
To keep testing focused, all participants agree to a short set of testing terms which are nothing heavy or complicated, but just a few rules to ensure fair play, respectful feedback, and a consistent experience across testers. These also help prevent unfinished content from being shared or misinterpreted ahead of our full release. Before diving in you'll be given a moment to review these terms.
Once you're in, you'll see dedicated channels on the Discord Server which are available for bug reports, suggestions, and gameplay discussion. We're looking for all kinds of feedback, big or small, so don't feel you have to hold back.
So, what are you waiting for? Apply NOW! Join The Phoenix Project Community
Until next time...
Sabian
Lead developer @ TPPS
2025-10-21
Hello, people! Sorry for not posting last month. In today's post, I'm going to add more images than usual. 🤩
The next episode is already in the testing phase. Once testing is complete and the results are satisfactory, I will proceed to translate the game and then begin the steps to publish it here.
The update will bring more than 700 animations, new features, and some surprises. 😉
Now, here are some images from the next episode. 😍












We did it, Maseylia: Echoes of the Past is now 100% funded on Kickstarter!
Thank you all so much for your incredible support. This campaign came at the midpoint of development, and thanks to you, I’ll now be able to work full-time on the game to bring its world, atmosphere, and mechanics to their full potential.
Maseylia has come a long way already, but this moment marks a real turning point. Your pledges make it possible to give the game the care and polish it needs for the journey ahead, and for that, I’m endlessly grateful.
From the first prototype to this milestone, every bit of encouragement, every message, and every share has helped shape this project. You’ve made it possible for me to keep pushing forward, and I can’t wait to show you what’s next.
Many of you have asked what lies beyond the initial goal…
It’s time to reveal the next steps of the journey.
Upon reaching 100% completion, a hidden path will open in each of Maseylia’s six biomes, revealing an extra endgame level designed to push the Lone Survivor far beyond the normal limits of the journey.
These trials exist in a mysterious, dark-spirited realm — twisted reflections of the world you thought you knew.
Each one blends brutal platforming, unforgiving combat, and intricate parkour into a single gauntlet of skill.
Only those who have truly mastered every ability and uncovered every secret will be able to attempt these challenges.
Conquering them all will grant hidden lore fragments and unique rewards that reveal the deepest truths of Maseylia.
The journey doesn’t end there.
Once the €7,000 stretch goal is reached, new goals will be revealed, each one expanding Maseylia in exciting ways, from new gameplay systems to world-building surprises.
Just like exploring the world itself, this campaign hides its secrets one layer at a time.
Every milestone will uncover something new.
✨ The next reveal will come once we reach €7,000!
Even if you’ve already backed the campaign, you can still help Maseylia grow by sharing it with friends or communities who love atmospheric metroidvanias like Metroid Prime and Hollow Knight.
Every share, every comment, and every word of support helps the world of Maseylia reach new horizons!
To close this update, here’s more early concept screenshots of the Dark-Spirited Realm, the place where the Extra Endgame Levels will unfold.



Thank you again for making this dream a reality.
Let’s keep the energy going and see how far we can take it together.
Added menu prompts to the main menu screens to help with keyboard navigation.
We uploaded a new test version to the “alpha” branch on Steam. That means you can already try and test new features of the upcoming Major Update 2!
Female NPCs
Health System for NPCs
Injury, Recovery & Aid Tasks
Hospital Props
This test build release is an EXPERIMENTAL version. We continue to work on the update before we release it to everyone.
All issues related to this version should be reported in the designated Discord channel #bugs-testingbranch – ideally with save files attached.
You can also use the in-game feedback tool; we see the version number in the feedback entries. But if you have a bigger, weirder issue, it often helps when you provide us your affected save file. For that, the easiest way would be for you to join the Discord and share the file there with us.
We are not just looking for bugs. It would also be great to hear your feedback about the gameplay and balancing of the new features.
Go to your Steam library.
Right-click Ground of Aces in your list of games and select “Properties…” in the drop-down menu.
Go to “Betas” in the list on the left side.
In the “Beta Participation” drop-down selection select: “alpha - Alpha test”.
Now Steam will update your version of Ground of Aces to the testing version. It will now display "Ground of Aces \[alpha]" in your list of games.
Switch back the “Beta Participation” selection to “None”. Steam will switch back to the main version of the game and download it again.
Air crew can now take damage and sustain injuries during missions if planes were damaged: Is everything working correctly?
If issues arise with the plane after a crew came home injured or dead: Does changing the crew to healthy people fix the issues?
Workers can now get injured during daily tasks during events: How does this feel? Is it happening at a satisfactory pace?
People with the medical task can aid people in sickbeds to recover: Does the economy for medicine work? Are the medical objects useful?
Thanks to everyone who is interested in looking at this preview. We all hope you enjoy this early look

Greetings, Captains! 🖖
Get ready to make a quantum leap in your Star Trek Timelines journey!
✨ Dabo Spins are 75% OFF for first-time spins — starting today after the server push, until Tuesday, Oct 28!
💥 Plus, the LEAP FORWARD offer brings a massive Dilithium discount on the webshop:
💎 22,000 Dilithium for only $25!
Don’t miss your chance to boost your fleet and explore new frontiers!
🖖 Live Long and Prosper.
[c]🎉 \[Winion Virus Pop-up Store] 🎉[/c]
[c]👾 Location: AK Plaza Hongdae, 5th Floor[/c]
[c]📅 Dates: October 24 (Fri) – October 26 (Sun)[/c]
[c]📢 Open for only 3 days![/c]
Experience multiple endings, visit the Winion photo zone, grab adorable and unique merchandise,
and join the special event where you can design your own Winion that may appear in the game’s multiple endings!
For more details, please check our official account:
For international shipping inquiries,
please contact us at : https://dawntown0914@gmail.com



Thank You for Joining Us at Next Fest!
We’d like to extend a huge thank you to everyone who took part in Next Fest and played our demo. We received an incredible amount of positive and constructive feedback, and we’ve been hard at work making improvements based on your input.
Here’s what we’ve improved so far:
Instant weapon swapping: Switching weapons is now instantaneous.
Faster reload times: Many weapons now reload more quickly, as you’d expect in a fast-paced FPS.
Scroll wheel weapon selection: You can now use the scroll wheel to change weapons.
Improved controller support: You no longer need to switch to a fuel cell or barricade to use them.
Sprint toggle added: You can now toggle sprinting on or off.
Fixed collision: The header collider radius has been decreased to prevent players getting caught on doors.
These are just a few of the updates we’ve already implemented. We’re actively listening to our community on Discord and the Steam discussion threads as we continue refining the experience for both PC VR and standard PC players.
We’re also working on a variety of quality-of-life improvements, including ramping controls and more options to let players customize their playstyle through in-game settings.
Thank you again for your amazing support during Next Fest and for sharing your feedback so thoughtfully. We can’t wait to welcome you all back to The Cabin on October 29th for the full release.