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6th place!So, the Ludum Dare voting period is over and...we managed to get the 6° place in the JAM, 4° place in the FUN category and other good results!![]() If you have not already done, take a look at all the winners in the Ludum Dare official page. We take the opportunity to thank all the people who have played and supported the game, small development teams really need the help of the comunity. ...and now?At the moment we went on making some important improvements and bug fixes, we have also added some new features:
And that's not all! More new content will be released in the coming days. ...and about the future?We launched the game on Steam Greenlight a few days ago with nice results so if you like the game you can help us get on Steam too! Now we are working hard to add many new features, our goal is to offer a good and unique experience of multiplayer-stealth action, focusing on fun, teamwork and tactical movement. Here a hint of the features(*) that are going to insert in next updates:
(*) You can read a more complete list of features in the forum If you missed the game, take a look at the video...
Ooops, we did it again :D ![]() Ludum Dare 26 was a great chance to make something different and step out of our comform zone once again. This time the chosen theme was "Minimalism" and we tried to make a "minimalist stealth game". Well...sort of :D "Design choices" or "72 hours to find the fun"The Ludum Dare Jam rules have an hard constraint: you only have 72 hours to create an original and playable game! This forced us to use a very practical approach to game development and many design choices were influenced by it.Here's what the game is about: it's an online multiplayer game about two teams, the Guards and the Thieves, fighting to win the match. Thieves goal Guards goal Did I mentioned, that both teams have guns? Yeah, shooting is always fun but beware of friendly fire :) Also, the key to win a match is to strategically use the level to your advantage, like switching the room lights on/off or if you're a thief planning to outsmart the Guards patrol routes trying to pass through windows. Art and level designArtistically we choose to keep all the 3d models fairly lowpoly and use a really simple texturing to maximise the amount of models that a single human being can create in 72 hours.The same approach was used to create all the 3d models for the environment like walls and floors. All these models were created in a modular fashion (think Lego blocks) so that we can assemble and test a map in a few minutes of works inside Unity. What went right
What went wrong
The futureSo, is this prototype going to be the starting point for a future full game? Absolutely!What's missing now?
Try it!
Here's a new update about Gearscape! As always, a big thanks to all the beta testers! Here's some world stats:
Changelog
![]() I loove acid! Closed beta keys available (and free!)Don't forget, if you want to try the game for free and help us refine the levels, just create yourself an account in the forums and then send us an email at beta@subvertgames.com including your forum username and we'll send you how to download the game.![]() Thanks all for the support, see you on the forums.
Hey everybody, another little update about Gearscape! This time we targeted the "Dark Chambers" and redesigned many levels after listening to beta tester's feedback: the levels are now easier and should be bug free :) Then, we also introduced a "ghost player" in the "Training Chambers" to aid newbies to quickly understand the game controls and jump mechanics. Closed beta keys available (and free!)Don't forget, if you want to try the game for free and help us refine the levels, just create yourself an account in the forums and then send us an email at beta@subvertgames.com including your forum username and we'll send you how to download the game.![]() Oops, this is going to hurt... Full changelog
![]() Thanks all for the support, see you on the forums. |
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