DEV DIARY #24 - We are still alive!

Hello, and welcome to the long-awaited Carbon update. It’s been a while, but we did focus our limited resources on the development. We are finally ready to share it with you all. We will focus on additional environments, interactive game elements, characters, GUI work, and skills. All the work made here will be represented in the prototype demo which should help us to start looking for financing to take the whole development to the next level.

If you would like to be part of our community you can find us on our DISCORD channel.

Let’s jump straight into it with a new teaser video below. Enjoy!

ENVIRONMENTS

RUHAN MINING FACILITY

In our latest development update, we're excited to share the progress we've made on the environment art for the game. Our artists have been creating platforms and rooms for the mining facility. From abandoned industrial interiors to atmospheric asteroid vistas to uncover, our game world has been designed to evoke a sense of forsaken and despair. Stay tuned for more updates as we continue to bring this bleak world to life!

interactive gameplay assets

With the new environment, we did start adding some gameplay features. Exploding barrels, Hackable Terminals and Neuroforge Clinics for temporary buffs for your character. These are the first interactive assets and many more will follow over time.

CHARACTERS & GEAR

Our next update is from our character artists. Since the last development diary, we added more gear variations, created pickup models and implemented dead miner bodies for set dressing and bootable assets in the game. Our character artists also textured mini-boss called Synthsplice Behemot.

SynthSplice Behemoth

In the depths of a Ruhan mining facility, nestled in the heart of an asteroid belt, there existed a project shrouded in secrecy and ambition. This was the birthplace of the Synthsplice Behemoth.

The story began with Dr. Mikhail Chernov, a brilliant yet morally ambiguous scientist with a vision to push the boundaries of genetic engineering and cybernetics. Driven by a thirst for recognition, Chernov embarked on a journey to create the ultimate miner/worker for the most dangerous tasks.

Combining his expertise in genetics with cutting-edge technology, Chernov embarked on a series of experiments known only to a select few. He sourced genetic material that was discovered from asteroid fracking. Through a process known as "synthsplicing," Chernov fused these genetic blueprints with advanced cybernetic enhancements, creating a monstrous hybrid of flesh and machine.

The result of his twisted experiments was the Synthsplice Behemoth – a towering colossus of sinew and steel. With immense strength, heightened senses, and a mind devoid of empathy, the Behemoth became Chernov's ultimate discovery and demise. Unable to control his creation, Chernov found himself at the mercy of his own hubris. The Behemoth broke free from its confines, unleashing chaos upon the mining facility. Rampaging through the platforms, the Synthsplice Behemoth became a symbol of terror and destruction.

GUI

Our latest update showcases improvement in GUI and UX. We've refined interfaces for better navigation, ensuring players enjoy a smoother and more intuitive gaming experience.

SKILL TREE

Our skill tree got a major overhaul. We added “neony” style graphics to our existing old-school style HUD elements. Stay tuned for more exciting updates as we continue to work on skill tree design, which will also affect the visual and UX.

SKILLS

In our latest development update, we want to show you a few old and new skills. They have been connected to the game for a while but new sounds and VFX finally gave us better feedback from playing. With an expanded arsenal of abilities, each tailored to suit various playstyles, there's something for everyone to explore.

CLEAVE

TORNADO

METAL VOLLEY

ULTRASONIC SHOT

SPIN STRIKE

REACTIVE SHIELD

EXPLOSIVE ROUNDS

AUTODESTRUCT COMMAND

Community DESIGN MEETINGS

Last but not least. We strongly believe that to deliver great game, we need to listen and work with our community. Working closely together on game design ensures that we create an experience that resonates with players, and ultimately leads to a more engaging and immersive gaming experience. With that in mind, we would like to run a community design meeting/Q&A. The form of the meetings and scheduling has to be finalized and talked thru at our DISCORD.

Thank you for joining us and keep an eye out for our upcoming blog update.

-LKR