3/19/2023 0 Comments The unliving reviewSmite hundreds of those standing in your way and turn them into your tools on the way to a greater purpose. Clerics and lords hope to hide behind high walls, but there’s no stronghold to cover them from your wrath. This storm is you, a mighty Necromancer, a sorcerer who denies death and leads the legions of the dead. We'd say that #Bayonetta3 was well worth the wait - our review: bit.The realm of the living has been corrupted to its core and a storm is coming to change the world order. Stunlock's vampire survival game V Rising is one of this year's big #EarlyAccess hits - we caught up with the devel… /i/web/status/1… 1 day ago Our review of WRC Generations: bit.ly/3EmQIbL kylotonn_games Nacon #WRC #PS5 17 hours ago Reviewing three quality ports for games we've checked out previously - here are new looks at Warhammer 40,000 Inqui… /i/web/status/1… 17 hours ago Our review of Call of Duty Modern Warfare II: bit.ly/3GanHBi #CallofDutyModernWarfare2 #PS5 17 hours ago Next Next post: Indie roundup: Aeon Drive, The Eternal Cylinder & Away: The Survival Series Search for: Search Twitter Updates Overall, we put all our faith and efforts into The Unliving and believe that with the help of our community it will eventually become an entertaining and balanced adventure that will bring our players a lot of memorable experiences. The plan is to release content updates of various scopes that will introduce new enemies, bosses, and locations. We will be opening our Early Access release with all the core gameplay mechanics already in place, and a couple of main locations – the Cemetery and Swamps that you might have seen on our social media updates. Going to the Early Access, we look forward to developing The Unliving with the help of our community. The game’s heading into Early Access soon – what can players look forward to when it launches? Thanks to our artists and art director the final result has already had a lot of positive feedback from players. We feel this is the style to best convey the atmosphere of the grim world of The Unliving. We wanted to create a game with outstanding visuals and eventually decided to make it in pixel art. RocketBrush’s portfolio highly emphasizes art – how did the look and feel of The Unliving come about? This is something we’re looking to refine through Early Access. In the game you’ll be controlling yourself as well as hordes of the undead – to what extent do you have (in)direct control over your hordes?Īs of right now, you do have direct control over the Necromancer and the undead army, but you do not have micro-control over separate units. Overall, we will continue polishing our rogue-lite mechanics and adding more content throughout the Early Access timeline. There is also a feature where players can sacrifice the allied units – the spells released as a result of this are so powerful they can change the course of the battle. The Necromancer’s basic attack and abilities change every run depending on the unlocks and the player’s progress. We have also created a lot of hand-drawn pieces that are combined to create procedurally generated levels. The Unliving is a title in the popular rogue-lite genre – how are you implementing rogue-lite mechanics into the game?Įven though there is a permadeath, you get to keep your progression and meta currency. It seemed to us that there was some untapped potential here as most of the necromancers in other related games have strict limitations that wouldn’t allow us to feel as formidable as summoners of the undead as we wanted to. After some research, we came up with a concept of a necromancy-themed rogue-lite action game that would comprise of a strong protagonist with control over an army of the undead. Having made many art projects for other game developers, we felt like taking on something that would be ours. How did you first come up with the core gameplay concept for The Unliving? Overall, we enjoy game development and we’re looking forward to keeping it up after The Unliving launches. Although we are a Cyprus-based legal entity, our team members are mostly located in Russia, Ukraine, Belarus, and other CIS countries. The development team is a part of our game art studio, but it is a standalone unit that works exclusively on The Unliving. It’s quite a different experience because we have to manage all aspects of the development process, instead of just the art side. RocketBrush Studio is mostly known for their art and asset work – how different is it to be working on a full game and what can you tell us about the team? We got in touch with the developer to find out more. They’re about to launch RocketBrush’s The Unliving into Steam’s Early Access program, a rogue-lite game in which you control armies of the undead as a necromancer. Over the past few years, Team17 has become one of the premier publishers of indie titles across all platforms.
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