The demo hub, where the game's demo version will take place. Still work in progress. We're slowly preparing the demo, so everyone could try out the game, hopefully it won't take too long.
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Enemies are now spawning in the procedural caves. Still a very work-in-progress system, but should be good enough for testing the gameplay loop.
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Happy new year🎇! Throughout the year we have made a lot of progress in the development of the game, we are already really close to the “really early” playable main mode of the game. May this year be an amazing for y'all!
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New playermodel is almost ready! Here's some look at the animations from the perspective of another player. They still need some work, since while crouching, the legs are clipping into the floor, but overall it looks much better than the older one.
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The Horde💀
The optimization of enemies is mostly done. I've got it working flawlessly with around 60-70 (which is double the amount we were considering to throw in combat) active enemies, so combat will surely be stressful.
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Knocking down enemies is now fully implemented in the game. They smoothly transition between ragdoll, and active state.
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Full ViewModel animation rework. Now, all generic (movement, running, shooting, etc.) animations are based on IK and are generated procedurally on the fly.
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Echolocation differences between weapons.
Sniper rifles reveal most of the terrain, and this decreases with the caliber of the weapon. (Except for full-auto weapons, which have it significantly reduced). The melee weapons are mostly similar.
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