Official Update:
We’re in positive discussions with potential acquirers and working to find the best path forward for creators, customers, and our team.
We’ll share more updates soon.
We’ve spent over a decade building for creators and will do everything we can to keep supporting this community.
This is a truly singular game that has completely lived up to the hype for me. Bleakmill is swinging well above their weight class here. Going to put together a video on it soon!
INDUSTRIA 2 is out NOW on Steam 👀
Play as Nora and jump into a strange parallel dimension overrun by a hostile AI in this narrative FPS campaign with Survival-Horror elements and a diegetic inventory.
RELEASE DATE ANNOUNCEMENT
INDUSTRIA 2, our singleplayer FPS adventure comes out next week, April 15th.
Three long years of punching above our weights with a team of 8 devs scattered around the globe culminates in something we're super proud of💛
Wishlist links below ⬇️
Daniel got important clarifications from NVIDIA. TLDR: the "DLSS5 skeptical" were right about *everything*.
1⃣ It's a 2D AI Filter. Input is only color buffer & motion vectors. The model doesn't see geometry, lights, PBR properties, normals, anything🧵
https://t.co/foyyJ9nmsw
@GamesAndToast@GameswithDeath What worries me is that modern games are being designed in inefficient, corner-cutting ways, assuming performance gains from DLSS and other framegen tech as a mandatory. Who's to say in a couple years that lighting and art direction won't follow suit? Leave it to AI?
@GameswithDeath That's the trouble with AI, though, it's inherently a third party, interpreting the artistic intent. One thing to try to infer frames, but quite another to insert additions. You can prompt an AI however you want but it'll still be left to interpretation - and then you get this.
@GameswithDeath The difference is in artistic intent. This isn't actually adding lighting or textures or geometry - it's passing the physically rendered image to a third party to interpret what it "should" look like, instead of simulating in-engine, and the end result is uncanny shiny slop.
@GameswithDeath I agree a lot of the lighting has the appearance of a marked leap forward, but it's at the result of AI guesswork and not artistic intent. Her facial structure and features are being assumed. Her face does not look like that in better, artistically directed lighting.
This DLSS 5 AI dogshit is actually depressing man.
Even worse is that a whole generation is growing up who won't even know this looks 'bad' or 'wrong' because to them it'll be normal.
We need to push back harder against it.
I've realized I have about zero ability to keep it cool and not completely nerd out on creators I'm excited about. Sorry, but also, you're cool. Thank you.