Same yard, same year, new graphics. Old on the left, new on the right: the light went from yellow haze to cold and contrasty, the ground got wet and the grass thick, the snow finally covers things. #indiedev#gamedev#survivalgame
In my zombie game, zombies are not the main problem.
Rain. Minus 20. Heating dies. Gangs. Hunger.
But you can trade, run convoys, barricade everything and find a cure. Just keep your scientists alive.
#indiedev#gamedev#zombies
One year in our game, 30 seconds.
Same yard, March to March: spring rain, +38°C and a thunderstorm in July, falling leaves, December snow, February slush.
Light, grass and sound change with the seasons.
#gamedev#indiedev#zombies
Same grenade, 7 layers.
Flash, dust and smoke, a real crater in the ground, debris, people hurt by distance, camera shake, sound.
Every layer is live in our game, filmed in-engine.
#gamedev#indiedev#zombies
Same RPG shot, 10 layers.
Launch flash, backblast, motor, smoke and wobble, blast, shaped charge through brick, shockwave, shake, sound, debris.
Every layer is live in our game, filmed in-engine.
#gamedev#indiedev#zombies
One yard, 100 days, 26 seconds. We ran the day counter and left the camera alone. The grass takes the ground, the paint fades, the walls go grey. This is the part of the city that doesn't need you there. #indiedev#gamedev#survivalgame
In STILL, everyone has a name.
Oleg, 44, had a really nice house.
Had. 🏚️
A living sim: ~1000 residents with names, ages, families and plans of their own. No script. Just them, you, and an RPG.
#indiedev#gamedev#zombies
How many RPG shots does it take to drop a 5-story building in our game?
~85. Four minutes. Then it tipped over sideways.
Physics: work in progress 😅
#indiedev#gamedev#zombies
I’ve decided to start sharing my progress on the development of *STILL*, a survival simulator.
Your goal is to survive at any cost.
You can join gangs or recruit people for your own, seize resource-rich territories, trade with other communities, and forge alliances.
Press U and your rifle comes apart: sights, muzzle devices, magazines. Every part changes the numbers, including how far the crowd hears your shot. With this setup: 84 meters. #indiedev#gamedev
Landmarks of the new city are getting real buildings instead of gray boxes. Fire station No. 1 with two towers and a painted 01. The power plant with striped chimneys and a cooling tower. Everything on the map should be recognizable at a glance. #indiedev#gamedev
Same yard, two sun angles. At noon: dust and concrete. With the sun 7° above the horizon: gold. The willow, the pines, the brick wall and the grass were all rebuilt this week. #indiedev#gamedev
And this is what the combat in our game looks like right now.
We’re still weighing our options for where to go next
Personally, playing it leaves me with a great feeling. It doesn't feel like other games; it’s satisfying and fun.
Behind the scenes 👇 rendered viewport, the concrete node tree, the set with lights and camera, and the window flicker curves.
The whole scene is generated by a Python script, so any change is one line and a re-render.
Made the intro for our game STILL in Blender 🎬
The "I" is the last lit window in a dark building. Someone's still alive in there — and that light is exactly what draws the dead in.
Cycles, scanned concrete, 7 seconds from dark to dark.
#blender3d#gamedev#indiedev#zombies