Category Archives: Uncategorized

DevBlog 102 / Working hard!

Greetings!

Sorry folks, this week our devblog is a bit simple. We are all deep in development in an effort to work out any issues we find along the away and polishing everything we can!

The PAX feedback has been extremely valuable, we’ll definitely be able to offer a better experience once we tidy up.

A big shoutout to our publisher, Rising Star Games, for sharing more about Decay of Logos, you should definitely follow their Twitter account.

Ada: On a journey for revenge accompanied by her mystical Elk companion, Ada will unveil secrets about the ruling King and his sons – slowly realising that all is not what it seems…

They also ran a small challenge (we might be doing more of this, it was pretty cool!) where you had to guess the inspiration behind one of the scenes in our game.

Can you guess what inspired it?

Stay tuned for more next week, and thank you for coming by!

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DevBlog 101 / PAX feedback and dungeon work!

Decay of Logos at PAX East 2018 – Rising Star Games

Another phenomenal PAX East, this time with our publisher Rising Star Games!

Our game reception was overwhelmingly positive but we also gathered a lot of feedback that will definitely help us improve its gameplay. It was great meeting some of the people that played our game during last PAX, even better knowing that they were extremely happy with the improvements we made to Decay of Logos since 2017.

The Switch was definitely a favorite during PAX, we were positively surprised by the amount of players interested in that version! Rest assured that we plan to provide the same full-blown experience on all systems!

If you have not already be sure to check out the IGN interview featuring exclusive Switch footage.

IGN – Decay of Logos Switch Preview

Back in Portugal – Without spoiling much, André dedicated most of the week to dungeon related work; you’ll be happy to know that they are nearly complete, and will prove to be quite the challenge!

Dungeon exploration!

We’ve also been producing important storytelling assets that will enrich the Palace interiors, such as busts and statues. The way we’ve developed them allows us to apply different materials, like iron or stone, which means we can use them in many areas throughout the game. In the meantime, various tileable textures had to be made for the Romanticist rooms and chambers of the Palace.

Special thanks to Rising Star Games and Reverb Inc. for their amazing work and dedication!

Final day, team photo while they stole (packed) our booth! @DecayofLogos @RisingStarGames @ReverbGames @GroundShatter

Have a great weekend!

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DevBlog 99 / Road to PAX EAST 2018!

Not the boss in the showbuild 😉

Hello there!

Our post is a bit short this week, we’ve spent most of our time working on our PAX EAST 2018 showbuild in order to ensure that it’s fun to play in a limited amount of time, and bug free. We invite you all to join us and to play Decay of Logos for yourself.

Come on down and venture into one of the many dungeons available in our game, challenge one of the main bosses, and discover more about the lore available in our vibrant fantasy world.

Find us at the Rising Start Games booth, #13070.

Hope to meet you soon!

Wanna get in touch at PAX? Tweet at us directly @DecayofLogos!

Don’t forget to check out our teaser trailer!

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DevBlog 47 / Back from PAX!

PAX is definitely something else, we could not have anticipated the amount of feedback and visitors that we got. It was well worth all the countless hours spent on an airplane and the harsh Boston temperatures, we strongly recommend it to all developers and visitors. The organizers and support team at PAX and the Indie MEGABOOTH were some of the best that we ever had the pleasure to work with.

PAX is MASSIVE! Boston does get quite cold at times.

It was also a great opportunity to mingle with developers, it’s always great to be able to share, and learn, from others. It’s a great place to get in touch with publishers, artists, marketers, and fans. Our only regret is not being able to play most of the games available, there was simply no free time, even with 3 of our team members there.

Our humble booth and a small crowd checking out the awesome games at the Indie MEGABOOTH.

If you are an indie developer looking to boost your visibility and establishing critical contacts, PAX is the event for you. Be sure to plan it appropriately, it will save you quite a few troubles. Get power adapters beforehand, take 2-3 times more flyers or giveaways, use rollups or take appropriate hanging material. Due to lack of professional grade duct tape, we ended up using Velcro everywhere, not a great solution.

Some assembly was required.

If you have not already, be sure to check the new tabs available for additional Story, Gameplay and Media. We will be back next week with new development updates.

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DevBlog 14 / Replacing placeholder mechanisms

Hi there!

This week, André and Tomé worked on replacing some old interaction and mechanisms placeholders with quality, animated and fancy shaded 3D models. Small logic additions and adaptations needed to be made to fit the new art.

Old view on the left, current view on the right

Some new props, girl model for scale.

André is also doing some logic changes in order to streamline the localization process, the entire user interface and game text will have support to various languages.
Iuri is also replacing placeholder animations and doing some new ones for the mechanisms mentioned above.

Old view on the left, current view on the right

A Journey checkpoint is always important.

Pichel is working hard on finishing the 3d model of the player companion. The next step is rigging it.

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