Category Archives: Uncategorized

Switch Sale + Update

Hey everyone,

Hope you’re all staying safe during these difficult times. If you’ve been following us on Steam, you’ll know that we’ve been reworking input and improving a few things. We’ve now updated the Switch version as well.

We’re also having a spring sale, currently 20% OFF on the Switch!

Learn more here: eShop

 

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DevBlog 153 / What do we have here?

Greetings everyone!

We’re preparing a new set of wallpapers for you but we got a bit sidetracked with a few publishing related tasks. As you may know, we’re getting ready to announce an official launch date as we conclude our submission process but, unfortunately, this is not that post yet. Rest assured that the launch will not be too far from the announcement.

It’s almost time to pick up your sword and venture into the world of Decay of Logos. Until then, we remind you all that exploration is rewarded, there’s not telling what you’ll find when you push forward.

Exploration is rewarded, you never know what’s around the corner.

Be sure to stay tuned, as we mentioned last week, a wallpaper drop is imminent!

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DevBlog 152 / Sluggish but deadly!

Greetings!

Simple post this week, we’re getting a few things ready on the publishing side of the game so we’ll hopefully have an announcement for you soon.

As one of many last minute adjustments, we’ve made the swamp slugs a bit more challenging and fun to fight! They might seem slow but can strike at any time, if you’re not careful their poison will paralyze you.

Paralyzing bite!

Be sure to stay tuned for the next wallpaper drop, we’re preparing some cool new images for you!

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DevBlog 137 / New Year, New Trees

Hey!

This week we’ve been discussing some important aspects of the game, mainly the lighting and how we can use it to enhance and give character to certain areas.

On a different note, the team decided that it was time to improve all the tree models of the project and make them more interesting and coherent. We felt the old ones were too basic and that they started to stick out like a sore thumb compared to other assets.

Here’s how the new ones are looking:

The dead trees, on the right side are the old assets.

Some of the new tree trunks, on the right there’s an old asset for comparison

Meanwhile, our main battle has been squashing the last bugs and working on the final layer of polish of the game. We’ll keep you posted! See you next week!

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Season’s Greetings!

HAPPY HOLIDAYS! Warm wishes from the entire team, Merry Christmas and a Happy New Year! As with last year, we’re taking some time off to be with our other loved ones, recharge our batteries, and would like to thank all of you who follow our development blog.

Get ready for a new year full of new surprises and adventures, along with fresh details regarding our launch, we’ll see you soon!

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DevBlog 126 / New loot!

Greetings everyone!

We hope you are all getting ready for an awesome weekend. Short post today(national holiday) but we got some really cool stuff planned for next week as we’re getting ready to replace quite a few of our old placeholder VFX assets. It’s really going to breathe new life into the game!

The team is happy to announce that the winning shields have been added to the game. We’ll be posting additional gifs and a cool making off video soon, stay tuned!

Aegis of Vitrum on the left, Viriathus’ Bulwark on the Right.

The contest winners, Rita and Marco.

As a special addition, Shields now have special abilities which we’ll be demonstrating soon.

Have a great weekend!

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DevBlog 123 / Hunting for mud crabs

Hi everyone!

Once again, the team is working hard to finish and add all the small details so the game looks and feels good. Developing armor sets and polishing animations is currently our daily routine! Animating with our proprietary tools makes the process much simpler and the results much nicer.

With and without improvements

Also, the reworked VFXs are looking great! We’ll be showing them in all their glory in a later post, but here’s a sneak peek.

Look at the cog detail and the new ripples VFX

The shield design competition is almost over, this is the last day! Very good submissions so far, we will announce an album with all the submissions and descriptions provided.

On the audio department, now it’s all about the finishing touches – the cutscenes are in the oven and they’re starting to sound great!

As we’ve mentioned in a previous post, the team has been producing new pieces of armor. The one shown below is made from the mud of the Sacred Grounds of Palus, a large swampy area the players will have to cross in the game.

Mud armor set

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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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