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