Monthly Archives: March 2016

DevBlog 01 / Gameplay Preview

Finally, we can show you more about the state and development of the game!

Many things changed since the first prototype, the decision to alter the visual style and the growth of the team forced a careful re-thinking of the project as a whole, from the working pipeline, the addition of new mechanics to the rebuilding of some levels and architectural studies.

Revamping the visuals forced us to try some new ideas and concepts until we reached something we could all relate to and we couldn’t be happier with the results.

As mentioned earlier, the team has grown, we now have Filipe Pichel as our art director, a veteran in the area who has worked on various games including titles like Under Siege for PS3. He’s working hard to maintain a consistent and appealing look throughout the game.

Tomé joined us unexpectedly but was a great surprise; he’s very hard-working and talented. An architect turned game developer, he is currently responsible for all the concept art and is also capable of creating high-quality 3d content.

Ricardo Teixeira, during his breaks from Amplify Creations development and customer support, provides us precious help making rigs, testing and implementing workflows and supporting our software pipeline. He is also the bridge between the art and programming team.

Things have really changed since our first Xbox One preview.

For the first post-prototype milestone we decided to construct a small area and establish the visual style for the first part of the game. It’s a staged encounter with a mini boss that serves as a private playable build where the player can fight him and get a feel for the game with the new graphical style.

The playable build entry.

Who is the mysterious Lumberjack? You will learn the hard way when the time comes!.

He might be slow but he has one hell of a swing!

In the upcoming dev blogs we will talk about the game mechanics, lore, concepts, inspirations and some level previews.

Hope you liked the new look we achieved and thanks for reading!


DevBlog 00 / Introduction


We are starting a development blog for Decay of Logos, our first independent game. It will be available on desktops and consoles, it’s made with Unity and powered by Amplify Creations leading post-processing and texture virtualization tech. We will post as often as possible and we would love to hear from you, feedback and questions are welcome.

Decay of Logos is an immersive action/adventure third-person RPG influenced by Nordic folklore and by J. R. R. Tolkien’s high fantasy. The gameplay is heavily inspired by Dark Souls and The Legend of Zelda, with focus on exploration, combat and resource management. It draws its visual inspiration from movies like Princess Mononoke and games like Shadow of the Colossus.

You play as a girl on a journey with her companion, a mystical Elk. They fatefully meet after her village is destroyed by one of the King’s sons. Battered and oblivious of the culprit behind the attack, the girl will not rest until she has her revenge. During her quest she will unveil secrets about the King and his sons, slowly realizing that all is not what it seems.

André Constantino, our game designer and programmer, started a prototype back in 2014 as a personal project in his spare time. Later that year, he had the chance to demo it at ComicCon Portugal and the reception was great and inspiring.

In 2015, Amplify Creations gave him a chance to have a team by his side, and they are currently working hard together to make Decay of Logos a reality.

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