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Well, this is it. It's time to get (at least partially) serious. I've been fumbling aroud with Unreal Engine and other toolsets for the past few months and have finally set in stone my plan to use a custom game engine for Paranoia's finished release. To bring you folks along for the ride, I'll be doing development streams as frequently as my schedule allows, as I work around the clock to bring this vision to reality. A few details we should get out of the way immediately: - I am not a professional. I have no prior experience in the game industry and in fact would still be considered a hobbyist by any reasonable standard. - I am willing to be fully honest and open with any questions you have. I want to build Refractor as a brand built on honesty, no matter how cold. - The engine and all other software developed by Refractor will be open-sourced. Game assets remain proprietary so you will still have to purchase the game to actually play it. - For the time being, the streams will be on my personal YouTube channel. I am in no rush at all to get a business channel set up. Meet me here: [previewyoutube=lYeKZPPZ_-g;leftthumb][/previewyoutube]
Hello folks! It's been a while, hasn't it? Well, we, or rather I, owe you an update. It's been over three months since our last communication in the form of a rather depressing announcement that nobody asked for. Perhaps most importantly, yes, good news! I'm still alive and working on the project. This is what happens when you make the store page well before you even know what's going on with the game's framework. There's nothing quite embarrassing like having a game built and then suddenly realizing way too late into building your short pre-alpha that the framework you made intially is about as stable as a nuclear reactor built by a five-year-old. Which is to say, that it was not stable at all. It was basically glued together like an elementary schooler's first art project, because it was written a little over a year ago when I had no idea what I was doing. I've been working on the framework I mentioned at the end of the last update, trying to get that out and ready to go. In that year since I had duct-taped together the previous framework, I actually learned C++ and software structuring, and figured out everything I had done wrong. This new framework fixes all of those issues, and as I (believe I had) mentioned, this framework takes the form of a plugin for the engine, so it's reusable across multiple projects. Despite that, it's very abstract and low-level, so you're likely to not even notice we're using it. Don't worry, you won't be seeing any copy-pasting! So far it's actually coming along really well! I can't wait to show it off when I move to replace the current game build, which has basically sat stagnant since September, with this new framework. I'm sure you'll all love it! (Mainly because we'll actually be able to use it in a finished product...) Thanks for your patience and I'll see you all soon, Will Pimentel Rapidfire Computer Entertainment
Hello everyone, We have to make an unfortunate announcement regarding the current state of Conniption: Paranoia. Or, rather, I have an unfortunate announcement regarding the current state of Conniption: Paranoia.
We have been accepted into the Steam Next Fest for October 2022! Here, you'll be able to chat with the team LIVE about Paranoia, the demo, and really anything about the Conniption franchise as a whole. The firest playable demo for Paranoia will also be dropping when the event begins. Get ready for survival-horror mayhem as you take control of a mostly silent protagonist and investigate a relatively decent-sized house, dubbed "The Estate", forced to survive against ghosts, demons, zombies, and even other monsters. What you find there is up to you to discover, but one thing's for sure: You better be ready to throw some hands. Another demo, nicknamed "The Chapel", is scheduled to begin development following "The Estate". That one will touch on the paranormal investigation side of things, including (untested) experimental technology and hunting mechanics. No release dates promised but with an optimal development schedule I can aim for an early 2023 release window. That's all for now! Will Pimentel Rapidfire Computer Entertainment
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