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2023 Recap: A look back at what we got done this past year
In January, we released our very first HeistGeist demo, offering everyone a sneak peek into the envisioned look and feel of the final game. The demo is continuously updated with each new feature implementation. Feel free to try it out anytime to get an idea of what it currently looks like. https://store.steampowered.com/app/2255200
In the week of February 6-13, we dived headfirst into the Steam Next Fest, swimming in a pool of positive and constructive feedback. This event marked our first opportunity to showcase the game to a broad audience. Despite our initial concerns, the reception was pretty great. It gave us a reality check on whether our game was hitting the mark. Throughout February and March, our focus was dedicated to reviewing player feedback and making crucial game design decisions and implementations. We concentrated on enhancing visual clarity and adding controller support.
From March 21 to April 1, we participated in the online festival "The Storyteller's Festival."
In April, we made a significant overhaul of the hacking mechanic. From April 24 to 26, we participated in the prestigious REBOOT Develop Blue conference in Dubrovnik (Croatia), where we showcased the game. This marked our fourth appearance at this conference, but the first time post-pandemic, adding a chill holiday flavor to the experience.
In May, we incorporated Guardian nodes into the hacking mechanic and introduced the combat simulator mode to assist in testing combat mechanics and balancing.
On June 2-3, we were part of the Game Access conference in Brno (Czech Republic), likely the biggest and coolest conference around. It was a lot of fun, meeting both familiar and new faces, and walked away with the "Best Art Award"!
Throughout the summer, our focus was on writing developing the story, dialogues, and events for each heist, methodically tackling level design intricacies one level at a time. We crafted dialogue scripts for voice actors, and proofread texts, and this has remained an ongoing task ever since.
In August, we added and reworked numerous VFX effects. We introduced several new status effects to spice up battles and included new enemy types. Furthermore, we wrapped up the implementation of the first iteration of full controller and Steam Deck support.
From August 28 to September 4, we participated in the online festival Steam Strategy Fest.
In September, we tackled the conceptual, visual, and mechanical design of most in-game enemies. Additionally, we successfully implemented a significant portion of UI screens and elements.
In October, our amazing composer, Robert Bruckmayer, completed work on a truly breathtaking soundtrack for our game. We had a blast at Game Days Kosice from October 26 to 28! It's the biggest (and only) conference for game developers in Slovakia and an awesome event, especially for our local community. The atmosphere is super friendly.
In November, we crafted an entirely new story trailer, featuring numerous fresh shots from the game, showcasing enemies, new battle screens, and a sneak peek into a couple of story elements from the final game. This trailer was featured in the showcase at the online Steam festival "Czech & Slovak Games Week," held from November 13 to 20. Additionally, we participated in the parallel online festival Turn-Based Carnival from November 14 to 21. Moreover, we finally implemented the long-awaited dynamic camera into battles, which, if you ask me, is pretty awesome. [previewyoutube=9XIj4TFq0jE;full][/previewyoutube]
December is like the Friday of the year, a time when we aimed to tackle unfinished tasks. However, the COVID gods had different plans, and practically all of us fell ill at different times during the month. This threw a wrench into our planning and management, disrupting things just before the Christmas holidays. Fortunately were all fine now. --------------------------- The next year is shaping up to be a significant one for us. We're gearing up to kick off the beta testing phase for our combat system and gradually move closer to the release of HeistGeist. It's a mix of scary and exciting stuff. In the meantime, enjoy your holidays, spend some quality time with your loved ones, eat some good food, and we'll catch up with you all in the new year.
Thanks for reading this far! If you haven't yet, we'd love for you to join our community on Discord. You can chat with us and be the first to know when beta testing begins. Also, be sure to follow us on Twitter or Threads for the latest updates, and consider adding HeistGeist to your Steam wishlist. We greatly appreciate your support! https://store.steampowered.com/app/1982940/HeistGeist/
[ 2023-12-22 14:16:29 CET ] [ Original post ]
Hey folks, looking back on 2023, it's been a wild ride for our game development journey. Before we step into the new year, let's rewind and appreciate the significant milestones that made it special.
January
In January, we released our very first HeistGeist demo, offering everyone a sneak peek into the envisioned look and feel of the final game. The demo is continuously updated with each new feature implementation. Feel free to try it out anytime to get an idea of what it currently looks like. https://store.steampowered.com/app/2255200
February
In the week of February 6-13, we dived headfirst into the Steam Next Fest, swimming in a pool of positive and constructive feedback. This event marked our first opportunity to showcase the game to a broad audience. Despite our initial concerns, the reception was pretty great. It gave us a reality check on whether our game was hitting the mark. Throughout February and March, our focus was dedicated to reviewing player feedback and making crucial game design decisions and implementations. We concentrated on enhancing visual clarity and adding controller support.
March
From March 21 to April 1, we participated in the online festival "The Storyteller's Festival."
April
In April, we made a significant overhaul of the hacking mechanic. From April 24 to 26, we participated in the prestigious REBOOT Develop Blue conference in Dubrovnik (Croatia), where we showcased the game. This marked our fourth appearance at this conference, but the first time post-pandemic, adding a chill holiday flavor to the experience.
May
In May, we incorporated Guardian nodes into the hacking mechanic and introduced the combat simulator mode to assist in testing combat mechanics and balancing.
June
On June 2-3, we were part of the Game Access conference in Brno (Czech Republic), likely the biggest and coolest conference around. It was a lot of fun, meeting both familiar and new faces, and walked away with the "Best Art Award"!
Throughout the summer, our focus was on writing developing the story, dialogues, and events for each heist, methodically tackling level design intricacies one level at a time. We crafted dialogue scripts for voice actors, and proofread texts, and this has remained an ongoing task ever since.
August
In August, we added and reworked numerous VFX effects. We introduced several new status effects to spice up battles and included new enemy types. Furthermore, we wrapped up the implementation of the first iteration of full controller and Steam Deck support.
From August 28 to September 4, we participated in the online festival Steam Strategy Fest.
September
In September, we tackled the conceptual, visual, and mechanical design of most in-game enemies. Additionally, we successfully implemented a significant portion of UI screens and elements.
October
In October, our amazing composer, Robert Bruckmayer, completed work on a truly breathtaking soundtrack for our game. We had a blast at Game Days Kosice from October 26 to 28! It's the biggest (and only) conference for game developers in Slovakia and an awesome event, especially for our local community. The atmosphere is super friendly.
November
In November, we crafted an entirely new story trailer, featuring numerous fresh shots from the game, showcasing enemies, new battle screens, and a sneak peek into a couple of story elements from the final game. This trailer was featured in the showcase at the online Steam festival "Czech & Slovak Games Week," held from November 13 to 20. Additionally, we participated in the parallel online festival Turn-Based Carnival from November 14 to 21. Moreover, we finally implemented the long-awaited dynamic camera into battles, which, if you ask me, is pretty awesome. [previewyoutube=9XIj4TFq0jE;full][/previewyoutube]
December
December is like the Friday of the year, a time when we aimed to tackle unfinished tasks. However, the COVID gods had different plans, and practically all of us fell ill at different times during the month. This threw a wrench into our planning and management, disrupting things just before the Christmas holidays. Fortunately were all fine now. --------------------------- The next year is shaping up to be a significant one for us. We're gearing up to kick off the beta testing phase for our combat system and gradually move closer to the release of HeistGeist. It's a mix of scary and exciting stuff. In the meantime, enjoy your holidays, spend some quality time with your loved ones, eat some good food, and we'll catch up with you all in the new year.
Thanks for reading this far! If you haven't yet, we'd love for you to join our community on Discord. You can chat with us and be the first to know when beta testing begins. Also, be sure to follow us on Twitter or Threads for the latest updates, and consider adding HeistGeist to your Steam wishlist. We greatly appreciate your support! https://store.steampowered.com/app/1982940/HeistGeist/
[ 2023-12-22 14:16:29 CET ] [ Original post ]
HeistGeist
Doublequote Studio
Developer
Doublequote Studio
Publisher
2023
Release
Game News Posts:
32
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Positive
(41 reviews)
Public Linux Depots:
- [0 B]
HeistGeist is a story-driven RPG set in a cyberpunk version of Central Europe. Play as Alexandra, doublecrossed street-smart thief on the run after a job gone bad. Put together a team of specialists, execute highly elaborate heists, fight in card-based battles and hack into the most secure corporate systems.
- Set in an original post-cyberpunk world based on real locations in a fictional version of Central Europe in 2040’s
- Follow the story of Alex, a thief for hire, as she tries to pick up the pieces of her lost reputation after her last job went terribly bad. On the run from corporate assassins and a disgruntled client, Alexandra has to do her best to stay alive, as she prepares for the heist of a lifetime.
- Put together a team of professionals made up of unusual allies with a very particular set of skills.
- Plan highly sophisticated heists for super secret prototypes or classified corporate intel. But be prepared that even the best laid plans can sometimes get messy. Adapt to change, make the right choices, stay alive and most of all, get the job done.
- If stealth is not an option, fight guards and automated security systems in tactical card-based battles. Find your own playstyle, build your deck, upgrade your cards and unleash powerful combinations on your enemies
- Hack into the most secure corporate systems in our reimagination of cyberspace net running with a special card-based hacking mechanics. Break through strong barriers, dodge deadly ICEs and run powerful programs and viruses all to get to data storages full of valuable data.
KEY FEATURES:
- Pull off high stakes heists in which every choice matters
- Follow an original cyberpunk story full of twists and intrigue with a fully voiced cast of characters
- Fight your enemies in card-based battles where sequencing and powerful combinations are the key to your success
- Build a deck that suits your playstyle
- Use cyberspace to hack into secure servers in a unique card-based puzzles
MINIMAL SETUP
- OS: Most recent version of Ubuntu LTS
- Processor: 2.0 GHz IntelMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 5000 (AMD or NVIDIA equivalent)
- Storage: 4 GB available space
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