Devlog #2: Game Updates and Current Progress
We're adding a twist to arena shooters! Typically, these games have endless waves of enemies until you die. While our game is also an arena shooter, its not endless. Instead, youll face only 5 waves of enemies (3 in the demo). You start in an arena like usual, but the key difference is in how you play. The goal is to clear these 5 waves as fast as you can. When you start a run, a timer begins with the first wave. It's all about speed and efficiency. As you progress, each wave presents new challenges, and youll need to be quick and strategic to beat them all in record time. Time is recorded in Milliseconds but we are changing it to show it as in seconds.. with three decimals so yes.. mere milliseconds makes the whole world difference in the leaderboard position Once you finish all the waves, your time is recorded and saved to a leaderboard on Steam. This way, you can see how you stack up against your friends and players worldwide. Compete to see who can clear the waves the fastest and claim the top spot. May the best speed runner win!
In Game HUD
Our game's story is still being worked on and wont be in the demo. But youll see some hints of it. When you start playing, you find yourself in a dark room in front of a computer. You can do different things on the computer, like starting the game and trying out different enemies one at a time.
In Editor view of a Isolated Computer Lab scene
In Game view of the terminal computer For example, if you type 'test_svider' you'll see a scene with just Sviders to fight. And if you type other enemy names, you'll see scenes with those enemies. (available only in full release as its a bit buggy mess) Theres also an option to learn about the games story, but thats also only available in the full game. In the full game, youll find a digital library where you can read about how the world came to be and learn about the enemies youll face. You'll also find lots of hidden surprises, called easter eggs, both in the story and the game itself. These are ideas suggested by our testers. While our game isnt all about the story, understanding the world its set in can make it more interesting. So, knowing a bit about how things came to be might add to your enjoyment.
We're thinking of adding five different languages to the game and lots of Steam achievements for players who love collecting them. Adding different languages can help us connect with players from around the world. We'll try to include these languages in the demo too, but we can't guarantee it just yet.
List of planned Localization Languages
It took us longer than we thought to finish the game7 months instead of the planned 5. We admit, we tend to procrastinate a bit. But finally, we're just about ready to release a demo. The game has improved a lot since our last update. We've fixed major bugs and made some big improvements to how the game works. But there's one thing giving us trouble: the Enemies AI. It's taking us a while to get it right, but we're working hard to figure it out. Now, let's talk about the weapons. Originally, we were going to have an automatic rifle as the main weapon. But we changed our minds. Instead, we've created a pair of pistols called Twins. They're pretty cool.
Old Weapon Style We've also made some changes to the enemies. They behave differently now. And instead of just using one weapon with two types of bullets, you now have two separate weapons. The first one is the Dual Hand Pistols called Twins. They're fast and shoot one bullet at a time but keep pressing to shoot more since they are automatic weapons.
Dual Pistols (Twins)
In Game we are basically duplicating a single gun and using it as a dual weapon The second weapon is a powerful shotgun called Chrono-burst. It deals heavy damage, but you have to charge it up first by killing at least 5 enemies. Once it's charged, you can unleash a devastating shot. But be carefulit takes time to recharge, so use it wisely. Save it for when you're facing lots of enemies or ones with a lot of health.
In Editor view of a Chrono-Burst Shotgun with pixelated outlines
In Game view of the weapon.. while its not that pretty to look at.. it is deadly when it shoots.
We're aiming to create a level that's simple and focused, like an arena. The idea is to keep distractions to a minimum so you can concentrate on beating the clock. But don't worry, the level won't be boring. While we're not fans of heavy level design, we won't just slap down a plain surface and call it a day. We added some elements to keep it visually interesting without getting in your way. [No Screenshots for this one, you will see it in the game]
While we're not aiming to create the next UltraKill or Devil Daggers, we're working hard to get close to their level while adding our own unique touches. Sure, our 5-wave setup isn't in Devil Daggers, but that's what sets The Void Project apart. This is our first big game, and most of the time, it's just the two of us (sometimes just one). It's also our first game on Steamso, yeah, things could go wrong. But when the game is out, instead of hating on bugs or stuff you don't like, we'd appreciate constructive criticism. It'll help us make the game better for you. Thanks for your support and being there for us. Sayonara!
[ 2024-05-20 10:06:04 CET ] [ Original post ]
Hey everyone, its been a while since our first devlog. Ive been busy with real-life stuff, but now were back with Devlog #2! In this update, Ill share our progress, game updates, and the main goal of the game. Also, get ready for the third devlog, which will come out with the demo. Lets dive straight in!
Wave System and the Game's Objective
We're adding a twist to arena shooters! Typically, these games have endless waves of enemies until you die. While our game is also an arena shooter, its not endless. Instead, youll face only 5 waves of enemies (3 in the demo). You start in an arena like usual, but the key difference is in how you play. The goal is to clear these 5 waves as fast as you can. When you start a run, a timer begins with the first wave. It's all about speed and efficiency. As you progress, each wave presents new challenges, and youll need to be quick and strategic to beat them all in record time. Time is recorded in Milliseconds but we are changing it to show it as in seconds.. with three decimals so yes.. mere milliseconds makes the whole world difference in the leaderboard position Once you finish all the waves, your time is recorded and saved to a leaderboard on Steam. This way, you can see how you stack up against your friends and players worldwide. Compete to see who can clear the waves the fastest and claim the top spot. May the best speed runner win!
In Game HUD
Lore and how it effects the Game
Our game's story is still being worked on and wont be in the demo. But youll see some hints of it. When you start playing, you find yourself in a dark room in front of a computer. You can do different things on the computer, like starting the game and trying out different enemies one at a time.
In Editor view of a Isolated Computer Lab scene
In Game view of the terminal computer For example, if you type 'test_svider' you'll see a scene with just Sviders to fight. And if you type other enemy names, you'll see scenes with those enemies. (available only in full release as its a bit buggy mess) Theres also an option to learn about the games story, but thats also only available in the full game. In the full game, youll find a digital library where you can read about how the world came to be and learn about the enemies youll face. You'll also find lots of hidden surprises, called easter eggs, both in the story and the game itself. These are ideas suggested by our testers. While our game isnt all about the story, understanding the world its set in can make it more interesting. So, knowing a bit about how things came to be might add to your enjoyment.
Steam Achievements and Localizations
We're thinking of adding five different languages to the game and lots of Steam achievements for players who love collecting them. Adding different languages can help us connect with players from around the world. We'll try to include these languages in the demo too, but we can't guarantee it just yet.
List of planned Localization Languages
Game's Progress
It took us longer than we thought to finish the game7 months instead of the planned 5. We admit, we tend to procrastinate a bit. But finally, we're just about ready to release a demo. The game has improved a lot since our last update. We've fixed major bugs and made some big improvements to how the game works. But there's one thing giving us trouble: the Enemies AI. It's taking us a while to get it right, but we're working hard to figure it out. Now, let's talk about the weapons. Originally, we were going to have an automatic rifle as the main weapon. But we changed our minds. Instead, we've created a pair of pistols called Twins. They're pretty cool.
Old Weapon Style We've also made some changes to the enemies. They behave differently now. And instead of just using one weapon with two types of bullets, you now have two separate weapons. The first one is the Dual Hand Pistols called Twins. They're fast and shoot one bullet at a time but keep pressing to shoot more since they are automatic weapons.
Dual Pistols (Twins)
In Game we are basically duplicating a single gun and using it as a dual weapon The second weapon is a powerful shotgun called Chrono-burst. It deals heavy damage, but you have to charge it up first by killing at least 5 enemies. Once it's charged, you can unleash a devastating shot. But be carefulit takes time to recharge, so use it wisely. Save it for when you're facing lots of enemies or ones with a lot of health.
In Editor view of a Chrono-Burst Shotgun with pixelated outlines
In Game view of the weapon.. while its not that pretty to look at.. it is deadly when it shoots.
Level Design
We're aiming to create a level that's simple and focused, like an arena. The idea is to keep distractions to a minimum so you can concentrate on beating the clock. But don't worry, the level won't be boring. While we're not fans of heavy level design, we won't just slap down a plain surface and call it a day. We added some elements to keep it visually interesting without getting in your way. [No Screenshots for this one, you will see it in the game]
Final Notes
While we're not aiming to create the next UltraKill or Devil Daggers, we're working hard to get close to their level while adding our own unique touches. Sure, our 5-wave setup isn't in Devil Daggers, but that's what sets The Void Project apart. This is our first big game, and most of the time, it's just the two of us (sometimes just one). It's also our first game on Steamso, yeah, things could go wrong. But when the game is out, instead of hating on bugs or stuff you don't like, we'd appreciate constructive criticism. It'll help us make the game better for you. Thanks for your support and being there for us. Sayonara!
The Void Project
Silver Demon Studios
Silver Demon Studios
Coming soon
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Game News Posts 12
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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(6 reviews)
https://www.thesilverdemons.com
https://store.steampowered.com/app/2681270 
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Influenced by 90s FPS and arcade classics, The Void Project offers a thrilling, high-speed shooting experience. Step into a surreal arena, where you'll confront never-ending waves of demon hordes. With a formidable armament and seamless mobility, engage in a battle for survival, striving to outlast the relentless assault. Test your prowess and determination as you vie for seconds on Steam Friends and global leaderboards. Your tenacity and gaming skills will be pushed to their limits.
- Take on 5 bone-chilling demons and their unique variants. (More to be added with future updates)
- Mixture of Quake, UltraKill and Devil Daggers.
- Smooth Gameplay with fast movement.
- Change from up-to 50 Color Palette Art Styles, Make this truly your own.
- Master different demons' patterns, Beat as many as you can and top the Leaderboard.
- Slide, Slide-Jump, Dash and Slam your way through the Map.
- Free Updates and Patches to improve your experience further, No Micro Transactions or DLCs.
- Multiplayer system, Possibly PvP Matches (Not Confirmed and might remove this from roadmap)
- More Enemy Types
- Procedural Map Generations (Unique map every Run)
- and much more...
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