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After a short hiatus, I bring you a new development update we're taking a look at how Core Decay approaches cybernetics, as both a gameplay feature and crucial part of the narrative and player identity!
Dev Blog #6: Post-Human
Play Video
In lieu of a dev blog post this month, today I'll be starting a series of visual location showcases to vary things up a bit! This will serve to show more of the game without spoiling all too much of the narrative content, and hopefully break up the walls of text of the regular blog posts a little bit! For this first entry in the series, it feels only fitting to be taking a closer look at the first place you will be exploring in the game.
The exact nature of this place will be up for you to discover, though it's clear someone went to great lengths to keep this facility off the map...
Check out the website post for more screenshots and a video preview!
Welcome back! This month's dev blog entry is going to be a bit shorter - which makes for a good opportunity to take a dive into the game's setting, story and thematic focus. This is an area I think is best left mostly unexplored in this dev blog in favor of experiencing it firsthand, but I do want to give an idea of how Core Decay thinks about its story and its role within the game.
Note: This post goes over the story premise and initial events of Core Decay in some detail. If you would rather not have this spoiled ahead of time, I would recommend skipping this one!
Dev Blog #5: Cogito, Ergo Sum
Welcome back to another Core Decay development blog post! This month we will take a closer look at a hugely important part of the game - computer terminals and hacking. While you can play through the game without engaging with hacking or cybersecurity at all, it can be a very powerful tool in the right hands - let's dive into how!
Dev Blog #4: ICE Breaker
Dev Blog #4: ICE Breaker
Welcome back to another Core Decay dev blog entry! This time we will be looking at how Core Decay approaches level design, looking at what motivates the way virtual spaces are designed and envisioned, and exploring a concrete example of this in how the design of a bank office has changed throughout the level design process.
Dev Blog #3: Real World Spaces
Dev Blog #3: Real World Spaces
Hello everyone - I want to introduce to you all the new Core Decay website at coredecay.com, and new forum at community.coredecay.com!
Moving forward, this website will be the central place where development updates and news will be posted moving forward, and where it is easiest to get in touch with me directly. Focusing on an independent, self-hosted community is something I have wanted to do for a long time, for a multitude of reasons. Rest assured, I will also share links to important updates here on the Steam forums for those who prefer - but I do want to encourage everyone who is interested to check out the new website. This ensures that everyone interested in communicating directly with the developers and getting the latest news can do so regardless of the platform they might choose to play the game on!
To address a few questions I am sure some of you might have - first and foremost, I am entirely dedicated to seeing the project to completion and am personally working on it every day! I have no specific news to share in regards to the development schedule or involved parties, but it is my full intent to continue to work on Core Decay. I will have more to share on this in the future!
Meanwhile, to get started on sharing a bit of the actual game, I have written two new dev blog posts that are up now, with more to come in the coming months!
[previewyoutube=cpVB-52enLA;full][/previewyoutube] Did you miss the Realms Deep showcase? Don't worry, we've got you covered with a new trailer from Core Decay. Inside, you can check out some of the different ways to approach the various sections of the game. And don't forget to look at our fresh, new key art.
[previewyoutube=M82cCqf-pn4;full][/previewyoutube] Realms Deep is back, baby! On September 30th, you are cordially invited to a late-night talk show event featuring our beloved host, Jared R Bair. 3D Realms brings updates from numerous titles under their diverse portfolio, including Its highly anticipated classic RTS Tempest Rising, action-adventure FPS Phantom Fury, immersive sim Core Decay, sci-fi horror FPS RIPOUT, dark-fantasy FPS GRAVEN, dieselpunk action-rpg Combustion, Ion Furys Aftershock expansion, and maybe even an exciting surprise or two. Other developers and partners at this years Realms Deep include the return of New Blood Interactive, Running With Scissors, Slipgate Ironworks, HYPERSTRANGE, Dread XP, Hellforge Studios, Fulqrum, and Retrovibe, as well as THQ Nordic, Prismatika Games and many more, making their debut into the show! And who knows, maybe there will be a few interviews? Maybe a bit of the ol ultraviolence. WHERE: http://twitch.tv/3DRealms WHEN: 8 PM CEST / 2 PM ET
Recently, we had Lead Designer Ivar Hill on our livestream (Every Friday @ 2pm EST, 8pm CET on Twitch) talking about the game and immersive sims in general. And you can watch it below. [previewyoutube=nWzyiHAyn00;full][/previewyoutube] Don't forget-- Wishlist Core Decay if you haven't already. Follow us on Twitter. Follow us on Facebook. Follow us on Youtube.
We really appreciate the continued interest in Core Decay and we know that we've been silent for a bit, but the development continues according to schedule!
In the spirit of that interest, here's a new screenshot that highlights a few of the changes that have been made since you last saw the game.
Stay tuned for more updates and be sure to add Core Decay to your Wishlist!
store.steampowered.com/app/1260940/Core_Decay
Realms Deep 2022, the annual digital showcase organized by 3D Realms and friends packed with world premieres and special guests, kicks off today at 12:00 PM PST / 09:00 PM CEST and continues over the weekend.
Watch it live on 3D Realms' official Twitch and YouTube channels!
And don't forget to check out the Realms Deep Steam Sale for exclusive discounts, demos, and just announced games!
Welcome everyone to a Core Decay update!
It's been a while since last time. Things have been a bit quiet due to team changes and new people coming onboard, but we are here to say that Core Decay is still being worked on and we think it's going to kick ass!
Besides hearing from Ivar, you will also hear more from me, Brian. I'm the new project manager of Core Decay and I'm here to help Ivar bring his vision to life.
And with that I think it is time to hear from the man himself, Ivar:
Hello everyone! As Brian mentioned already, it's been a while since the last update and I would like to start off by talking a bit about communication.
Core Decay as a project is fortunate enough to be published directly by 3D Realms. As such, we can take as much time as we feel is needed to create the best experience possible, with no external pressure from a third-party publisher. In practical terms, this does make for a lengthier development cycle, but for all the right reasons!
Some developers announce their game pretty late in the development process to be able to share updates really frequently, but I think it's of interest for people to know something they might like is being made - regardless of when it'll eventually be released. And we will keep showing updates and progress over time, so stay assured we'll have plenty more to share! :)
Now let's take a look at what our team is working at the moment and what the future holds.
We're currently working on narrative, level design and weapons. Here's a sneak peak of a few weapons we've recently added! In total the game will have over a dozen different weapons, but we will only show a few ahead of time - after all, we want you to discover some on your own while playing!
As mentioned above, we have indeed been expanding our team quite a bit, and we're moving forward with creating the game's ten expansive levels. In some areas the scope of the game has actually grown slightly - for instance, we are set to include locations that are closer to Deus Ex-style city hubs. The storyline of the game has also been fleshed out greatly and the entire game is essentially written at this point. Given the importance of narrative in this kind of game, this feels great to have finished!
Future updates will likely focus on specific levels and locations, as well as highlights of some particular mechanics we have not shown yet - such as NPC dialogue, stealth mechanics, and more. The coming year will be an exciting one for Core Decay and we're incredibly excited to be bringing a true old-school immersive sim to life!
Thats all for now, thank you for reading and stay tuned for more Core Decay updates! If you havent done so already, add the game to your Steam Wishlist so you can get notified of all the important news.
https://store.steampowered.com/app/1260940/Core_Decay/
Welcome to the second dev blog entry for Core Decay! Im Ivar Hill and Im the Game Director of the project.
Today I would like to delve into the visual style of the game, and how it is attempting to convey its world through its art style and aesthetics. But first, let me take a small detour to talk a bit about game aesthetics in general and particularly the surge of retro-inspired art styles that have been emerging for a while now.
Welcome to the first dev blog entry for Core Decay! Im Ivar Hill and Im the Game Director of the project those of you who have followed its development for a while will know me as having worked on Core Decay as a solo project for a number of years! Core Decay is, at its heart, a love letter to the immersive sims of the late 90s and early 2000s. As with games such as Deus Ex or System Shock, it places a heavy emphasis on presenting an intriguing setting, with a focus on open-ended exploration, immersion, and discovery. As is a staple in the genre, it also makes for a soapbox to explore philosophical ideas Core Decays story centers heavily around the nature of consciousness and humanity, and how in a desperation to survive we may find these ideas to be more mutable than wed think.
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