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PVKK: Planetenverteidigungskanonenkommandant
Bippinbits Developer
Bippinbits Publisher
1970-01-01 Release
Game News Posts: 5
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Devlog #4: The sound of PVKK


Hello and welcome to our fourth devlog!


I'm Torbjrn and in this devlog Ill dive into the sound of PVKK. I will talk a bit about the general philosophy of the audio design, some systems and some insight into how some of the sounds were made :) You can read all the details below, but I thought that obviously a devlog on sound design should feature something you can hear. For this, I made a video for you, showcasing some sounds in the game but also how I created them. [previewyoutube=pcfH7eCU85I;full][/previewyoutube]

Interactions: Game feel and fun


We have the mindset that if there is something in the bunker that looks like you can interact with it, you can. A big part of this is of course the audio. By using audio you can tell if the switch you just flicked did nothing, turned on a light or overloaded the whole air vent system causing a leak. The audio is used to both compliment an interaction and in some cases be the feature of the interaction itself.

Realism vs Believability


If a sound should be as realistic as possible or pass as believable is something that's put a lot of thought into. Our goal for the audio is to make it feel as cool and satisfying as possible. You are going to be pressing a lot of buttons and flicking a bunch of switches so it has to feel good for a long time! This is why in most cases the sounds have been designed to be believable rather than super realistic. Some examples of this are the cannon fire and the ships exploding outside. The sound of the cannon firing contains layers of cannon fire, explosions, a volcano erupting and various synth sounds. All of these layers serve as building blocks to make the cannon sound as big and powerful as possible. It's not realistic, but I think it's believable!
Little insight in how I layer sounds, not playing every layer at the same time gives the sound more dynamics and movement As we know sounds travel at around 340m per second, so when we see an explosion 3km away it would take around 9 seconds before we hear the sound. In PVKK we fire at ships that are so far away that if you don't know about this or don't pay attention you could miss it, think it feels weird or think that it's a bug. Even though it's realistic and cool we chose to make the delay much shorter to get a faster response. We think this still makes the effect feel believable, but avoid the risk of people missing the effect or thinking something is broken.

Ambience: The machine lives!


We want the bunker to feel like there is a lot going on under the hood. Things are not only happening inside your room, you are part of a larger facility. You are going to hear machines working, running pipes, creaks and various sounds coming from all around you in addition to the weather outside the bunker. Ideally you should be able to stop at any point anywhere in the bunker and just listen for a bit and you will hear something interesting or feel like you really are a part of a big living machinery.

Audio systems: Gameplay driving audio


As mentioned earlier we focus a lot on making the interactions feel good, and that is why we have made some custom audio solutions to trigger audio based on how you interact with things. All levers and wheels are checking both the velocity and how far they have moved to trigger sound that makes sense. If you pull a lever slowly you can hear it subtly tick and creak or if you send the wheel spinning you hear rapid gear crunching. When you sit down and zoom into the console we move the player a bit forward and closer to the sound source. This makes it easier to focus on what you are doing and filter out your surroundings a bit. Systems like these combined help make all you do feel more real and helps with focus and immersion.

How it's made: Recording is fun!


As many sounds as possible are made from my own recordings, be it whatever sounds cool in my apartment, synths or random things I stumble upon when walking outside. The recordings are then tuned, tweaked and often run though some effects so they work and sound like they fit in the game. The sounds of the teleradio is a good example of this. The source for the button press sounds are recordings I took of my friend's old radio!
Writing this made me realise I never turned it on, I should go do that This old tape recorder is also a source for various different sound for multiple devices in the bunker, the teleradio and some upcoming ones! Turning, tweaking, pressing and generally playing with things like this in ways it was not intended can result in some really interesting sounds that can be really unique :)
Doesn't really matter what's on the tape (as long as it's not copyrighted ofc), you can usually always get some cool results by messing with the speed and playback controls

And that's it


To summarise, there is going to be a bunch of small intricate sounds to listen out for and some big ones that will hopefully make you go oh yeah! The audio work is far from over and most of it is still subject to change as we keep exploring and developing the game further :) Think that's enough rambling for today, but if you want to know more or ask some questions or come with ideas and inspiration, head over to our Discord, we are all active there! Thanks for reading all this, hope you got something out of it :D -Torbjrn


[ 2025-05-18 11:14:50 CET ] [ Original post ]

Kepler Interactive now publishes PVKK

Hello future Kanonenkommandanten,


PVKK officially has a publisher now, Kepler Interactive! You might know them from some amazing games like Scorn, Pacific Drive, Sifu, Windblown, the recent mega hit Clair Obscure: Expedition 33 or the upcoming Rematch. Last year after announcing PVKK, a lot of publishers showed interest. While initially not planning to get publisher for PVKK, we quickly realized how much PVKK could benefit from having great people take care of the publishing side. This means we have more time and resources to focus on the game, and at the same time can go much stronger with marketing and more platforms than PC. Simply put, we'll make a better game together, and do more cool "side activities" (more on that this year). We actually started working with them about half a year ago, and it has been a great experience so far. To kick it off, I spoke to Matthew from Kepler for their Creator Series. The Creator Series gives viewers a behind-the-scenes look at the creative process of making games, exploring the inspirations, stories and perspectives of the creators behind the games. [previewyoutube=46wvH2NIMI4;full][/previewyoutube] PVKK is also featured on the Kepler Publisher sale, right here on Steam :) https://store.steampowered.com/sale/Kepler2025 I'm happy to answer any questions around this. Also, the next devlog will come very soon, and should be a really fun one! Best Wishes, Ren


[ 2025-05-16 22:30:50 CET ] [ Original post ]

Devlog #3: Beyond the Barrel


Hello and welcome to our third devlog!


I'm Luca from Bippinbits, and in this devlog, I'll address some of the juicy questions regarding gameplay. If youve seen the exclusive early gameplay footage from IGN (see below) or had the chance to play at Gamescom 2024, you might have been left with a large question:

You get to fire the massive cannon


and then what?


[previewyoutube=8p7Ogm4j6iI;full][/previewyoutube]
  • What will the combat look like after Ive learned the basics?
  • Do we get different weapons?
  • More upgrades?
  • Advanced enemies?
In short: yes; More upgrades, more enemies, and more weapons. Its a bit too early for us to reveal the specifics, but Im happy to share some of our key takeaways on combat and how were designing it.

Defending your home will not be simple or easy.


There's a reason why a delicious, warm cup of tea always comes after the battle: you need to earn it. You are expected to learn and master a multitude of devices that need to work smoothly together in order to defeat the enemy. In the end, all the enemy needs is one shot to land, and your bunker will be destroyed. You need to survive every single attack.

Invaders will adapt.


Shoot me once, shame on you. Shoot me twice It might take a few large (say, 10 meters in diameter) gaping holes in a hull to make them reconsider, but even the most stubborn invader will learn to reconsider their actions in due time. One thing that we have learned from history is that war is always the seed for innovation. You win by constantly outsmarting your opponent, so both sides are forced to react and adapt continuously.
When we are designing and developing the combat in PVKK, we need to think about it as a war where we are fighting and engineering on both sides. It needs to be an arms race that produces the best possible combat experience.

So, how do we do it?


[olist]
  • Experiment with many different ideas quickly to see what works, what's fun, and what's exciting. Not only weapons and ammunition, but also upgrades, peripherals, ship augments, and much more.
  • Take into consideration how the enemy would react to these changes, and prototype the reactions directly too.
  • Throw away ideas that dont work and double down on the ones that do. [/olist] That means a lot of prototyping and testing is needed.

    How can we do this efficiently, given our small team?


    While building a real-life functioning replica is something we have considered, our wallet (and probably local governments) are not so fond of the idea.* Let me show you the tool we use instead:

    The 2D cockpit simulator


    For every cockpit weapon and module we could think of, we first built a simple 2D version of it. Similarly to aviation engineering, we test, simulate, and iterate as much as possible in a virtual space before stepping up.

    Disclaimer for all keen-eyed members of the rebellion: All unannounced features visible above are in development and may be removed in the future as per the process above. This allows us to skip all the time-intensive steps involving 3D models until we are confident about a new module and the implications it will have for the complete design. Similarly, we can test new enemy ships and their technological advancements. It also allows us to create, test, and iterate entire level sequences and phases of the arms races before fastening a single virtual bolt. Once we are happy with what we built in 2D, we transfer it into the 3D cockpit and validate that it still works. The key difference here is that in 2D, you can easily see and reach every module. In 3D, you might have to turn your head, or you might not be able to see two modules at the same time due to their orientation. That means the first task in this transfer is to figure out where to place a module.

    A relic from the past


    As many of you have pointed out, a massive cannon is clearly not the best weapon to defend against an interplanetary offensive. Then why on Earth is it there? Well, besides the fact that its incredibly fun to use, its a relic from another era. When a civilization is suddenly thrust into a new kind of war, what do they do? They fall back on what worked before. Old tech gets dusted off and retooled while the engineers scramble to invent the next big thing. Its a familiar storycharging into the future with weapons of the past. Like sending cavalry into the trenches of a war no one was ready for. Your mission is to survive, adapt, and make the most of the cannon until new upgrades and weapons help you turn the tide of war. Whether you succeed or not will be decided by your actions and your choices.

    Have some cool ideas or references you want to share with us?


    Join the official PVKK Discord!


    The pvkk-ideas-and-wishes and pvkk-deep-talk channels are there exactly to discuss potential armaments/improvements or other topics. We read every message there and consider it our main source of feedback. Thank you for reading! - Luca *For legal reasons: We promise we did not consider building a massive space cannon IRL!


    [ 2025-04-22 18:28:44 CET ] [ Original post ]

  • PVKK Devlog #2


    Hello and welcome to our second devlog!


    I'm Raffa from Bippinbits, and in this devlog Ill dive into a specific challenge we encountered with upgrades and the changes we made to improve the experience for players.

    Meet the Modules: The Heart of Your Cockpit


    Your cockpit is comprised of different functional parts, collectively called the modules. Modules are for example:
    • the Radar, to detect incoming ships
    • Ammunition & Loading module with which you choose and prepare the ammunition you want to fire
    • the defense module, which is your last resort for defending your bunker

    The modules each come with a variety of upgrades that you can earn over time. Additionally, over the campaign you receive totally new modules and weapon systems, or replace existing ones.

    Upgrades: Adapt and Improve


    As part of the debriefing after each mission, you can choose one upgrade that affects one module. For example, you might increase the maximum speed that the projectiles can be travel when fired from your cannon.
    After choosing an upgrade and enjoying your tea, you then go for a healthy nap. Upon waking up, you'll find the new upgrade has been installed in your cockpit, automatically!

    The Upgrade Dilemma: Where Is It?


    After receiving your shiny new upgrade, the challenge is to find it in the cockpit first. The game at this point did not tell you what had changed, so it became easy to miss. It's also a little strange that someone seemingly came to the bunker while you slept and installed the upgrade....
    Can you find the difference? We set out to improve this, and we thought of a few approaches. Would you just be told what changed? Would the new part be highlighted, so you could spot it easily? This didn't feel quite right to us. Part of PVKKs fantasy is the joy of experimenting with your cockpit - pressing buttons, seeing what happens - without being spoon-fed information. Its a core pillar of the game. We took this to heart and made it into a pretty powerful new mechanic: you shall manually install the upgrades yourself!

    Handyman: Tools of the Trade


    For this task, you'll be armed with a trusty screwdriver.
    Meet your new best friend! The process to install an upgraded module is straightforward: loosen all screws, remove the module, place it aside, and add a new module into the empty slot. Done! This way, you are an active part of receiving an upgrade and will always be clean on what's changed. Also, now you can sleep restfully, without fear that somebody will mess with the cockpit whilst you slumber. As a bonus, you can also swap out locations of some modules, to better fit your "workflow" and what you like. For this, we also considered standardizing module slot sizes into a very few standard sizes. This would allow enable a heavily customizable cockpit, as modules can be placed into many different locations.

    Ultimately, we decided against uniform slot sizes. Being able to customize a lot is great, but it would be to the detriment of each module that now has to fit specific size requirements. It would also make the cockpit a bit more boring, as the varied shapes and unique parts create a much more interesting rhythm and visual style. Our favorite references to real cockpits always have this rhythm of small repeating patterns and self-made chaos, where everything feels custom.

    The Result: A More Immersive Cockpit


    The new system is intuitive, fun, and makes interacting with the cockpit feel more immersive. It opens up a lot of new possibilities, and we're really excited to make use of this.
    Would you like your radar to be ceiling mounted? One of the trickiest parts of development was ensuring that module removal and placement felt intuitive without needing a tutorial. We iterated on the screwdriver interaction multiple times to get it just right.
    Don't forget to tighten all screws after placing a module into a slot. Though this benefits the game hugely, it of course increases effort for us as developers. Almost every module needs to be updated to fit this new system, and the slots must be carefully cut into the consoles 3D mesh. A task thats a lot trickier than it sounds. We also took this opportunity to tackle some housekeeping, such as optimizing cockpit meshes and refining details along the way. One example are the welding lines - we replaced the mesh based welding lines with new meshes that use a normal map for details.
    This saves us hundreds of thousands of polygons, improving performance.

    Summary


    The new system is quite immersive, and it's a great way for you to get a deeper understanding of your cockpit. You can customize it (to some extent) and switch out modules, depending on your preferences and what you think you need for a mission. There is still some follow up work for us, like devising a system that delivers the physical modules to your bunker, and a way to store or throw away all the parts you don't need. And who knows what else you can do in the Bunker with a screwdriver.... That's it for this devlog. What do you think about a bit of screwdriver action? If you want to chat with others about PVKK, ask us questions directily or bring in your feedback and ideas, please join our Discord. Thank you for reading, have a great time! ~ Raffa


    [ 2025-03-14 12:14:13 CET ] [ Original post ]

    Devlog #1: The Cockpit


    Hello and welcome to our first devlog!


    PVKK will be in development for quite some time, so we thought it would be nice to share some insight into the development itself with these little devlogs. Devlogs will be authored by a variety of people on the team, and they'll be centered around something they are currently working on. Right now we plan on a monthly schedule with the devlogs - this may change sometime as we get closer to launching in the future! I'm Ren and in this first devlog, Ill give you a small overview of the bunker and dive into detail on the cockpit, which is the place where you fulfill your missions. I won't yet talk about each system in detail, but after this, you should have a sense of where you'll spend most of your time in PVKK.

    Your Bunker


    In PVKK, you are confined to a bunker. It's not very spacious, but over time you can make it your own place. The bunker is both your home and your workplace (home office, eh?). The facility is quite a bit larger, of course. It features the big cannon - but also some other areas. Your job, however, is to expertly fire a cannon, so there is no need to leave your room. Well, as far as you are told.

    Sleepy time


    First off, we have your bed, together with some of your personal items. It is unexpectedly cozy, but other than that it brings no surprises - everybody has to sleep, right? Before each mission you'll awaken here, and after each mission you'll end your day here, too.
    Wait, this is actually much nicer than my real bed!

    Your first home computer


    On the other side of the room is your desk with one of the most important pieces of technology in the game: the teleradio. It might look like a TV, but it actually is much closer to a PC, running its own operating system and with built-in networking capabilities! Every time you are tasked with a mission, you'll get a call on the teleradio. You sit down there, carefully listening to your instructions. You can make sure you understand it completely on a summary screen, and off you go, to the cockpit to do a good job!
    A marvel of technology: the teleradio.

    It's booomin time!


    Finally you'll move over to the cockpit, the heart of the bunker. Your first step in fulfilling your mission is to boot up all systems. Please note that anything I'm sharing in these screenshots is up to change, especially on the cockpit. We are still heavy in development and we are improving, replacing and adding many things. The whole interior will also change over the span of the campaign you experience as a player, but more on that in a future devlog.
    Your workstation, the cockpit, asleep before the mission. The cockpit itself is made up of several modules. Over time you'll get new modules, improve existing ones, replace some of them or even lose some modules due to unexpected incidents. The modules belong to one of these categories: [olist]
  • Energy generation
  • Weapon systems
  • Information and detection systems [/olist] All of these are really big topics that very much deserve their own devlogs in the future. I'll only very briefly touch on each. [h4]Energy generation[/h4] To generate energy, you fire up whatever energy generation system you have available. In this case it's a hydroelectric one, providing a quite stable inflow of energy, only being limited by the water level of the reservoir. Your system also comes with a battery, enabling you to cover surges of energy consumption that go higher than what you can directly produce. You'll want to look out though, to not produce too much energy when the battery is already full! Nothing bad happens directly, but you'll waste a limited resource which can mean your energy supply is low in the last part of the mission.
    The ecological way to fire an enormous cannon: renewable energy sources. [h4]Weapon systems[/h4] While you start with only one weapon system, over time you'll get more options to attack the invading forces and defend your bunker, and in consequence your planet. The weapons are all quite distinct, each serving a different purpose. Over time you can expect the enemy to recognise weaknesses in your existing weapons and adapt their attack plan and fleet. In return you will be equipped with new weapon systems that are capable of handling the changed threats. We'll share more details in a future devlog, for today we'll just do a tour of the bunker.
    The centerpiece of the cockpit featuring the weapon selection, some information systems as well as a module for the currently selected kinetic projectile. [h4]Information and detection systems[/h4] Lastly we have all the modules that help you find, identify, and track the enemy ships. This task is NOT trivial - especially later in the game, when the enemy will try to trick you or conceal itself from you in various ways. In PVKK you are not just a grunt shooting a big gun and being happy about it going boom (though that is quite fun). You need to be a smart professional, know your systems, and execute orders with a calm precision - just like an experienced pilot. The first step towards this is to understand the current situation within the airspace, so you can form a battle plan accordingly. You need to prioritize the right targets, and pick the right tool for the situation. No matter how strong a weapon is, if it is used in the wrong situation it will simply do nothing (except waste materials and time). You know how they say "measure twice, cut once" in woodworking? It's similar for PVKK, where you'd rather spend an extra 10 seconds to verify your plan than spend another 60s on a shot because your first one failed.
    You combine several tools to form as complete a picture as you can. If you look carefully, you can see three representations of the incoming ship at once.

    This ends the tour for today


    These were the basics of our bunker. We did not cover every element of the bunker, nor the activities you can do between missions. As with many things, these are better suited for a future devlog. Some of them are also simply not properly in the game yet, so we could at best show some drawings. By the way, the funniest comment I heard of someone seeing this bunker for the first time was "hey, this is easily 4000 euros rent without heating, in the city of Munich". The view is great in any case, and i guess you have no annoying neighbors, which is a plus. If you want to chat with others about PVKK, ask us questions directily or bring in your feedback and ideas, please join our Discord. That's it from me! Best Wishes, Ren

    Thank you for reading, see you in Devlog #2!



    [ 2025-02-12 13:55:58 CET ] [ Original post ]


  • In PVKK, you step into the role of a cannon pilot for an autocratic regime, confined to a defense bunker. Your mission: manually control a massive planetary defense cannon to fend off an ongoing interplanetary invasion. Master the various systems to protect your home world.

    Core Gameplay


    Interact with a retro-tech cockpit filled with satisfying buttons, levers, dials, and switches. Manage energy generators, scan the skies for enemy vessels, analyze threats, calculate fire trajectories, and execute precise firing procedures. With limited resources and a strict regime, strategic thinking is key to your success.

    Progression and Upgrades


    Between missions, maintain and improve your bunker, turning it into a comfortable and efficient retreat. Customize your space with earned resources to prepare for the next assault.

    Moral Dilemmas


    Face tough choices that challenge your ethics and loyalty. Will you follow orders blindly, or will you question the regime's motives? How will you respond when someone from the outside shows you their truth? Your decisions shape the story and can lead to multiple endings in a world where everyone believes they are doing the right thing.

    Secrets of the Bunker


    Your bunker hides secrets waiting to be discovered. Engage in escape room-style puzzles to uncover hidden items and clues about what is truly happening outside. The regime keeps you in the dark, feeding you half-truths and political euphemisms. Look behind these deceptions to understand the real situation and navigate the demands of the different factions in your own best interest.

    Key Features

    • Immersive Cockpit Interaction: Engage with a detailed, tactile control panel filled with retro-tech elements.
    • Deep Narrative: Experience a story rich with political intrigue and moral dilemmas.
    • Customization and Upgrades: Improve your bunker and cannon to face increasing challenges.
    • Atmospheric Setting: Enjoy the unique blend of a cozy yet oppressive bunker environment.
    • Multiple Endings: Your decisions have a significant impact on the story's outcome.
    • Hidden Secrets: Uncover bit by bit what is going on outside of the bunker through engaging escape room-style puzzles.


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