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Steel Mantis and Silver Lining Interactive are back to deliver a blood-soaked, pixel-art action platformer like never before!
After the massive success of Slain: Back From Hell, Slain 2:The Beast within returns with the same ferocious, fast-paced combat and brutal challenge that fans loved, but this time, its set in an all-new, darker fantasy world. The moon is rising, the blood is flowing, and the hunt begins - are you ready to answer its call?
Valfaris: Mecha Therion is the third game from Slain: Back From Hell developer Steel Mantis and it's coming soon! Valfaris: Mecha Therion will launch 21st November on Steam! Be sure to add it to your Wishlist and you'll be notified as soon as it's available.
To get ready for launch, the Valfaris: Mecha Therion store page has been updated with new art, new screenshots, and this new trailer:
[previewyoutube=BKd9QdPpY4k;full][/previewyoutube]
Matt | Big Sugar
If you're into the games of developer Steel Mantis (Slain: Back From Hell, Valfaris, Valfaris: Mecha Therion), then do yourself a favour and click the following link and join them on their new Discord channel: https://discord.gg/9wEKqUCNug The channel will be the devs' first destination for sharing art and info about their games, as well as shooting the breeze about what they're playing, what they're listening to etc. And, in the very near future, they're going to be putting out a call for playtesters to provide feedback for Valfaris: Mecha Therion, so if that sounds like something you'd want to be involved with, go ahead and join the Discord. See you there! Matt | Big Sugar
Slain: Back From Hell publisher Digerati is celebrating its 10 year anniversary with a big ol' Steam sale. There are plenty of deep discounts on Digerati games to take advantage of, including 85% off Slain: Back From Hell.
You can also grab the Deluxe Content with an 85% discount. It includes the official soundtrack and a selection of digital artwork.
Head to the sale page to see all the deals, discounts, and bundles on offer!
>>> Digerati 10th Anniversary Publisher Sale
We've just officially revealed the next game from Slain: Back From Hell developer Steel Mantis. It's an action-packed side-scrolling shoot 'em up called Valfaris: Mecha Therion, and it's a sequel to the studio's 2019 action-platformer, Valfaris. It's coming to Steam (and consoles) late 2022. Check out the announcement trailer: [previewyoutube=cKxyAJM7g-0;full][/previewyoutube] Head over to the Valfaris: Mecha Therion Steam page for more details, and to wishlist and follow so you can keep updated with any news. Matt | Big Sugar
Reminder for any Xbox gamers out there that Valfaris lands on Xbox One today and is available to download from the store right now! This latest release means you can now grab Valfaris digitally on PC, Switch, PS4, and Xbox One. And if you want to get physical, there are boxed versions for Switch and PS4 (available from GameStop, Game, Amazon etc.). [previewyoutube=kQ_YudmGLQo;full][/previewyoutube] Matt | Big Sugar https://store.steampowered.com/app/600130/Valfaris/
As of today, Valfaris is also available to enjoy on PS4! It can be downloaded from the PlayStation Store right now with a 10% launch discount for a limited time. PS4 players in Europe will have to wait an extra day Valfaris hits the EU PS Store tomorrow, 6 November. The Xbox One version launches Friday, 15 November, although it's available to pre-order now with a 10% discount from the Xbox Store. To celebrate how well Valfaris has reviewed so far the Switch and PC versions currently have 80 and 88 Metacritic rankings respectively we've put together a new 'Accolades Trailer' because, hey, this trumpet isn't going to blow itself: [previewyoutube=kQ_YudmGLQo;full][/previewyoutube] In other news, we should be able to share more info about Full Metal Mode soon the New Game+ mode that Steel Mantis is working on at the moment and will be released as a free update in the not-too-distant future. Until then, keep it metal! Matt | Big Sugar https://store.steampowered.com/app/600130/Valfaris/
The wait is over. The time to rip the galaxy a new wormhole is now! I am beyond thrilled and am pretty much bordering on delirious to confirm that Valfaris has launched. It's out there. It's real. You can buy it. You can play it. You can get metal AF on its ass. If you want to live the dream and buy Valfaris right now, it's priced $24.99 and comes with a 10% launch discount for a limited time. You can part with your money at any of these places:
Before we get into some other details, let's have a quick, self-indulgent and shamelessly self-promotional look at what some of the reviewers and streamers have had to say about Valfaris so far:
Quick PSA for anyone interested in playing Valfaris on Switch the game page is now live, which means you can find Valfaris in the eShop's 'Coming Soon' section and add it to your 'Watch List'.
Once added to your Watch List, you can then conveniently purchase it from there when available, rather than having to search or navigate the eShop for it again. I *think* Nintendo updated the Watch List function earlier this year so it alerts you when a game on your Watch List is released or if it goes on sale. But don't quote me on that I've had games on my Watch List, but don't ever recall being sent an alert. So... not sure?
Anyway, don't let my lack of Watch List knowledge detract from the exciting news that Valfaris is now viewable in the eShop, and the release is imminent, arriving on 10th October, just like the Steam (and GOG and Humble) version.
And no need to feel left out if you can't Watch List on Switch, you can still Wishlist on Steam by hitting the widget below :)
Matt | Big Sugar
https://store.steampowered.com/app/600130/Valfaris/
Extremely cosmic news everyone! Valfaris will be launching on Steam, GOG, and Humble on Thursday, 10th October. That means there's really not much longer to wait before you can boot-up, download, and blow your mind with a hedonistic concoction of uncompromising run-and-gun action and a powerful megaton of heavy-metal sounds! To get you in the mood, here's a brand new trailer to beam into your eyes and blast into your ears: [previewyoutube=6RdvuT30zUA;full][/previewyoutube] For those of you who can handle more than 'just' the game, there will also be a Digital Deluxe Edition available on launch day that includes the game, original soundtrack (composedand recorded by former Celtic Frost guitarist, Curt Victor Bryant), and digital artbook. And if console is more your thing, or if you want to double dip and buy multiple copies (which we fully encourage), these are the release dates for gaming boxes: 10th Oct: Switch 5/6 Nov: PS4 NA/EU respectively (Digital Deluxe Edition will also be available at launch on PS4) 8 Nov: Xbox One Thanks for your patience and for supporting Valfaris this far. We can't wait to get the game out there for you all to enjoy. And if you haven't added Valfaris to your Wishlist yet, go ahead and hit the widget below all Wishlists really help us out and are greatly appreciated. Until next time, keep it metal! Matt | Big Sugar https://store.steampowered.com/app/600130/Valfaris/
The physical Valfaris Signature Edition is now available to pre-order for Switch and PS4. in addition to the game, the Signature Edition includes the soundtrack, artbook, digitally signed artwork, two metal pins, and an art card. Here's how it all looks:
For more info and to pre-order either the Signature Edition or standard physical lversion (just the game), check the links below:
In addition to being armed with light, heavy, and melee weapons, Therion is also equipped with a shield that can be utilised to your advantage in multiple ways.
Keeping the shield activated will protect you for a limited time until its energy is fully depleted from incoming projectiles and melee attacks. But there's more to the shield than it merely acting as a barrier.
Activating the shield just before a projectile hits Therion will cause the incoming missile to become held/trapped in its stasis field until the shield is deactivated, at which point the projectile is deflected back towards the enemy. Here's the shield counter-blast in action:
And here it is being used to rather smartly take down a couple of bombships:
Activating the shield earlier can send some projectiles bouncing off its protective field, which can be fun when using bombs to play catch with hounds, for example:
Finally, the shield can be used to stun enemies if activated at just the right moment. Here's a Valfaris guard attempting to rush Therion at close-quarters but becomes temporarily stunned when he collides with the shield, allowing Therion to riposte with a body slicing attack:
And this formidable sword master attempts to land a melee attack, only for Therion to activate the shield just before impact, pushing the enemy back and stunning him, leaving him vulnerable:
If you want to get some shield practice in, don't forget about the demo that's available to download for free right now from the Valfaris store page.
Until next time, keep it metal.
Matt | Big Sugar
https://store.steampowered.com/app/600130/Valfaris/
The Eco Domes is Valfaris' second level and, as you can see above, it's a dangerous place full of things trying to kill you. Bubbling acid. Toxic pollen. Giant bloodsucking bugs. Spiky balls. It's definitely no walk in the park.
Luckily, you get to collect your second Destroyer class weapon the Hellhammer just before you start the Eco Domes. As you can see below, it's pretty nifty at turning enemies into chunks, even when it's being used one-handed while dangling from a vine.
In other news...
If you're one of the hundreds of players who has participated in the Valfaris closed beta, please be aware that it will officially end this Monday, 12 August, sometime in the AM (Pacific Time). A massive, MASSIVE thank you for all the feedback and bug finding. Really phenomenal stuff.
During the course of the beta, well over 100,000 enemies were slain, while total player deaths surpassed 10,000. That makes... a whole heap of carnage!
Until next time, keep it metal.
Matt | Big Sugar
https://store.steampowered.com/app/600130/Valfaris/
As development on Valfaris hits the final stretch and things get increasingly frantic behind-the-scenes, please enjoy this selection of especially chill GIFs:
Therion takes a break in the Cathedral level and enjoys the view from the high altar
Just a hunch, but this may not be the safest place to stop for a breather
Looks like Therion's found a good spot to wash all that blood off his battle axe
Therion comes face-to-face with a guardian of Valfaris' Hive level
Until next time, keep it metal!
Matt | Big Sugar
https://store.steampowered.com/app/600130/Valfaris/
Say 'hi' to Itnan one of the bosses you'll encounter as you battle your way through Valfaris. Inhabiting the 'Tombs' of Valfaris, Itnan is armed with a rather large, and very dangerous, railgun. But there's more to fear about Itnan than just his enormous firearm he has the ability to transform into a swarm of deadly bugs, so that's something you'll definitely want to watch out for.
For a clearer look at Itnan, here he is without the background:
Until next time!
Matt | Big Sugar
https://store.steampowered.com/app/600130/Valfaris/
Above: Here's Therion trying out the 'Skysplitter' on a couple of bloated blood fleas. A Destroyer class railgun, the Skysplitter takes a little while to charge, but once it's fully juiced it can fire a devastating beam
Above: Not as fleshy and prone to popping as a blood flea, this Hell Maiden not only takes a hit from the Skysplitter, but then has the audacity to do a cheeky teleport and cut Therion down to size by slicing him widthways
Until next time, keep it metal.
Matt | Big Sugar
https://store.steampowered.com/app/600130/Valfaris/
Feel the power surge through this mighty GIF! Therion finds himself locked in a stand-off with a mysterious, hammer-wielding, flame-fisted boss. Looks like things are going to get fiery!
More GIFs coming soon. Until then, keep it metal.
Matt | Big Sugar
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Now that it's been completed, I wanted to do a final story about the 'Bringer of Mayhem' weapon model. Firstly, please take a minute to watch this video and enjoy the OTT replica in glorious up-close detail: https://youtu.be/_mmSK8lcRFM
We are beyond pleased with the final piece around 4ft in length, it features battle-worn detailing, multiple light sets, and can breathe smoke from its 'mouth'. It is truly a beast to behold (and hold). The model-makers at Alban Studios (Bristol, UK) have done an outstanding job bringing the original design to life.
And we were even further beyond pleased that the gun made a cameo appearance at this year's E3 as part of the PC Gaming Show. You can see presenter Frankie Ward holding it at the top of this page. Here are a few behind-the-scenes pics taken at The Mayan Theater in Los Angeles during rehearsals:
To give folks a chance to see and hold it for themselves, we're hoping we'll be able to bring the gun to any game events that we attend with Valfaris in the future. Nothing confirmed yet, but we'll let you know any event details here, so stay tuned.
For more info on the Bringer of Mayhem model, you can find details, sketches, prototypes, 3D models, and photos right here in post one and post two.
Until next time, keep it metal.
Matt | Big Sugar
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Everyone enjoying E3 so far? Lovely. This is just a really quick post to let you know about a new Valfaris trailer. It's 60 breakneck seconds of brutal, over-the-top action and it's just premiered at E3 as part of the PC Gaming Show! If you missed it, you can watch it here: https://youtu.be/c0vi4NG3kAw In other news-you-definitely-don't-want-to-miss, we're also now taking sign-ups for an upcoming Valfaris closed beta. Sign-up here: https://valfarisgame.com/ More soon! Until then, enjoy the rest of E3 and keep it metal! Matt | Big Sugar Wishlist here: http://store.steampowered.com/app/600130/Valfaris/
He made his first game on a ZX81 when he was just 12 and has 30 years experience working in the games industry across pretty much every field of art and design you can think of. Now, having enjoyed success with brutal 2D adventure Slain: Back From Hell, Andrew Gilmour is the creative driving force behind Valfaris, and one-half of developer Steel Mantis (we spoke to fellow Steel Mantis dev Thomas Jenns in a previous post).
We fired Andrew a few questions about Slain, Valfaris, his incredible art skills, and gaming in general:
Question: 1. Slain: Back From Hell was Gothic lands and swords. Valfaris is space-scapes and guns. On the surface, the differences are obvious, but how are the two games similar? In terms of story or lore, is there anything that ties the two games together?
Andrew: Slain and Valfaris are set in the same universe. During Therions travels through Valfaris he will encounter some familiar friends. Not to give too much away though! But, yes, the stories are intertwined.
2. Did you always want your follow-up game to Slain: Back From Hell to be set in space?
Yes! I knew exactly what was coming next even before the end of Slain. In fact, during the development of Slain, I did an April Fools tweet about changing Slain to more of a sci-fi vibe and posted an image (see above) which turned out to be Valfaris! Slain: Back From Hell is also set in space, just on a different planet.
3. Slain: Back From Hell and Valfaris are both shaped in a 16-bit styled, old-school gaming 2D mould. What is it about this style of game that appeals to you?
Well, I grew up playing these types of game. Slain was my attempt at making a Ghost n Goblins type game, and Valfaris is more inspired by Gryzor/Contra and Turrican type games.
I like doing side-on 2D as its more like youre playing through a series of pictures, so youre able to frame what the player is seeing, as opposed to the freedom of a FPS or TPS where you have to take into account everywhere a player can look.
4. Can you offer some insight into your approach to game development? Do you stick to a certain way of working? Do you have a game fully planned out before you start, or do you begin with more of a general idea and see where it ends up?
I like to get the start and the end fleshed out, so we know where were going. Then I get the world that well be building visualized, so we know what were moving through. Heres an example of the first concept layout for Valfaris before we started the game:
The great thing about Steel Mantis game-dev style is that its very organic, so we can drop, cut, add and move stuff around as much as we need, and since we both wear many hats, we can do it quickly. As there are just two of us, we can be very versatile and able to change course as needed.
5. Where did you learn to pixel art so good!?! Again, can you share any insight into your methods are there any particular tools or techniques you use to create such a unique, distinct style?
HA! Thank-you! I love working in low-poly (sub 1000 tris) models and low-res textures (sub 256x256 pixels), so my art is a combination of low-poly and pixel art or maybe somewhere in limbo between them. I use 3ds Max (which Ive been using since it was created), Photoshop, and Aseprite for all my pixel pushing needs, and we put it all together in Unity.
6. Valfaris hero, Therion, can carry three different types of weapon at any one time, one each from the three weapon classes pistol, melee, and destroyer. When youre blasting through Valfaris, whats your favourite loadout?
Well, there are no weapons in Valfaris that are NOT fun to use! We want to make them all enjoyable. I love the railguns, so Therions Call and Skysplitter are fun! My main set-up right now is Therions Call, Bloodaxe/The Bastard, and Hellwraith.
7. When youre not making games, what types of games do you enjoy playing? Whats the last game you played, or completed? And what were your favourite games growing up?
There are a lot of games that inspire me, among them are Quake 1, Diablo 2, and Bloodborne. In the arcades, when I was growing up, I spent a lot of time on Gauntlet, Golden Axe, and Ghosts n Goblins. I played a ton of World of Warcraft, and Im a big fan of Tribes as well.
Then there are the old Speccy games, Jet Set Willy, Manic Miner, Jetpac, Sabre Wulf, and so on.
Im currently playing a lot of VR sims, such as Project Cars 2, Elite, and IL-2 Sturmovik, and some VR Skyrim. And when not in VR, Im playing Warframe, Diablo 3, and Path of Exile.
Massive thanks to Andrew for taking the time to answer these questions.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Who are the mysterious men behind Valfaris? I thought it was about time we got to know a little more about the hardworking and incredibly talented dudes at developer Steel Mantis. The two-man team consists of Andrew Gilmour (concept, art, and game design) and Thomas Jenns (programmer and designer). The pair formed the studio after working together on Slain: Back From Hell.
First up, Thomas Jenns (pictured above, chilling with some guanaco) answers a few questions from his base in Gdask, Poland.
Question: You were previously drafted in to fix the very buggy Slain and help transform it into the very excellent Slain: Back From Hell. How different an experience has it been working on Valfaris from the very start?
Thomas: Its very different! With Slain, the levels were already made, so a majority of the work was re-implementing ideas that already existed. Saying that, we ended up adding some new mechanics, like parrying and charge-up attacks, and I got to have a lot of creative input with new / reimagined enemies.
However, this is nothing compared to making a new game from scratch where youre deeply involved in every creative decision.
What aspect of your work in Valfaris are you particularly proud of?
I think probably the big swaying tentacles. It always makes me happy when I manage to make something move in an organic way using code, its like a beautiful blend of art and maths, and I find it very satisfying. There are quite a few things in the game that use this tentacle motion, even some of the plasma beam effects.
Can you offer some insight into how things work between yourself and Andrew? Can you talk us through how a level is made/designed, from idea through to completion, for example?
As Andrew is the visionary of Valfaris, hes decided on what levels there will be, and what kinds of enemies reside in them. When we start working on a new level, we have a long chat about what sorts of things Andrew wants in it, like areas, landmarks, types of obstacles, and also the overall mood of the level.
Well keep talking about it until I feel like Ive got enough details to run with! Then Ill put the level together. It will look quite simple at this point as there wont be any details, just the bare minimum for the gameplay to work.
Once were happy with the layout, Andrew will go in and make it look amazing. Were both very spontaneous so were always adding new stuff as it comes to our heads. We tend to make very loose plans because we like lots of wriggle room to change things!
Our ways of approaching tasks are a bit different, but I think we work well together.
What, for you, constitutes good level design?
Its hard to say as level design is completely dependent on the gameplay. Everything about the player character, such as speed, jump height, different abilities etc., all determine how a level should be designed. For most games, the mechanics are at least slightly unique, and so what constitutes good level design will also be unique.
Because of this, I dont think there can be a correct way to design a level, you just have to keep building areas and playtesting until it feels right. Eventually you gain an intimate understanding of the gameplay youve created, and from there designing levels becomes easier.
Whats the biggest challenge whether specific or general that youve faced during the development of Valfaris, and how have you overcome it?
I think the biggest challenge has just been trying to settle on the identity of the game. At first I was designing it as if it were a Contra-style game, where it was just non-stop run and gun action, with constant pressure from spawning enemies. Then we went in the opposite direction and started making large sprawling levels with exploration and puzzles.
In the end, I think its become somewhere in-between!
As someone who studied game design at college, how did you find the transition from classroom to doing the job for real? Any sage advice you can offer to budding game designers?
I never got a job with a games company. From the start Ive just wanted to do my own thing. I was happy working solo for a long time, just making Flash games and getting sponsorship deals for those. That was really fun, until Flash games started becoming a lot less popular! I guess some people were impressed by my games as they wanted to work with me, and so things moved forward from there.
I would say just keep producing stuff and improving your skills, and eventually youll get noticed. You need to be dedicated though! You wont make it unless youre willing to put everything you have into it. Dont be overly ambitious with your first project. You wont be able to make your dream game straight away! Start with something small that you know you can finish.
One more thing: dont be too much of a perfectionist or youll never finish anything! Ive struggled with this for sure.
When youre not making games, what types of games do you enjoy playing? Whats the last game you played, or completed? And what were your favourite games growing up?
Growing up I played a lot of Megadrive, NES, SNES and PS1 games. Many awesome platformers: Sonic, Mario, Mega Man, Contra etc. Also shoot em ups: Thunder Force, R-Type, Gradius, Raiden etc. Im a big fan of JRPGs: Final Fantasy (up to FFX), Chrono Trigger, Persona, and my favourite: SaGa Frontier II.
More recently Ive been very into the Dark Souls series, and Bloodborne. Im playing through Sekiro right now. Its awesome.
Huge thanks to Thomas for taking the time to do this. Expect some questions with fellow Steel Mantis dev Andrew Gilmour in a future post. Until then, keep it metal!
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
New level alert! Steel Mantis dropped a surprise this week with the news that they're working on a new level the Dead Eco Chambers. That's all the info I have, but you can absorb the latent power of this mysterious new area by staring at it in the GIF above and beaming it into your eyes.
GDC Coverage
Valfaris had a fairly low-key presence at last month's GDC, but we still had some intimate meetings with some members of the media. Check the links below for coverage:
Above: If you've played the demo, you might recognise this gloomy chamber it's one of the Landing Pad level's secret areas. Have you found it? And if you haven't played the demo, get on it!
Above: With an activated resurrection pedestal nearby, Therion takes a breather among the Hive level's eerily hypnotic glowing fauna
Above: A formidable stone golem stands guard deep with the Tombs level. We haven't shown much of the Tombs since we first revealed it, but we'll have more of this and Valfaris' other levels to show you soon
Keep it metal!
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
I come bearing more GIFs of metal. All of these are taken from different areas of the Eco Chambers Valfaris' sprawling second level and home to all manner of deadly flora and fauna...
Above: This eruption of space jellies occurs during an encounter with the Eco Demon, one of Valfaris' sub-bosses. Therion's rapid-fire Hellwraith reduces the luminous jellies to a splattery pulp without ever breaking a sweat
Above: Therion scrambles through the bug-infested hive area of the Eco Chambers, where there's plenty of squishing and exterminating to be done
Above: After destroying a target, the Wolflight weapon emits wolf spirits which home in on any other enemies that are present. Here it's helping Therion keep some deadly fronds at bay
Until next time, keep it metal.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Got some more work-in-progress images of the Bringer of Mayhem replica weapon to share. Work on the model has been continuing apace since the last update, with the top and front sections being the focus of attention. Heres how its coming along
Above: Updated from the previous, lower poly render (seen in the previous post), this newer 3D render has more texture and detail and gives a much better idea of how the finished model will look
Above: It took several hours to print, but here it is the guns front section in its raw form. When completed, smoke will emit from the mouth and a light will be positioned inside for maximum authenticity (and theatrical effect, of course)
Above: This top-down view reveals the intricate detailing of the guns upper section, which is more organic/alien and less immediately recognisable as a weapon than the more conventionally familiar shape of the Bringer of Mayhems bottom/main section
Above: And heres the mould for the top section. When all the parts are ready the model consists of four main sections they will be assembled to ensure everything fits snugly together before work starts on the final, finishing stage
Should have pics of the Bringer of Mayhem replica in a more complete state to share pretty soon.
Until next time, keep it metal.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
For your viewing pleasure, here's a triple whammy of GIFs, courtesy of Valfaris creator/dev/artist Andrew Gilmour...
Above: Therion lights up a shady area of the Eco Chambers using the rapid-fire Destroyer-class 'Hellwraith' and eponymous rail-pistol 'Therion's Own'
Above: Who doesn't love a good elevator section where you can let loose and blast the absolute bejesus out of anything and everything while simultaneously being transported from one place to another. I know I do
Above: With a sun looming behind him, Therion idles while armed with the formidable 'Bringer of Mayhem' beam weapon, which can be seen in action in the previous GIF
Until next time, keep it metal. (and, if you haven't done so already, be sure to download the free demo from the Valfaris page)
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
At every show we went to with Valfaris last year we lost count of the number of people who went out of their way to tell us how much they loved the big piece of display artwork we used on the booth (see below). One aspect of the artwork, which was created by Valfaris dev, artist + creative force Andrew Gilmour, that drew a lot of attention was the massive gun being wielded by Therion. Most of the comments were along the lines of It looks absolutely badass.
So, inspired by all the positive feedback for it, weve taken the logical next step and decided to make the gun, which is called the Bringer of Mayhem, into a full-blown life-size model. Because why the eff not.
As well as featuring in the artwork, the Bringer of Mayhem is part of Therions in-game armoury. Its one of the hefty Destroyer class weapons and has a powerful beam that can connect to multiple targets and efficiently liquefy those targets into an explosive splatter of rupturing guts. Here it is in devastating action:
The model wont be capable of causing the lethal combustion of internal organs, but everything else will be as faithful to Andrews design as possible. Its going to be a serious bit of kit.
Its being handcrafted in Bristol, UK, by the immensely talented model-making folks at Alban Studios, whose client list includes Aardman Animations the people behind Wallace & Gromit, Shaun the Sheep, and many more. So its in good hands.
Heres a look at how work on the Bringer of Mayhem has been going so far
Using the look of the gun as it appears on the artwork and in-game, the first job was getting a more detailed design to work from. This involved creating a series of sketches showing possible interpretations of how it would look in the real world.
A very rough foam mock-up was made to help with getting the dimensions and ergonomics right. This is the mock-up I'm holding in the pic at the top of the page, which gives you a slightly better sense of the scale of the thing.
With the sketches and mock-up providing a more solid idea of the final design, next step was creating 3D models to work from and then start producing actual physical parts of the gun.
The basic shape of the gun is blocked out using polyurethane board, which is a material that's easy to sand and finish, and also good to machine with a mill or lathe. It's being made in modular sections, which means it's easier for more than one person to work on the gun at the same time. Once preliminary work on a module is completed, the last job before it's ready to mold is to paint it with grey primer.
And here's where the Bringer of Mayhem model is at right now. The basic structure has come together nicely and work should start soon on all the cool details. Looking forward to sharing progress with you as it happens.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Since it launched a little over two weeks ago, weve had a fantastic response to the Valfaris demo. We were originally planning to make the demo available for a limited time only, with a shut off date of 31 Dec 2018. However, with downloads showing no sign of slowing, weve now decided to keep the demo live into 2019.
So, the demo isnt going anywhere, its still available to download and it will remain that way until further notice.
Were also really grateful for all the feedback thats been posted. If you have any to add, you can do so here: https://steamcommunity.com/app/600130/discussions/0/3216031607493200121/
Also, were currently thinking about holding a closed demo/beta at some point in the future and while exact plans are still being decided, its most likely that access to it will be given first or exclusively to members of the Valfaris Discord. So, heads-up, if you want to get in on some closed beta action, get yourself signed-up to the Discord channel.
Happy New Year!
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Its here! The Valfaris demo has landed and is ready to be downloaded and played right now, like, this very instant. To download the demo, head to the Valfaris Steam page, look for the banner that says 'Download Valfaris Demo' (it's just below the screenshots near the top), and clickety-click your mouse on the button handily labelled Download. And away you go!
Note: The demo will be available for a LIMITED TIME ONLY and is scheduled to be closed at the end of the year i.e. 31 December.
These are just some of the things youll be able to do in the demo
Very excited to be able to share a first look at part of the game's opening cinematic...
That low-poly PS1 aesthetic is music to my eyes. Beautiful.
This particular clip is from the very start of the game and shows Therion aboard his space vessel the Wolfship en route to Valfaris. All being well, there should be a few other cinematics like this to look forward to in the game.
In other news, the latest build has just landed which means I should have some new in-game footage to share soon. In the meantime, please enjoy this GIF of Therion hitching a ride on a friendly space worm...
Ride the worm!
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
For this post I thought wed have a quick look at how weapons are upgraded in the game. At current count there are 20 different tools of destruction to wield and each of these can be upgraded to make them even more lethal (and fun to use).
To upgrade a weapon, youll first need to collect the required number of Blood Metal. This is a resource item that can be found dotted around the levels, often in secret areas. This is what Blood Metal looks like (as a tiny and rather compressed GIF)
And heres Therion finding one in a secret area
When enough Blood Metal has been collected, youll be able to upgrade the weapon of your choice at one of the games checkpoint pedestals. Heres the Plasma Pistol one of the games starter weapons being upgraded
The effects of upgrading can differ between weapons for the Plasma Pistol, it increases the spread of shots, so once upgraded it goes from firing one plasma bolt to three
Plasma Pistol Rank 1
Plasma Pistol Rank 2
Weapons can be upgraded twice, from Rank 1 to Rank 3. However, to upgrade to Rank 3 another resource is required in addition to Blood Metal. I wish I could tell you more about that, but I really cant as I havent been privy to the information myself yet :)
Until next time, keep it metal.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Oh yes Valfaris is going to have a mech!
Its a skull-headed and fully-weaponised bipedal badass that youll get to pilot during a dedicated section. Heres the great big grinning goliath idling with destructive intent
This serious unit of heavy metal gear comes equipped with three weapons a head-mounted Soulwraith gun, a Star Fist melee weapon, and a flamethrower-styled flesh-burner called Soul Thrower. In addition to being able to shoot, pummel, and scorch enemies into oblivion, the mech can use its jets to jump and create a powerful ground blast.
Heres the mech in action, all guns blazing
Cant wait to do some serious stomping with this bad boy.
Until next time, keep it metal.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Well, this is very cool. Eurogamer recently posted a '6 Indie Games You Need On Your Wishlist' video and Valfaris is one of the featured picks. Here's the video if you want to give it a watch... https://youtu.be/D5Ix9A1ERyQ?t=7m48s It's fantastic to make the selection and be included alongside other great looking indies. Feel free to share the video with all your buddies and recommend that they heed Eurogamer's sage advice and stick Valfaris on their Wishlist :) Matt | Digital Uppercut Wishlist here: http://store.steampowered.com/app/600130/Valfaris/
EGX was the final stop on a busy Valfaris road-trip and, oh boy, it was good. Like, really good. We met and chatted with so many fantastic people and by the end of it we were absolutely buzzing by the reaction we got from pretty much everyone who took the time to play the demo.
Here are a few snaps from the show:
Above: Andrew's new artwork looked the absolute business on the stand
Above: We took it as a good sign that when people started playing they were reluctant to hand the pad to anyone else!
Above: Here's Thomas (programmer/designer) proudly brandishing a 'pick of the show' award from the fine folks at Ready Player 2
And Valfaris has already featured on a few lists of EGX highlights...
PushSquare: The Best Indie Games at EGX 2018
Game Hype: 10 Indie Games To Keep An Eye On
Love from the Röki devs, Polygon Treehouse: Team Röki at EGX
As well as giving us an opportunity to venture into the wild and meet with lovely folks, shows such as EGX are invaluable in terms of collating feedback and observing how players get on with the game.
Often elements of the design that seem obvious or easy to the dev team can – out in the field – often be misread, misinterpreted, too fiddly, too easy, too hard etc. So the chance to peer over peoples’ shoulders as they play can be a real eye-opener.
For example, in the Landing Pad area which was featured in the demo, programmer/designer Thomas noticed many players trying to interact with the lights that are dotted around the level, wrongly thinking they were switches or some other type of interactable element.
So, since EGX, Thomas has changed it, so the lights now break when shot, which they didn’t do before. Have a look-see:
A massive thank you to everyone who came to see Valfaris at EGX and PAX. And also an equally massive thank you to everyone supporting the game here on Steam.
Until next time, keep it metal.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
The Valfaris tour rolls on! Cologne (Gamescom) and Seattle (PAX West) are behind us, next stop is EGX, which is the UK’s biggest game event and it’s happening next week (Sept 21-23)!
If you’re heading to EGX, please do stop by, say hi, and – most important of all – play Valfaris. You’ll be able to find us at RZ4 (Rezzed South on the show guide).
A huge thanks to everyone who dropped by at PAX West for some Valfaris run-and-gun action. We were absolutely overwhelmed with the positive response and it gives us such a massive boost to know things are going in a good direction. And if you’ve joined the Steam community since playing at PAX – welcome! Happy to have you with us.
Here are a couple of PAX snaps...
In other news… Thomas and Andrew are now continuing work on the Hive, which we’ve seen glimpses of before but here, for the first time, is a look at the Hive Queen. And she is quite the beauty:
We'll be showing more of the Hive real soon.
Until then, keep it metal.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Howdy-do everyone.
Wanted to give a quick update before we head to Cologne for Gamescom, which kicks off next week. Andrew and Thomas have been going great guns on the levels we’ll be demoing to press (Landing Pad + Eco-Chambers), adding plenty of extra polish and shine. I’ve been playing the absolute shit out of the latest build and it continues to get better and better.
Andrew has also created the new artwork you can see above, which as well as being used for banner/display art for shows and expos etc., has also become the in-game title screen art. Here’s the GIF version, which shows-off just how badass Therion looks even when he’s idling.
After Gamescom is done, we’ll then be heading to Seattle for PAX West, where we’ll be showing Valfaris as part of the Indie MEGABOOTH official selection. It’ll be the first time the game will be publicly playable, which we’re all excited about. If you’re heading to PAX West, come see us and be one of the first lucky people in the world to go hands-on with Valfaris. We’d love to see you.
We’ll be at booth 763, which will be part of the Indie MEGABOOTH area. Here’s the IMB layout…
We’ve got a busy couple of weeks taking Valfaris on the road, but we are ready for action and can’t wait to start showing and sharing the game with folks.
Until next time, keep it metal.
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Hey! I have a trio of new GIFs to share from the Eco-Chambers and Hive areas of Valfaris. Please enjoy them at your leisure...
Above: Therion hangs by a save pedestal at the top of the Eco-Chambers while a couple of wibbly-faced foes eye him up
Above: This neon-azure cascade flows from a run-off pipe in the Hive
Above: Heads-up: the contraption mounted to this Hive warrior's back isn't a bubble machine
There should be more to show you from the Eco-Chambers and Hive real soon. Until then, keep it metal!
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Hey! A selection of new Valfaris screenshots has arrived, courtesy of programmer/designer Thomas. They look totally rad, so rather than just dropping them in the screenshot viewer unannounced, I wanted to share them with you all in a post along with a bonus caption for added context.
Here you go:
Above: Therion arrives on Valfaris – this is the very start of the Landing Pad level. He's standing on his Wolfship, ready to kick some ass!
Above: A lovely green-glowing weapons vat. These are scattered around Valfaris and where you'll be able to grab new weaponry and killamajigs to play with!
Above: The area below the landing pad continues the industrial metal aesthetic. Also, it looks a bit cobwebby down here...
Above: This cydog is one of the first hefty foes Therion encounters. See the holes on its back? Homing rockets come out of there. You'll want to avoid them if at all possible.
Above: This room triggers a lock-in where Therion is attacked by waves of enemies all wanting to vaporize him. Things get pretty messy in here. Lots of blood. Plenty of guts.
Above: Therion blasting away at some patrolling bombships on the Landing Pad. He's using the Hellwraith – a destroyer class weapon that spits out molten skulls.
Above: Doing some pruning in the Eco Chambers. Here Therion's using a pistol class weapon called 'Wolflight'. It explodes enemies and dispatches wispy-but-deadly ethereal wolf heads to seek and destroy other foes.
All these screenshots are taken from Valfaris' first two levels: Landing Pad and Eco Chambers. If you want to see more of those, give this 30-minute playthrough a watch:
https://youtu.be/NFwPgbO6a34
And as a little bonus tease, please enjoy this sneaky peeky at a hitherto unseen area at the top of the Eco-Chambers, which comes via Valfaris creator and chief art druid, Andrew Gilmour:
This area of the Eco-Chambers is known as the Hive. Have to say that I am really loving those colors! The weaponised bug-faced dude in the GIF below is a Hive warrior.
Man, it is looking so good! Really can't wait to play and share some more Valfaris with you soon!
Until then, keep it metal!
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Hey everyone The highlight of my week has undoubtedly been getting to spend some serious quality time with the latest build of Valfaris. And I'm happy to report that it's coming along very nicely indeed. But you don't need to take my word for it – I grabbed 30 minutes of gameplay footage so you can check it out for yourself in the video below... https://youtu.be/NFwPgbO6a34 Like what you see? We really hope so. Feel free to leave comments in the designated area. Would love to know what you think. m/ Keep it metal m/ Matt | Digital Uppercut Wishlist here: http://store.steampowered.com/app/600130/Valfaris/
So here's a totally rad GIF of Therion respawning at one of the checkpoints in the area of Valfaris known as the Eco Chambers:
Checkpoints are going to be located fairly generously throughout Valfaris. However, in order to become operable, they need to be activated with a Save Crystal.
You'll be able to find Save Crystals scattered around the levels (some easy to find, others harder to spot), but you'll only be able to carry a maximum of three at a time. Do you use your last Save Crystal now or do you forge forward and try to make it to the next checkpoint? Play it safe or play it risky? The choice will be yours!
As well as being markers to save your progress, checkpoints will also give you a chance to change your weapon loadout and apply upgrades. I'll have more info about that in a future post.
Until then, keep it metal!
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Hey everyone Want to see what a Valfaris character looks like before it gets 2D-ified for its in-game appearance? Of course you do. The triple-headed potbellied brute you see below is a Tomb Keeper. He keeps Valfaris' subterranean tombs nice and tidy by eviscerating anyone who dares stray into them.
Greetings, followers of the V!
The delivery of new Valfaris code from the dev dudes at Steel Mantis (aka Andrew Gilmour and Thomas Jenns) is always cause for wild excitement and frantic plugging-in of game pads at Digital Uppercut HQ, but the latest build prompted even more crazy-eyed rejoicing than normal as it included not one but TWO brand new work-in-progress levels for us to check out.
I can't reveal too much – I've been fitted with a special collar that will cause my head to explode if I start divulging secrets – but what I can say without fear of my brain going blastwards is that it's all looking pretty effin' sweet.
But don't take my word for it! Glance your eyes downwards and behold... *activates dry ice and strobe lighting*... THE TOMBS.
Hell YES it looks good! And here's an early tip you can have for free: see that stone dude with the giant fists made of solid, bone-crushing rock? Yeah, he's not your friend.
So that's a first look at The Tombs. What about the other new level? Well, don't tell anyone I told you because it's still top secret, but it's called the Sp...*increasingly rapid beeping sound*...
>>>>>!!!BOOOOOOM!!!<<<<<
Matt | Digital Uppercut
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
Brace for impact! Hot new Valfaris GIFs INCOMING!
The dev team at Steel Mantis is busy building and populating the floating fortress of Valfaris and, oh boy, things are coming along very nicely indeed.
Check out the cityscape spires silhouetted by that brilliant orange sun:
It's a pretty picture, for sure, but let's not ignore all the skulls, bones, blood, and other trademark gothic touches in the foreground that are keeping things METAL!
And check out how formidable this Drone Master looks:
As if its sheer size isn't terrifying enough, this armor-clad bad-ass appears to be armed with a weapon that's twice as big as Therion and its pincer-fist looks like the perfect tool for dismembering human flesh-bags.
There's going to be plenty of stuff to blasterize, flamerate, and explodicute in Valfaris. So it only makes sense that Therion will have an array of awesome killamajig weaponry at his disposal to ensure he'll be able to slaughter and liquidize as messily and funly as possible.
Here's a sneaky work-in-progress looksee at two of Therion's tools for dishing out MAXIMUM GUNISHMENT!!!
Beam weapon:
Tendril weapon:
We'll be sure to share more of Valfaris' mighty murder-gadgets with you soon.
Matt | Digital Uppercut
x
Wishlist here:
http://store.steampowered.com/app/600130/Valfaris/
...but Therion rocks harder!!!
m/ >_< m/
Wishlist here!
http://store.steampowered.com/app/600130/Valfaris/
Give your ocular muscles an extreme workout with a couple of new and AWESOMELY POWERFUL work-in-progress GIFs of Valfaris' Power Chambers level.
Main man Therion catches a few splashes from an energy well:
Don't just stand there Therion – blast the horned vat and grab that gun:
Until next time – STAY POWERFUL!!! (and, if you haven't already, add Valfaris to your Wishlist to receive our intangible but incredibly powerful vibes of appreciation.)
Matt | Digital Uppercut
x
Preview of the Biomech Jelly boss! And also the most phallic gif you will see all day. We hope ;)
http://store.steampowered.com/app/600130/Valfaris/
Hi guys! We are assuming it's OK to post about Valfaris on here too since we are the same dev team so we will post same community announcements here as on the Valfaris community, until people start baying for our blood!
=====
Great to be in such awesome company, and more importantly nothing with anywhere near as much metal or space gibs.
http://www.indiedb.com/games/unto-the-end/features/the-indie-games-of-e3-2017
Round up of E3 coverage incoming!
m/
Wishlist here!
http://store.steampowered.com/app/600130/Valfaris/
The entire Steel Mantis & Digital Uppercut team is saturated with cosmic hype to announce Valfaris, a heavy metal infused 2D action-platformer and the next game from Steel Mantis! (The guys who brought you Slain: Back from Hell)
Valfaris is set in a far corner of space on a once-opulent floating citadel, which has become tainted with a powerful evil.
The game will blend brutal combat, cursed environments, twisted enemies, awesome pixel art, and a seismic soundtrack from former Celtic Frost guitarist, Curt Victor Bryant, so expect riffs with enough metal to tear the galaxy a new wormhole.
Steam Page http://store.steampowered.com/app/600130/Valfaris/
Wishlist now for maximum absolute magnitude!
You can also follow on Twitter @ValfarisGame
Hey there!
Just wanted to make you folks aware that a physical version of Slain: Back From Hell is now available courtesy of a Signature Edition. It is PS4 only, but perhaps some of you dabble on Sony's box, or have a PS4-owning buddy who could do with some heavy metal hack n slash action in their lives.
As well as a region-free PS4 version of the game, the bundle includes the OST CD, an artbook, and an outer sleeve with Andrew Gilmour's signature.
More info about it here: Slain: Back From Hell - Developer Signature Edition
Thanks!
Matt - Digerati
Total Biscuit gave Slain the 'Never Too Late' Award for the Most Improved Title of 2016! Obviously it's very nice to be recognised by such a prominent influencer. Thanks to everyone again for sticking with the game while we fixed it! (Slain features at 2:32:06) https://youtu.be/w65sF8vxYeU
Slain: Back from Hell has been nominated in the Best 2D Visual Experience category at the 2016 Unity Awards along with a bunch of other sweet looking titles! All the art was done by Andrew and Andrew alone! So well done to him! Obviously he is incredibly happy to receive this nomination. Please sign in and vote for Slain here! - https://unity3d.com/awards/2016 m/
Due to all the support from the PC community we managed to rescue Slain, turn it into what you now know to be Slain: Back from Hell, port it and ship it on PS4 today (in the US, EU tomorrow). Obviously this is a PC community but we just wanted to say another massive thanks to everyone, customers old and new, for the feedback and support and for sticking through the more 'difficult' parts of post launch and helping us get to here, we could not have done it without all the incredible help from you guys. Word to the Great Horned Metal God Slain PS4 game Page - https://www.playstation.com/en-us/games/slain-back-from-hell-ps4/ US Sony Blog Post - http://blog.us.playstation.com/2016/09/19/slain-back-from-hell-out-september-20-on-ps4/ EU Sony Blog Post - https://blog.eu.playstation.com/2016/09/19/heavy-metal-inspired-action-title-slain-back-from-hell-unleashes-on-ps4-this-week/ Vita and XB1 versions are on the way (and sorry if a console post on here upsets anyone! :) )
Slain: Back from Hell is now live on GOG.com All existing GOG customers will receive a free gifting code too. Go to Slain: Back From Hell in your library and click on the box for a message that contains your gift code. https://www.gog.com/game/slain PS Apologies for posting about GOG on here guys but since we have had a good number of requests about the GOG version on updates and patch notes on here I thought it made sense!
Hi everyone, The Linux version is now available! Sorry for the wait Linux users, and thanks for your patience! Due to lack of resources, it's been hard to test this version to the extent that I would like, and I'm unsure of how well it will work with different control pads. Please let us know any problems you experience in the Bugs / Glitches thread on the discussion board. Here's what's changed in the latest patch (which is applicable to all 3 platforms):
Hey guys, The Back From Hell release is now available for OSX! The PC version has also been updated with a few fixes:
Today's Deal: Save 40% on Slain: Back from Hell!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
Hey there, A new update is now ready for you to download! It mainly consists of fixes for bugs that have been found over the past couple of days:
Hey everyone, Here's a list of the bugs that we're working on, that should be fixed within the next day:
Hello there! Firstly, about the Mac and Linux versions...they are coming! They'll be ready soon, in a week or so. Sorry for the delay on that. Thanks for your feedback on bugs that you've been experiencing. We're going to release an update within the next few days that'll fix some of these problems. Please keep on posting any bugs that you find! Also, we are aware of the Xbox One controller issue and will be working to resolve that as soon as we can.
OK, the Day Of Darkness, The Hour of Despair, The Moment of Truth is finally here... The long-gestating update for Slain about to drop! As a burnt offering and heartfelt ‘thank you’ to those that have been with us from the start at 11am PDT/1pm CDT/7pm GMT we’re giving each and every pre-existing purchaser of Slain on Steam a free gifting code, so you can bestow a copy on your most hardcore gamer buddy. All New Trailer: https://www.youtube.com/watch?v=I5NakGttzWg&feature=youtu.be This set of augmentations and fixes has turned into something much deeper than just a ‘patch’ - it’s more like a re-launch, hence the game’s new name. Our aim is that it will address every issue within gameplay, visuals, audio and functionality to bring Slain up to the highly polished standard we always intended it to be. We’ve significantly changed and improved pretty much every single element of the game’s look and feel in the last two months and endeavoured to assimilate all of your (very useful) feedback – below is a summary of what’s been worked upon. STRUCTURE • Difficulty curve has been completely re-calibrated. • Checkpoint spacing has been re-regulated to allay difficulty spikes. • Comprehensive review of health/mana pick-up frequency and placement to ensure improved balance. • Total overhaul of tutorial elements. ENEMIES • More complex and challenging behaviours for nearly all enemies, including added secondary attacks and augmented AI. • Four brand new highly lethal enemy types. • More challenging flying creature attack patterns • Cursed Souls will steal Mana instead of damaging the player. BOSSES • Comprehensive additions and refinements to all existing boss encounters. • 3 all-new bosses, including an epic multi-stage battle with the villainous Lord Vroll! FUNCTIONALITY • Hit detection improvement between Bathoryn's weapons and enemies CONTROL • Weapons can be switched whilst on the move. • Jump height is now controllable. • Subtle refinements to hero’s movement characteristics to increase ‘feel’. COMBAT • ‘Brutal Attack’ introduced that requires skilful timing to execute, provides huge visual reward and inflicts massive damage. • New parry ability and ensuing Critical Strike riposte. • Fireball and magical bolts can now be reflected back to the target with a carefully-timed sword swing. • Enemies have vulnerability to steel, ice or flame weaponry, necessitating tactical switching on the fly. • Larger creatures can be hit in the head for extra damage. • Dedicated block button. • ‘Dash back’ now more responsive and effective. MANA • Mana can be harvested from enemies that are killed by high-value attacks • Mana Spirit now has two levels of power and can carve straight through enemies. • Mana abilities now on dedicated Mana button. VISUALS • Improved hit impact animation feedback from enemies. • 'Correct' elemental weapon usage particle splash and positive audio feedback effects. • General improvement in smoothness and quality of character animations. • Seamless scene transitions. • Backgrounds no longer blend with the foreground and characters. • Aesthetic and practical overhaul to many characters. • Two scan line modes for that authentically retro CRT look. AUDIO • Almost 100% revamped audio – a multitude of additional sound effects, ambient sounds and new music (including extra tracks from Curt Victor Bryant over the next few weeks). • Improved sound balance between music and effects. CAMERA • Camera now keeps Bathoryn in-frame when falling and shifts position in anticipation to avoid ‘leaps of faith’ FRONT END • Overhauled Save system • Comprehensive options functionality. • Tutorial recap function. NARRATIVE • 100% re-scripted dialogue. • Additional background lore • Fleshed-out story denouement and enigmatic epilogue. REWARDS • New multi-part pickup with valuable gameplay effect hidden in secret challenge areas • Headbang to honour victory - in the name of the Great Horned Metal God! ACHIEVEMENTS • 30 Merciless Steam Achievements! You can read in even more detail the entire devlog of the changes here: http://steamcommunity.com/app/369070/allnews/ Obviously we’ve been striving hard to iron out any bugs, glitches and wrinkles in the code but if you spot anything weird or have any feedback at all then please don’t hesitate to report it via the pinned topic here: http://steamcommunity.com/app/369070/discussions/0/353915309352468427/ And remember – ALL HAIL THE GREAT HORNED METAL GOD
Hey there everyone! We've been very busy this week. Here's what we've been working on:
Hi everyone, it's time for a weekly update! I don't have a great deal to show you this week as some of the stuff we've been working on is top secret! We don't want to spoil all of the surprises! Here're some other things that we've been up to:
Hey there everyone! Here's what's been going on this week:
Hey everyone! This week's updates:
Hi everyone, here's what's been going on this week:
Hey there everyone,
This week has been dedicated to creating a final boss encounter. You can't have an action platformer without an epic final boss, so here it is:
WARNING, SPOILERS AHEAD!!
[spoiler]
Vroll is not only a skilled dual wielding swordsman, but also a master of fire and ice magic. You'll need to face him in melee whilst avoiding his plethora of deadly spells.
It's not over yet though. After defeating Vroll he will morph into his dragon form!
As you can probably guess, this will be the most challenging encounter of the game. You'll need to turn his attacks against him, and try not to get crushed or burnt to death in the process!
[/spoiler]
See you next week with some more updates!
Things are coming together nicely and we will start post some gif updates again over the next few weeks! Thanks for all your support people...wonky launch yes, but Slain! is going to be the game you all wanted and deserve very soon...
Hi everyone, here's some new stuff that we've been working on this week:
Hey everyone, here's what's been going on with Slain this week:
Hi guys, We have decided to put Slain! on Sale at the same discount we had a launch. We have been paying attention to the community and have seen a large number of people who held off purchasing (due to our rather difficult launch) saying they will now buy they game. So we wanted to give those a chance to pick up the game at the same discount the launch supporters picked it up at. Patch 1.25 has just been released with 1.5 coming and 2.0 within about 6 weeks. Even though the game is still not up to our original vision, 2.0 will make the game as intended (maybe even better given all your great feedback)... purchasing now is really helping us finish development quickly so we can get you guys the game you deserve! Thanks a lot!
Hi everyone, We have a new patch out! Patch 1.25. We wanted to get you the improved gamepad support as quickly as possible, so here it is! Updates in this patch:
Hi everyone,
Since the release of Patch 1 we realise that for many of you, your gamepads are not being recognised by the game. We're working hard to fix this and are currently implementing a menu that will allow you to fully customize your gamepad controls. We want everyone to enjoy the game as soon as possible so we're going to release a patch between now and Patch 2: Patch 1.5! It'll be available 3 weeks from now.
This will also be released for Mac OS and Linux, which are currently not up to date with the latest patch. Sorry about that, all 3 platforms will be updated together from now on!
As well as fixing the gamepad issues, we've been working on some cool new features.
There is now a dedicated block button, which will allow you to defend yourself against a number of projectiles and melee attacks. A perfectly timed block will cause your opponent to become staggered, allowing you to step in and perform a powerful counter-attack:
See you next week!
Hi everyone, Thanks for your patience, support and suggestions for Slain! We’ve been working hard addressing the issues in the game and have now completed the first phase of that process. Since Wolfbrew Games stepped back from development we’ve built a new team hellbent on giving you the product you expected and deserved. Insanely talented lead artist Andrew Gilmour is still in charge of the project, alongside myself on coding duties, veteran audio maestro Barry Leitch (who’s also written a new track for the game) plus a squadron of new detail-obsessed playtesters. The updates we’ve got planned have had to be split into separate patches, purely for practical reasons (mainly the difficulty of deciphering someone else’s legacy code). The changes that have been made are: Patch 1 - Out now! This update fixes the functionality problems of the game, plus tightens up and expands other key aspects. CONTROL
Hi again, it's time for more updates!
Here's what we've been working on this week:
Hello again, it's time for some more updates! What we've been doing this week:
Hi everyone, I'm the new programmer. I'm really excited to help get Slain to where it needs to be! Having evaluated the game and also having looked through the comments, it's clear that some issues are of far greater urgency than others, so we're working hard to resolve those first. What we've done so far:
Hi peeps. Sorry for radio silence! We have been interviewing for a programmer and did not want to start talking solid plans before we had found our programmer and he could confirm exactly what is achievable in given time frames. Obviously there were some major troubles towards the end of development, and given the amount of slippages there had already been , we (wrongly) decided the right idea would be to ship and patch fast based on feedback, but then we lost our programmer...in hindsight Early Access would've been the way to go. Again, we spoke about this internally but (wrongly) decided against it. We are a new team and have learnt an awful lot throughout this process, and its really sad that our learnings came at the price of your confidence in our ability and our image. But after 10-12 weeks Slain! will be the product we all hoped it would be first time round. Below is an outline of the first patch...we are aiming to deliver this within 5 weeks. Depending on how smoothly this goes...we will then outline Patch 2 and take some thoughts/suggestions from you! Patch 2 focused on playability rather than functionality and should be delivered within 6-8 weeks from delivery of patch 1. Patch 1 Fix keyboard input lag. A controls diagram for joypad and keyboard in the options menu (changes depending on the currently connected joypad). 2 key layouts to choose from for the keyboard and each joypad. Joypad users will be able to choose whether to use the control stick or d-pad. A more detailed control tutorial plus less vague combat hints. Saving player progress at checkpoints, plus fixing any other bugs related to saving. Menu option to quit back to HUB on levels that have been passed (appears after completing Bloodgrounds). Saving symbol when game is saving. Fix checkpoint bug and any other bugs that turn up. New level transition art. New font. Improved tutorial. Improve dialogue / script. Fix SFX volume. Cross fading from one scene to the next. New SFX
As of this week we will be using an updated SFX professional. We don't have a timeline on the SFX re-haul but it will start this week. As soon as we know the date it will be delivered we will let you know! The first patch is going to take care of: bugs, in game text, control pad, transition screens in game and we will also be looking at Keyboard lag and menu bugs, again this is in the works but don't have an exact date. We will let you know as soon as we do. We are of course looking at the combat system and some other additional issues, but do not have specifics or timelines as final decisions have not been made.
Hi guys,
Thanks a lot for all your feedback so far. I am currently going through all feedback on forums and customer reviews and collating it while Andrew and Asa are working on the first patch.
It is obviously sad to see many of you are unhappy with the experience so far and we will be doing everything we can to bring Slain! up to a standard you are happy with. We have worked on this game for nearly 3 years so please know we will be making every effort possible.
Regarding the lag, please play the game on 'fastest' graphics for now as we think the optimization issues coupled with the style of combat we were aiming for is causing the game to seem laggy. We understand the controls aren't what a lot of you expected and we will be working to fix this.
As for the lack of controller layout, we spoke in depth about this and thought the prompts in the Blood Grounds would be enough to teach the controls, we wanted people to learn the controls by playing the game. Rather than just being told them, again...this was a conscious choice and we have not executed correctly. And is something that will be addressed. For now, please see this controller layout...
Block is only intended to work against projectiles and AOE attacks, again this is something we wanted the player to learn by playing, rather than being told.
The SFX level is also going to be looked at ASAP.
We will be posting a video in the next few days of Andrew playing through the Blood Grounds and talking through his design decisions in the next few days! Thanks for support so far and again, we are listening to everyones feedback so keep it coming. Thanks
Hi guys,
Thanks a lot for all your feedback so far. I am currently going through all feedback on forums and customer reviews and collating it while Andrew and Asa are working on the first patch.
It is obviously sad to see many of you are unhappy with the experience so far and we will be doing everything we can to bring Slain! up to a standard you are happy with. We have worked on this game for nearly 3 years so please know we will be making every effort possible.
Regarding the lag, please play the game on 'fastest' graphics for now as we think the optimization issues coupled with the style of combat we were aiming for is causing the game to seem laggy. We understand the controls aren't what a lot of you expected and we will be working to fix this.
As for the lack of controller layout, we spoke in depth about this and thought the prompts in the Blood Grounds would be enough to teach the controls, we wanted people to learn the controls by playing the game. Rather than just being told them, again...this was a conscious choice and we have not executed correctly. And is something that will be addressed. For now, please see this controller layout...
Block is only intended to work against projectiles and AOE attacks, again this is something we wanted the player to learn by playing, rather than being told.
The SFX level is also going to be looked at ASAP.
We will be posting a video in the next few days of Andrew playing through the Blood Grounds and talking through his design decisions in the next few days! Thanks for support so far and again, we are listening to everyones feedback so keep it coming. Thanks
Thanks for your patience guys! Apologies for the slight delay. There will be updates coming very soon.
Thanks for your patience guys! Apologies for the slight delay. There will be updates coming very soon.
Slain! is Now Available on Steam and is 10% off!*
A heavy metal inspired combat with puzzle elements and gore galore. Stunning visuals and true old school gameplay with classic arcade combat accompanied by the most metal soundtrack you've ever heard. Prepare to be Slain! Will you accept the challenge...
*Offer ends March 31 at 10AM Pacific Time
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