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NEW GAME FROM SLAIN: BACK FROM HELL DEV IS OUT NOW!

The new game from Slain: Back From Hell developer Steel Mantis has arrived! Pilot a behemoth suit forged of metal and vanquish the evil that has unleashed chaos upon the cosmos. Become the machine's beating heart and its venegeful rage.


SUIT-UP AND UNLEASH MECHA HELL!


Valfaris: Mecha Therion has launched and is available to purchase now for $19.99 USD. There's a 10% discount for a limited time. Also, the two previous games from developer Steel Mantis are both heavily discounted right now and you can pick up the complete trilogy in the following bundle: Slain: Back From Hell, Valfaris, Mecha Therion Bundle https://store.steampowered.com/bundle/12286/ A 2.5D side-scrolling shooter, here's just some of what Valfaris: Mecha Therion has to offer:
  • A formidable selection of Destroyer, Melee, and Auxiliary weapons to choose from
  • Endless waves of enemies to annihilate, and powerful bosses to pulverise
  • Module add-ons to further enhance and upgrade the suit's capabilities
  • A colourful alien world brought to life by the stunning and unmistakable art of Andrew Gilmour
  • Awesome and uncompromising metal soundtrack from series composer Curt Victor Bryant
  • Three difficulty modes to accommodate most skill levels
  • 12 language options (and Polish coming soon!)

TRAILER


[previewyoutube=BKd9QdPpY4k;full][/previewyoutube]

REVIEWS


A fantastic follow up that still nails the feeling of the original regardless of the genre change 9/10 WayTooManyGames Never takes its foot off the pedal 9/10 GodisaGeek A blood-pumping, head-banging, monster-bashing sequel... Steel Mantis has graciously transformed Valfaris into a brutal 2.5D Shmup while keeping the identity of the original intact 80/100 Gameffine One of the most accomplished shooters that Ive played in a long time 9/10 GameGrin It's metal, it's ridiculous... An awesome shoot-'em-up 8.5/10 Worthplaying

LINKS


Check out our handy starter guide Leave any feedback for the dev's here or on their discord channel Bugs can be reported here or on the dev's discord

DON'T FORGET!


If you play and enjoy Valfaris: Mecha Therion, feel free to leave a review. It really helps! Thanks for your support. We hope you have a blast! Matt | Big Sugar https://store.steampowered.com/app/1647920/Valfaris_Mecha_Therion/


[ 2023-11-21 18:37:29 CET ] [ Original post ]

NEW GAME FROM SLAIN: BACK FROM HELL DEV HAS A RELEASE DATE!

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

WISHLIST AND FOLLOW!


https://store.steampowered.com/app/1647920/Valfaris_Mecha_Therion/


[ 2023-11-07 15:56:28 CET ] [ Original post ]

JOIN THE DEVELOPER DISCORD!

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

WISHLIST AND FOLLOW!


https://store.steampowered.com/app/1647920/Valfaris_Mecha_Therion/


[ 2023-08-16 17:00:04 CET ] [ Original post ]

DIGERATI PUBLISHER SALE! GET 85% OFF SLAIN: BACK FROM HELL!

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


[ 2023-05-30 12:37:31 CET ] [ Original post ]

SCREAM FEST: MASSIVE 85% DISCOUNT!

Slain: Back From Hell is participating in the Steam Scream Fest, which starts today and runs until 1st November!


You're going to be able to grab it with a huge 85% discount for the duration of the event, so if you've been holding out for the last six years for a deep discount - congratulations, your patience has been rewarded! Don't forget, the team behind Slain: Back From Hell and Valfaris are currently working on a new game in the series Valfaris: Mecha Therion. Be sure to click the widget below for a closer look. All hail! Matt | Digerati

WISHLIST AND FOLLOW!


https://store.steampowered.com/app/1647920/Valfaris_Mecha_Therion/


[ 2022-10-25 16:24:50 CET ] [ Original post ]

NEW GAME FROM SLAIN: BACK FROM HELL DEV FIRST TRAILER AND INFO!

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

WISHLIST AND FOLLOW!


https://store.steampowered.com/app/1647920/Valfaris_Mecha_Therion/


[ 2021-08-25 17:56:07 CET ] [ Original post ]

Valfaris post: Now available for Xbox One!

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/


[ 2019-11-15 13:18:45 CET ] [ Original post ]

Valfaris now on PS4! (and coming soon to Xbox One)

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/


[ 2019-11-05 16:36:42 CET ] [ Original post ]

PSA: Valfaris is out now!

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:

"Blew me away... Valfaris is metal as fuck"


Saving Content 5/5

"The badass baby of Iron Maiden and Contra. It rocks"


Vice Waypoint

"The most metal game youll play this year. Its absolutely worth checking out"


Gaming Age 91/100

"Not only one of the best action games of the year, but also one of the best side-scroller shooters in over three decades"


Boomstick Gaming 9.3/10 Mmmmm, delicious quotes. In addition to the regular version and for anyone that wants to go maximum metal, a Valfaris: Digital Deluxe Edition is available to download for PC that includes the game, original soundtrack and digital art book.
  • Digital Art Book: From concept sketches to final in-game imagery, this collection showcases the work of Valfaris developer Steel Mantis. Get a closer look at weapon, enemy, and environment art, as well as previously unseen and unused! designs.
  • Original Soundtrack: Composed and recorded by former Celtic Frost guitarist Curt Victor Bryant, enjoy the savage sounds of Valfaris. The OST features 20 original tracks, including 'Extreme Vehemence' and 'Chronic Dissolution'.
Here's a sneaky snapshot of some of the Art Book pages:
The Valfaris: Digital Deluxe Edition is priced $35.97 and will be available with a 10% launch discount for a limited time. And the good news doesn't stop there. No siree. Steel Mantis is currently working on a New Game+ mode for Valfaris called Full Metal Mode, which will be released as a free update at some as-yet-unconfirmed point in the near-ish future. Full Metal Mode will unlock upon completion of the game, or will be unlocked straight away when installed if a 'Game Clear' file is present. Here's a brief summary of Full Metal Mode:
  • All weapons, upgrades, and upgrade items will be carried over
  • Enemies and bosses will be more aggressive
  • Player will take more damage
  • Players will have access to an additional Destroyer class weapon
As soon as I have more details about Full Metal Mode, I'll be sure to share them with you all here. Aaaaaand, that's about everything for now. A huge heartfelt thanks to everyone who has supported Valfaris along the way to its launch. It's been magical and, more importantly, very fucking metal. Enjoy Valfaris! Matt | Big Sugar https://store.steampowered.com/app/600130/Valfaris/


[ 2019-10-10 18:41:07 CET ] [ Original post ]

Valfaris post: You can now add Valfaris to your Nintendo Switch 'Watch List'


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/


[ 2019-10-02 19:27:09 CET ] [ Original post ]

Valfaris post: Release date confirmed! New trailer! YAAAAAAAAAS!

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/


[ 2019-09-26 15:16:04 CET ] [ Original post ]

Valfaris post: Signature Edition now available to pre-order for Switch and PS4


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:

The physical versions are expected to ship mid-November. We will also have a release date for the Steam and other digital versions very soon, hopefully in the next week or so. We want to be sure the release date is fully locked down before we share what it's going to be. Thanks everyone for your patience! Matt | Big Sugar https://store.steampowered.com/app/600130/Valfaris/


[ 2019-09-21 10:10:27 CET ] [ Original post ]

Valfaris post: How to wield the shield like a boss

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/


[ 2019-08-31 06:36:40 CET ] [ Original post ]

Valfaris post: GIFs of metal: Eco Domes danger! Plus, closed beta is closing


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/


[ 2019-08-10 07:54:37 CET ] [ Original post ]

Valfaris post: GIFs of metal: Keeping it chill

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/


[ 2019-07-20 19:32:50 CET ] [ Original post ]

Valfaris post: Meet the boss: Itnan


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/


[ 2019-07-08 13:13:26 CET ] [ Original post ]

Valfaris post: GIFs of metal: Hail the Skysplitter!


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/


[ 2019-06-29 18:52:34 CET ] [ Original post ]

Valfaris post: GIFs of metal: Cathedral stand-off


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/


[ 2019-06-22 18:17:11 CET ] [ Original post ]

Valfaris post: Bringer of Mayhem wrap-up video, pics, and the PC Gaming Show!


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/


[ 2019-06-15 15:07:19 CET ] [ Original post ]

Valfaris post: New trailer! Sign-up for the closed beta!

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/


[ 2019-06-10 18:26:41 CET ] [ Original post ]

Valfaris post: 7 questions with Valfaris artist and game designer, Andrew Gilmour


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/


[ 2019-05-18 12:58:26 CET ] [ Original post ]

Valfaris post: 7 questions with Valfaris programmer and designer, Thomas Jenns


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/


[ 2019-05-04 14:57:06 CET ] [ Original post ]

Valfaris post: New level sneaky peaky! GDC coverage!


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:

Until next time, keep it metal. Matt | Digital Uppercut Wishlist here: http://store.steampowered.com/app/600130/Valfaris/


[ 2019-04-13 08:17:12 CET ] [ Original post ]

Valfaris post: GIFs of metal secret area, glowing fauna, stone golem


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/


[ 2019-03-16 11:38:49 CET ] [ Original post ]

Valfaris post: GIFs of metal jellies, bugs, plants

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/


[ 2019-02-23 10:07:27 CET ] [ Original post ]

Valfaris post: Making the Bringer of Mayhem progress on our replica weapon

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/


[ 2019-02-02 10:14:37 CET ] [ Original post ]

Valfaris post: GIFs of metal

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/


[ 2019-01-26 10:57:19 CET ] [ Original post ]

Valfaris post: Bringing the Bringer of Mayhem to life were making a (model) gun


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/


[ 2019-01-12 20:23:20 CET ] [ Original post ]

Valfaris post: Were keeping the Valfaris demo live into 2019


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/


[ 2018-12-31 18:05:37 CET ] [ Original post ]

Valfaris post: Valfaris demo is live and ready to download


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

  • Experience the whole of the games first level the Landing Pad
  • Decimate an array of accursed enemies
  • Wield the Hellwraith a heavy weapon that drips blood and fires molten skulls
  • Discover cunningly concealed secret areas
  • Take on the Junk Gargoyle a cycloptic boss with a penchant for scrap metal
  • Headbang (of course)
  • Treat your ears to a sample of the games OST, recorded by Curt Victor Bryant
We also vigorously encourage you to share the demo love by grabbing screenshots, recording videos, streaming, baking a Therion cake, getting Valfaris demo is live tattooed on your body anything to spread the word. Finally, if after playing the demo you have a build-up of feedback in your brain that youd like to share with us, youll find a give feedback option at the end of the demo. In non-demo related news, weve also launched a Valfaris website. Its live now and can be perused at this location: https://valfarisgame.com/ Enjoy the demo! Matt | Digital Uppercut Wishlist here: http://store.steampowered.com/app/600130/Valfaris/


[ 2018-12-14 13:28:10 CET ] [ Original post ]

Valfaris post: Sneak a peek at the opening cinematic

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/


[ 2018-12-01 15:08:55 CET ] [ Original post ]

Valfaris post: Weapon upgrades

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/


[ 2018-11-03 19:06:01 CET ] [ Original post ]

Valfaris post: Check the mech!

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/


[ 2018-10-16 19:45:34 CET ] [ Original post ]

Valfaris post: Valfaris features on Eurogamer's '6 Indie Games You Need On Your Wishlist' video

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/


[ 2018-10-03 17:20:03 CET ] [ Original post ]

Valfaris post: EGX round-up, plus destructible lights!

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/


[ 2018-09-29 17:01:41 CET ] [ Original post ]

Valfaris post: PAX was a blast. EGX is next. Plus, say 'Hi!' to the Hive Queen

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/


[ 2018-09-14 18:27:53 CET ] [ Original post ]

Valfaris post: Valfaris at Gamescom and PAX West


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/


[ 2018-08-18 16:07:19 CET ] [ Original post ]

Valfaris post: Look alive! I bring GIFs from the Hive!

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/


[ 2018-06-30 18:52:44 CET ] [ Original post ]

Valfaris post: New screenshots! Beam them into your eyes! Feast on them!

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/


[ 2018-06-16 17:52:14 CET ] [ Original post ]

Valfaris post: HELL YES – it's gameplay time!!!

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/


[ 2018-05-26 15:58:03 CET ] [ Original post ]

Valfaris post: Check it out – a checkpoint!

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/


[ 2018-02-18 22:26:32 CET ] [ Original post ]

Valfaris post: Tomb Keeper – Before and After

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.

TOMB KEEPER: BEFORE



As you can see, it's rendered here as a low-poly 3D model. After the initial sketch concept phase, this is how Andrew [Andrew Gilmour – dev druid/art warlock] likes to start working on Valfaris' characters. When he's happy with how it looks, he extracts the pixels and sets about bringing it to life in the game.

TOMB KEEPER: AFTER



And, after its preliminary three-dimensional fling, here's the Tomb Keeper in all his flattened (but still fully enfattened) 2D pixellated glory. A hulking colossus of an adversary that towers formidably over Therion. I should point out the game is still deep in development so everything you see here is work-in-progress and may not fully represent how ass-kickingly awesome the final version will be. Oh, and I don't think it's too late to wish everyone a happy New Year and all the best for 2018! Matt | Digital Uppercut Wishlist here: http://store.steampowered.com/app/600130/Valfaris/


[ 2018-01-13 20:22:00 CET ] [ Original post ]

Valfaris post: New level reveal – The Tombs

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/


[ 2017-11-18 23:36:20 CET ] [ Original post ]

Valfaris post: Cyber city looking pretty (in an insanely metal way, of course)

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.

m/ BONUS BEHIND-THE-SCENES PICTURE m/



That's all for now. We hope you like what you see. More updates soon, but in the meantime, keep it metal. Matt | Digital Uppercut Wishlist here: http://store.steampowered.com/app/600130/Valfaris/


[ 2017-09-30 22:20:53 CET ] [ Original post ]

Valfaris post: Stuff to kill stuff – Beam and Tendril Weapons

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/


[ 2017-07-22 15:47:31 CET ] [ Original post ]

Valfaris Post: The Moon rocks...

...but Therion rocks harder!!!
m/ >_< m/ Wishlist here! http://store.steampowered.com/app/600130/Valfaris/


[ 2017-07-15 19:34:32 CET ] [ Original post ]

FEEL THE POWER!!! (of these Power Chambers gifs)

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


[ 2017-07-11 10:02:29 CET ] [ Original post ]

Someone turn the heat down would ya.


User Testing


In about a months time we will be ready for our first round of closed user testing. If you are interested in being a part of development and helping us make Valfaris taste like intergalactic heavy metal mayhem flavoured space gibs ,just fill in this form below. Many thanks and hugs from the team! https://docs.google.com/forms/d/e/1FAIpQLSf44zvJDqNY96HFwckwSPWy5RqzreSBt3IM-GPPDvkVzfKK0A/viewform?usp=sf_link


[ 2017-07-01 19:57:43 CET ] [ Original post ]

Valfaris Post: Deep in the Power Chambers...


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/


[ 2017-06-17 21:17:11 CET ] [ Original post ]

Valfaris featured on IndieDB list.

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/


[ 2017-06-17 01:28:52 CET ] [ Original post ]

Valfaris is announced! m/


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


[ 2017-06-13 19:02:06 CET ] [ Original post ]

Could give you a nasty nip...



[ 2017-05-05 09:49:22 CET ] [ Original post ]

Hmmm. This looks interesting...



[ 2017-03-31 13:55:34 CET ] [ Original post ]

Slain: Back From Hell - On a disc! In a box!

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


[ 2017-02-17 17:50:05 CET ] [ Original post ]

Slain wins award in Total Biscuit's Arbitrary Video Game Awards!

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


[ 2017-01-02 12:21:36 CET ] [ Original post ]

Slain: Back from Hell nominated for Best 2D Visual Experience

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/


[ 2016-10-06 21:17:28 CET ] [ Original post ]

Slain: Back from Hell out on PS4 now

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! :) )


[ 2016-09-20 19:08:56 CET ] [ Original post ]

Weapon Study!



[ 2016-09-03 19:10:45 CET ] [ Original post ]

Slain: Back from Hell now live on GOG

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!


[ 2016-08-19 13:05:58 CET ] [ Original post ]

Linux version out now! + new patch

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):

  • Support for 4:3 and 16:10 aspect ratios has been added! Please note that these options will give the game a letterbox effect as the playable window needs to remain at a 16:9 ratio.
  • The Blood Hound's blood breath attack now has a less unfair hit box.
  • Lord Vroll no longer teleports pointlessly small distances.
  • The option to headbang now occurs after decapitating the Thorn Beast. The main reason for this change is that you could end up performing a coup de grâce on the Thorn Beast when you were intending to headbang.
  • Hogre will no longer be frozen in the air if you kill him mid leap.
  • The boss health bar now has a dark background to help it stand out. It was quite hard to see on the Castlebridge stage!
  • When pausing the game or upon dying, any text on the screen would remain there. It now disappears, making things look a bit cleaner!
  • You now always die if you fall into a Blood pit, even if you're temporarily invincible from taking damage.
GOG versions are coming soon! : )


[ 2016-08-13 22:45:24 CET ] [ Original post ]

OSX version out now! + some fixes

Hey guys, The Back From Hell release is now available for OSX! The PC version has also been updated with a few fixes:

  • Improved compatibility with Xbox One pads.
  • Baby beholders will now die alongside the Mother Beholder, so you won't be attacked whilst headbanging!
  • Fixed a bug that could cause the player to become invincible, very rarely.
The Linux version is still in the works! Sorry for the delay. We'll have it ready as soon as we can though!


[ 2016-08-08 10:27:30 CET ] [ Original post ]

Daily Deal - Slain: Back from Hell, 40% Off

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


[ 2016-08-06 17:00:00 CET ] [ Original post ]

New patch is live!

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:

  • The Sewers checkpoint just beyond the Whip wielding Plague skeleton now works.
  • The prerequisites for the achievements "Start As You Mean To Go On" and "Thorn in My Herbicide" were mixed up. This has now been fixed.
  • Fixed the bug which prevented you from being able to change weapon after the wolf run section.
  • Fixed the bug which caused problems entering a stage from the Hub area when using keyboard controls.
  • When a pushable block is pushed over an enemy corpse, it will no longer jump up on top of the block!
  • Cursed Souls that smash out of windows in Old Town now steal mana from you.
  • The walls of light that block the path behind you in Old Town now work properly.
  • Fixed a bug which meant that very occasionally the player's attack could hit the same enemy twice in a single swing.
  • Fixed a few wonky collision boxes on certain obstacles / platforms.
  • Spike traps in the sewers now have a fairer collision box that doesn't linger.
  • Hogre can no longer commit suicide by sky diving into his own flame pillars! He's also gotten a bit quicker with his axe attack.
  • Fixed the distant background archways in Castlebridge so that they no longer appear to be floating.
  • In game text now has a dark shadow, improving its visibility against certain backgrounds.
  • Fixed some errors in the dialogue.
New feature: You can now skip the full duration of the "You have been Slain!" death screen by pressing the Attack / Jump / Pause button. The Xbox One pad issue will be looked at soon and we'll get a fix out for that when we can. Please continue posting any problems you find on the discussion board and hopefully we'll be able to fix them!


[ 2016-08-04 12:55:28 CET ] [ Original post ]

Fixes announcement

Hey everyone, Here's a list of the bugs that we're working on, that should be fixed within the next day:

  • Broken Checkpoint in the Sewers. That stretch of the game is currently a lot trickier than it should be because of this non-functional Checkpoint. Kudos if you make it through despite that!
  • The prerequisites for the achievements "Start As You Mean To Go On" and "Thorn in My Herbicide" are the wrong way round.
  • Text in certain places is hard to see and needs a shadow to help it stand out.
  • After the Wolf run section in the Wolf Woods you are unable to change weapon. A temporary solution to this is to touch the Checkpoint just beyond the Wolf run and then choose "Restart from Checkpoint" from the pause menu.
  • Problems with entering a stage from the Hub area whilst using keyboard controls.
  • Pushing a block past an enemy corpse causes the corpse to hop on top of the block.
  • Errors in the dialogue. It was all proofread, but certain symbols have caused words to become joined together!
Sorry to those who're having troubles with an Xbox One pad. It's not going to be a quick fix unfortunately! I'll be doing what I can to get it sorted out as soon as possible though. Please keep reporting any bugs you find, thanks! : )


[ 2016-08-03 09:47:09 CET ] [ Original post ]

Fixes coming soon!

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.


[ 2016-08-02 13:31:40 CET ] [ Original post ]

Slain: Back From Hell is About to be Unleashed on August 1st Comes With Free Gifting Code

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


[ 2016-08-01 13:42:21 CET ] [ Original post ]

More updates + Patch 2.0 Announcement!

Hey there everyone! We've been very busy this week. Here's what we've been working on:

  • Added more sound effects.
  • Fixed quite a few bugs.
  • More improvements to visuals on various stages.
  • More balancing of difficulty. Many of the enemies are far less of a pushover now!
  • The Checkpoints themselves will now restore your health and mana, rather than the floating Angel item that use to be next to them.
  • A new exciting encounter has been added to the end of the Wolf Woods stage.
  • New boss: Hogre Face the mighty Ogre Shaman on the Castlebridge stage!

Patch 2.0 will be out on the 1st of August.


Yes, that's in less than a week! This will be more than a mere patch though, it will be a complete revival of the game. See you next week when the patch is released!


[ 2016-07-26 20:59:44 CET ] [ Original post ]

Updates!

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:

  • Made graphical adjustments in some stages to make sure it's always clear what's foreground and what's background.
  • The height of the player's jump is now variable based on how long they hold the jump button for.
  • Improved hit boxes for the player's attacks.
  • Major rebalancing of difficulty for the enemies and stages.
  • We're working on integrating a whole fresh new list of achievements.
  • Added some new background artwork. Check this out:
Please bear in mind that none of these changes are live yet, and will all be in the next patch. I'll give you some more info on that next week! See you next time.


[ 2016-07-18 22:08:41 CET ] [ Original post ]

More updates!

Hey there everyone! Here's what's been going on this week:

  • Sound
    • The main character now has much nicer sounding footsteps, which change with the type of surface he's running on.
    • Many improved sounds for the main character's sword swipes.
  • Improvements to moving platforms:
    • Platforms triggered by switches / levers now appear smoothly in a puff of smoke.
    • Platforms with moving parts such as cogs now rotate at the correct speed in accordance to the movement of the platform.
  • New enemy abilities:
    • Tyrants can now burrow under ground. They'll suddenly burst out from underneath you so you'll need to move quickly!
    • Get too close to a Witch Priestess and it'll attack you with tentacles from its mouth.
    • The Elementals now have a jab attack as well as their overhead swing, so they're a bit more unpredictable than they were before! Also we now have an Earth Elemental as well as the Ice Elemental:
  • Many improvements to The Banshee Queen boss fight.
  • When choosing to quit or restart a stage, an option will now appear asking you to confirm your decision. This will prevent people from accidently restarting the stage / quitting when they've got the game paused!
  • More bug fixes, as usual!
Thanks for your patience everyone! See you next week.


[ 2016-07-11 22:45:21 CET ] [ Original post ]

Updates!

Hey everyone! This week's updates:

  • The camera has been improved. If you're falling fast you'll no longer fall beyond the view of the camera! Also the camera now does a much better job of following you on a moving platform.
  • Altered the Mother Beholder boss fight to make it more interesting and fun.
  • Made some improvements to the Ice Beast boss.
  • Fixed a lot of problems with moving platforms. You now no longer fall through them if you're damaged whilst riding one. You also keep some of the momentum of the platform when you leap from it. Physics!
  • The Great Hall stage has been reworked a fair bit since it felt kind of dull before!
  • A new enemy has appeared! The Skull Crawler:
    You'd better kill it quickly before it lays too many eggs.
  • Updated the Brutal Attack to have a Fire and Ice version. Here's what it looks like with the Ice Axe:
I've seen some reports of the achievements not working, and yes, they're not working at the moment. They've never worked actually! But fear not, we are in the process of completely overhauling the achievement list, and they will be fully working in the next patch. See you next week!


[ 2016-07-04 21:22:42 CET ] [ Original post ]

More weekly updates!

Hi everyone, here's what's been going on this week:

  • Further improvements to the Wolf form controls. This form now has a charging forward attack that allows you to cut through foes without slowing down!
  • Added some new sound fx.
  • When the background effects and lighting change upon entering a new area, they now do so smoothly instead of changing abruptly as they did before.
  • Rearranged some Checkpoint positions to make them more evenly spaced.
  • Now that Bathoryn has new abilities, the enemies are having to up their game to match him!
    • Skeleton Executioners can now block your attacks. You'll have to outwit them somehow!
    • Wolf Guards can now summon Spirit Wolves to attack.
    • Fire Hounds can now charge at you if you get too close!
See you next week!


[ 2016-06-27 18:55:57 CET ] [ Original post ]

Updates!

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!


[ 2016-06-21 12:30:20 CET ] [ Original post ]

Final Vroll fight - preview!

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...


[ 2016-06-18 18:29:55 CET ] [ Original post ]

Updates

Hi everyone, here's some new stuff that we've been working on this week:

  • New enemy: Child Spirit These creepy and mischievous little spirits will be your undoing if you don't keep your wits about you!
  • New attack: Brutal Attack Although it shares the same name as an attack previously used in the game, it is completely different! Hold down the attack button to charge it up, and then let go at the right moment to unleash a devastatingly powerful blow.
  • New collectable: The Talisman This ancient artefact was shattered into 5 pieces. Each piece is hidden in a secret location and is heavily guarded.
    Find all 5 pieces and perhaps something special will happen...
  • Added in ambient sounds to all of the stages. They feel a lot more atmospheric now!
  • As always, there have been bug fixes, and other small improvements here and there.
See you next week!


[ 2016-06-13 19:34:49 CET ] [ Original post ]

More Updates

Hey everyone, here's what's been going on with Slain this week:

  • Added a new enemy: Dark Soul. Beware, these tormented souls hunger for your mana!
  • Added a new boss: The Werebeast. You'll need all your skill to take on this ninja-like foe at the end of the Wolf Cave!
  • Added a victory headbang. After defeating a boss, headbanging will ensue.
  • Improved AI of flying enemies. They'll now swoop at you instead of just mindlessly flying left and right!
  • Bug fixes and small improvements all over the place.
Apologies for having not released a Mac version yet despite saying we would. It hasn't been forgotten! We're working on it. See you next week with some more excitng stuff!


[ 2016-06-06 21:46:15 CET ] [ Original post ]

Slain! on Sale now - 10% off! Read before purchasing!

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!


[ 2016-05-30 17:11:50 CET ] [ Original post ]

New patch released!

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:

  • Greatly improved gamepad support.
    • The game will now detect a much wider range of gamepads.
    • You can now customize your gamepad controls from the gamepad menu.
  • New combat mechanic: Block and Counter-Attack. We've done away with the Brutal Attack and added in a dedicated Block button. A perfectly timed block will allow you to perform a devastating counter-attack on your opponent!
  • Improvements to boss battles.
  • Improvements to enemy AI.
  • New animations for the main character.
  • Added effects to let you know that you've hit an enemy's elemental weakness.
PLEASE READ BEFORE PURCHASING This update is currently only available for the PC. We hope to have a Mac version available in the near future! If you were familiar with the development of our title, we had a little trouble close to launch and were forced to ship Slain! in a state we were not happy with. If you purchase the game now, it would be greatly appreciated as it will help us finish development to get the game to our initial vision. Patch 1 has already been released and 1.5 is on its way with 2 coming within 6 weeks. What to expect in Patch 2:
  • New stage: The Petra Forest.
  • Climactic battle against Vroll.
  • New combat mechanics including a charge up attack.
  • Further improvements to boss and enemy AI.
  • New sound effects and improved sound balance.
  • Improved animations and visuals.
  • Improved level design.
  • Further improvements to gamepad support.
  • Full Steam achievements list.
FOR THOSE WHO HAVE ALREADY PURCHASED THE GAME There have been some changes to the gameplay mechanics, and if you've already made some progress into the game, you will have missed the updated tutorial sections on the first stage. These are the new changes:
  • The Brutal Attack is now gone.
  • You can now block by holding down the Block button (to see which button this is, check the control menu. It's defaulted to Y on an Xbox pad). The will defend against melee and projectile attacks.
  • If block is held continually, enemies will inflict an increasing amount of damage with each strike.
  • A perfectly timed block will cause your opponent to become momentarily stunned, allowing you to perform a powerful critical strike by pressing the attack button.
  • Killing a foe with a critical strike will restore some mana.
Thank you for your continued support!


[ 2016-05-30 16:57:30 CET ] [ Original post ]

More Updates + Announcement for Patch 1.5!

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!


[ 2016-05-23 20:04:22 CET ] [ Original post ]

Patch 1 Released! + Notes for Patch 2

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

  • Improved the main character's movement to feel more fluid and fun (this includes the Wolf form too).
  • Improved the player's dodge manoeuvre to be quicker and more useful.
  • Fixed the horrible lag on the keyboard inputs.
HUB AREA
  • Added a "Cleared" message above any stages that you've already finished.
  • You'll also be asked if you want to enter the stage so there's no chance of entering by accident!
UI
  • Added in new menu screens for Keyboard and Gamepad controls.
  • If you're in a level that you've already cleared, you can now exit back to the Hub area from the pause menu.
  • The in-game font has been updated to be more legible.
  • Added in an icon to indicate that the game is saving.
ENEMIES
  • Added a bit more variation to the enemy AI. Some enemies will follow you off edges now rather than being cautious!
  • Rebuilt the existing boss battles from scratch, and gave some of them new attacks.
  • Added a new boss encounter: Malikesh the Imp and his bodyguard.
GENERAL
  • Moving platforms now move a lot more smoothly.
  • Overhauled all of the dialogue.
  • Added support for Xbox 360, Xbox One and PS4 gamepads.
  • Improved the tutorial text. It now tells you which buttons to press based on your connected gamepad or chosen keyboard control scheme.
  • Reduced the amount of time spent on the death screen.
  • Your progress is now saved at checkpoints.
  • Updated all of the introduction screens for each level.
  • Added in cross fading between scenes. So no more abrupt and jarring transitions between levels.
AUDIO
  • Improved the volume balance.
  • Added in many new sound effects.
  • Added in a new music track.
Patch 2 – Due for completion before the end of July This update will address the deeper issues of gameplay design and polish to finally complete Slain! To the standard we always intended it to be. This is by no means an exhaustive list, so the patch will in all likelihood contain further enhancements (including your feedback from the first patch). STRUCTURE
  • Checkpoint spacing regulation to allay difficulty spikes.
  • General review of health/mana pick-up frequency and placement to ensure balance.
COMBAT
  • Improved attack combos.
  • Dedicated block button plus parry-riposte mechanism.
  • Charge-up attack.
  • 'Death From Above' attack.
  • Hit detection improvement between Bathoryn's weapons and enemies.
ENEMIES
  • More complex and challenging behaviours for enemies.
  • Lessening 'Bullet sponge' tendency.
  • Many enemies will have fewer HP, but will need different tactics to defeat. Some enemies may attempt to block your attacks, or may only be vulnerable on certain parts of their body, or at certain times.
  • Ghosts will have more challenging attack patterns, so they'll do more than just move left and right.
BOSSES
  • Further refinements on all boss encounters.
  • Climactic boss battle with Vroll.
DEATH
  • Slow motion / zoom in at moment of demise.
  • The SLAIN death screen will tell you what you were killed by.
MANA
  • Mana will be rewarded from every successful kill.
  • Mana level-relative Mana Bomb – radius size / damage / push back.
  • You will be able to charge up your Mana Spirit to do more damage (and consume more mana).
  • Killing enemies with the 'correct' elemental weapon yields more mana.
  • When defeating an enemy that yields mana, a mana energy effect will travel from the enemy to the player. How big this effect is will depend on the amount of mana gained.
VISUALS
  • Improved hit impact animation feedback from enemies.
  • 'Correct' elemental weapon usage particle splash and positive feedback effects.
  • ‘Sword encased in ice to make ice axe’ animation.
  • Remove any single frame animations / materialisations that occur.
  • When the far background environment changes, there will be a smooth transition instead of it happening abruptly.
  • Prevent backgrounds blending with the foreground.
  • Aesthetic improvements to some characters.
AUDIO
  • Revamped audio - additional sound effects, ambient sounds.
ACHIEVEMENTS
  • Full Achievements list.


[ 2016-05-14 14:39:34 CET ] [ Original post ]

Updates

Hi again, it's time for more updates!

  • Added a new music track.
  • Moving platforms now move a lot more smoothly.
  • Added a secondary keyboard button scheme (thanks everyone for your input on that).
  • Overhauled all of the dialogue.
  • Added a new boss encounter: Malikesh the Imp and his bodyguard.
  • Added more sound effects.
  • Many more bug fixes.
We're aiming to release the first patch by the end of this week. Thanks for your patience everyone!


[ 2016-05-09 17:21:57 CET ] [ Original post ]

Updates

Here's what we've been working on this week:

  • Improvements to the Hub area:
    • Added a "Cleared" message above any stages that you've already finished.
    • You'll also be asked if you want to enter the stage so there's no chance of entering by accident!
  • If you're in a level that you've already cleared, you can now exit back to the Hub area from the pause menu.
  • Improved the player's dodge maneuver to be quicker and more useful.
  • Added in an icon to indicate that the game is saving.
  • Added many more sound effects.
  • Improvements to enemies:
    • Added more variation to the enemy AI. Some enemies will follow you off edges now rather than being cautious!
    • Rebuilt the boss battles from scratch, and gave some of them new attacks:
  • Fixed a huge number of bugs!
We're currently in the process of deciding which keys the alternate keyboard scheme will use. This is the layout for the primary control scheme:
We'd like to hear any suggestions you might have for an alternate keyboard control scheme. What would work well for you?


[ 2016-05-02 19:45:33 CET ] [ Original post ]

More Updates

Hello again, it's time for some more updates! What we've been doing this week:

  • Improved the main character's movement to feel more fluid and fun (this includes the Wolf form too).
  • Fixed the attack combos so that they're far easier to execute.
  • Completely overhauled the Mother Beholder boss fight.
  • Added in many new sound effects and improved the volume balance.
  • Reduced the amount of time spent on the death screen.
  • Added in new menu screens for Keyboard and Gamepad controls:

    The game now supports Xbox 360, Xbox One, PS3 and PS4 gamepads.
Things are starting to look quite a lot better already. There are still plenty of more improvements to come though! See you next week.


[ 2016-04-24 22:04:38 CET ] [ Original post ]

Introducing myself + Update

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:

  • Fixed the horrible lag on the keyboard inputs.
  • Added in cross fading between scenes. So no more abrupt and jarring transitions between levels.
  • Your progress is now saved at checkpoints.
  • The in-game font has been updated. I think you'll agree it's much more legible and pleasing to the eye!
  • We've started adding in some lovely new introduction screens for each level.

Expect to see some more updates next week! Thanks for your patience everyone.


[ 2016-04-18 22:54:39 CET ] [ Original post ]

Patch Plan

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


[ 2016-04-11 20:49:43 CET ] [ Original post ]

Update...

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.


[ 2016-03-27 20:15:00 CET ] [ Original post ]

Update and plan moving forward

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


[ 2016-03-25 16:14:05 CET ] [ Original post ]

Update and plan moving forward

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


[ 2016-03-25 16:14:05 CET ] [ Original post ]

V1.0 Out Now

Thanks for your patience guys! Apologies for the slight delay. There will be updates coming very soon.


[ 2016-03-24 23:13:42 CET ] [ Original post ]

V1.0 Out Now

Thanks for your patience guys! Apologies for the slight delay. There will be updates coming very soon.


[ 2016-03-24 23:08:56 CET ] [ Original post ]

Now Available on Steam - Slain!, 10% off!

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


[ 2016-03-24 23:07:13 CET ] [ Original post ]

Slain!
Wolf Brew Games Developer
Digerati Distribution Publisher
2016-03-24 Release
Game News Posts: 90
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive (1599 reviews)
The Game includes VR Support
Public Linux Depots:
  • Slain! Depot Linux [385.76 M]
Available DLCs:
  • Slain! - Deluxe Edition DLC
Please play with a controller until we fixed the keyboard lag!





Prepare to be Slain! Will you accept the challenge...

Players control Bathoryn, a hero in a Gothic world, seeking to liberate the 6 great towers from 6 deadly overlords.

Bathoryn must battle his way through a doomed land packed with gruesome pixel art foes before ascending (or sometimes descending) each tower, defeating puzzles, traps and monsters alike. At the heart of each tower, he must confront a mighty overlord. Defeat it and Bathoryn’s quest continues. Fail, and you’ll die gruesomely – mauled by werewolves, disintegrated by floating monstrosities, squashed by great weights or torn apart by hidden blades. And you will fail…

There are 3 key areas to be mastered in order to beat Slain! The order of Slain! goes as follows...

  • Learn to wield 3 deadly elemental weapons, each one exploiting weaknesses in different enemy types. Each weapon has a different combo, timing and 'ideal' use. Mastering quick switching between weapons is the key to success!
  • Learn placement and timings of enemies and traps
  • Generate, conserve and use your mana wisely

    Accompanied by the heavy metal visuals is an even heavier metal soundtrack recorded by Curt Victor Bryant (formally of Celtic Frost).



    Features

    • Unique puzzle-combat with non linear progression.
    • 10+(?) hours of bone-crushing, metal fueled mayhem & gore.
    • Choose from 3 unique weapons in your fight against the demon horde.
    • Full soundtrack recorded by Curt Victor Bryant formally of Celtic Frost . /m/
    • Secrets (shhh).
    • Boss fights, mini-boss fights, sub-mini-boss fights, macro-sub-mini-boss fights!
    • No leveling, no grinding, no crafting!

MINIMAL SETUP
  • OS: Ubuntu 10.10+
  • Processor: 1.5 Ghz or fasterMemory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: OpenGL 3.0+ Compatible Card
  • Storage: 500 MB available space
GAMEBILLET

[ 6132 ]

9.90$ (67%)
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2.52$ (83%)
15.74$ (37%)
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14.99$ (25%)
10.88$ (66%)
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26.39$ (12%)
10.79$ (46%)
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4.34$ (86%)
8.00$ (60%)
1.19$ (92%)
3.78$ (87%)
25.79$ (14%)
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26.09$ (13%)
15.47$ (45%)
GAMERSGATE

[ 2625 ]

6.25$ (75%)
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1.2$ (85%)
10.58$ (47%)
4.95$ (67%)
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1.5$ (70%)
5.76$ (71%)
5.0$ (75%)
5.2$ (71%)
1.0$ (80%)
3.0$ (70%)
2.0$ (90%)
3.05$ (69%)
3.0$ (90%)
18.74$ (25%)
1.73$ (75%)
21.59$ (46%)
1.05$ (65%)
4.25$ (79%)
4.19$ (30%)
35.99$ (10%)
9.66$ (68%)
0.75$ (85%)
14.99$ (40%)
0.68$ (83%)
1.1$ (89%)
0.88$ (91%)
2.13$ (79%)
0.75$ (81%)

FANATICAL BUNDLES

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