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To hide some of the harsh map-edges, we've implemented a global fog system. It's separate from any particle effects that accompany...
We've finally gotten ourselves a proper website!
Check out the accompanying teaser trailer below, as well as some more-polished...
Finally, it's time to add some decorations. These make a big difference.
Objects by default snap to the ground tile beneath the cursor,...
Thanks, appreciate it!
One more update on textural decorations: decals.
Unlike regular textures that are placed on top of each other, decals don't have to conform to a...
It's still fairly early on, so we're looking at 2016 for PC, with Mac/Linux/console ports a possibility as well. We're keep the door open for...
Just a quick update showing some lighting variation via different skyboxes/light point samples.
The lighting intensity and skybox...
Since we have multiple layers for the textures, lets start by adding some basic fringes to our house:
The above image has...
Here's another batch of concepts:
The sombre Konstantyn.
The trains of the Sprawl.
Potted plants of the Aerie.
A few more unit animations:
Koschei's run on all fours.
The Supplier overheating.
Scavenger bird's idle state.
Hi everyone, just wanted to post a response saying that our long search for a composer has finally come to an end!
Thanks for all the responses,...
Our level editor has a total of 5 texture-layers, but this number is somewhat arbitrary -- everything gets baked down into a single texture map in...
Thanks, glad you like what we've shown so far!
We've been making lots of progress on the level editor, and although things haven't always taken the most obvious path, it's been coming along...
Outfit sketches for the police/military corpse.
Gatling Turret, phone-booth design.