SeverLink
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Crowdfunding Starts In 4 Days Mark your calendars: Friday, September 18th is the day! That's when our crowdfunding campaign launches on BackerKit - and yes, that also means the playable build drops at the same time , downloadable right from the campaign page. Pre-launch link. Limited Tiers We've put together some special tiers with custom content, and they're limited in quantity. Once they're gone, they're gone. So if somet… | — | |
| Community | Sneak peek into the demo level Hey folks, We've been working hard for the past few months on all sorts of things for the demo (tutorial, AI event manager, progression and mission system, save/loading, balance etc). We are currently cleaning up the bugs - meaning the demo and the crowdfunding campaign are really close. Here are some sneak peeks into what you can expect from the demo level! Also check out our soundtrack sample… | — | |
| Community | A playable DEMO is coming - tied to something bigger. This summer SeverLink is coming to crowdfunding - because honestly, you kept asking, and it felt like the right way to bring you into this properly. No specific date set yet, but sign up below and you'll hear from us the moment it's live. LINK There'll be a playable DEMO when we launch, plus some backer tiers we're pretty excited about. And after that, demo will be available via Steam as well.… | — | |
| Community | Enemy Behavior It's been another 2 months! We've been working on a number of things: · melee combat 2.0 · interactive PCs · switching to another animation system (again) · enemies AI · tutorial We will be showcasing them a bit later. For now we just wanted to show the current state of how the enemies behave . · The enemies rely on seeing and hearing things. · We want the game to clearly tell you if you've bee… | — | |
| Community | Cover, Takedown, Body carrying Testing the new cover system. The character will keep his head lower when in crouch. This system also allows for different angle of walls, columns, crates etc. On top of that, we have updated the takedown and body carrying: | — | |
| Community | Name change and game announcement Project KVASIR is officially renamed to SeverLink (which we hope is easier to pronounce and remember). And we are ready to officially announce our game ( Press Kit here ) coupled with complete revamp of your key art. Check this out and spread the word! PS we will follow up with more news about feature development soon. | — | |
| Community | Searching for that Y2K feel Updating the UI designs for the Front End. The main goal of this iteration is to streamline the layout and elements, create designs for various scenarios and make the overall look more consistent. | — | |
| Community | Stun Gun & Hit Zones Explained Our recent posts on social media about hit zones & stun gun have gained a lot of traction. People were asking if they could do this and that with a non-lethal weapon. So we decided to compile it into a short demo vid for you. Please enjoy! | — | |
| Community | Animations & Interaction System (May/June updates) Animation Rework In May and June, we've been slowed down by a complete overhaul of our animation systems. We decided to switch to Advanced Locomotion System (ALS) in UE5. At first it looked like a fast and simple thing, but ended costing us months of work. And then additional weeks of fine tuning. However, the benefits are we are able to use many cool animations from a universal library and not… | — | |
| Community | AI behavior, Detection Meter, March/April Progress Hey folks, During March and April we've been working on: · shooting · picking up and moving bodies · enemy AI Shooting Despite how easy it might sound, these are the things we had to take care of: · is it trace or projectile? · how to make a big weapon not clip with the character model · should the trace go from the actual muzzle or from the third person camera · what about a camera shake for i… | — | |
| Community | February Progress This is what we were working on for the past month. 1. We finally got our weapon wheel working: 2. We also finished rigging the last of the demo's opponents - the Heavy. 3. The UI heart is now beating when enemies are close. The distance needs to be tweaked after level design tests. 4. You can hide in bushes and become semi-transparent when in crouch. For the demo level we have plans to include… | — | |
| Community | 1,000 wishlists! Steam has zero visibility so far. So thanks for supporting us, folks! | — | |
| Community | Testing the scale Scale in level design is super important. That's why we have a special level to test all the metrics: | — | |
| Community | Core Loop: Stealth Meters KVASIR is heavily inspired by stealth adventure games like Metal Gear Solid and Splinter Cell. And one of the coolest mechanics we noticed there that was so rarely use elsewhere is the "environmental awareness". Meaning how much you blend in and how easy/hard it is to spot you. Here's an example from Splinter Cell that we used in our documentation: 1. VISIBILITY METER In KVASIR, the visibility… | — | |
| Community | Steam Deck Compatibility Hey folks, Dima has managed to launch Kvasir on Steam Deck this week. All three of us are loyal fans of the platform. So we thought it would be cool to launch there as well. Also, you're looking at a very cool, updated UI of ours. Please contain your excitement. Right now we're testing the max amount of info present at the same time, so it will be way less crowded. | — | |
| Community | New character model & anims It is time to say goodbye to this fella. He's been with us for the past year. And now we have finally upgraded him to this guy. Well, isn't he gorgeous! Also upgraded the rig and some of the animations. | — | |
| Community | Hello there! 🌟 How it started >> How it's going 🌟 It’s been less than a month since we launched our Steam page, and we’re absolutely overwhelmed by your warm support and encouragement. Thank you from the bottom of our hearts for checking out our game! 💖 A quick introduction for those new to our journey: about a year ago, Kvasir began as a passion project of a husband-and-wife duo— Alina and Arvy . Togeth… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.