We're entering the final stage of development. Which means our monthly devblogs are going to get more and more interesting. Here's this month's:
SPINE's combat system is becoming more brutal and fast-paced, yet elegant – while maintaining the flow we seek.
That's the result of months of iteration, community feedback, and internal playtesting. But we still have a lot of work to do.
Cutscenes are where the story lives. The characters, the relationships, the reasons behind everything you're doing in the game – that's what we're building through them. We've been working on this side of SPINE just as hard as the combat, and it shows.
Take Edda Kopp, for example. You've met her. Now you've really seen her.
Action cinema is in SPINE's DNA. We've gone through the whole library – and it bleeds into everything.
This one grew out of an underground fighting club. You know the kind. We're particularly proud of that tattoo.
Others are pretty obvious. Meet Vito Alighiero. Lobo's right hand.
Tensor City isn't a backdrop. It's a living world with its own districts, its own rules, and its own power structures. The Old City runs on a different rhythm – markets, back alleys, people who'd rather not be seen.
The propaganda, though – that follows you everywhere.
Some of you noticed her. Standing in the background, easy to miss. We saw the comments.
Meet Malady. She's not in the background anymore.
One of the most compelling characters in the game – a complex story, and the most adorable Spine you've ever seen on someone's back. Don't let that fool you.
She's not a sweetheart. She's a handful.
We'll be telling you a lot more about her very soon.
SPINE is pushing into the final stretch, and the build keeps leveling up — fresh locations, nastier enemies, and bosses joining the lineup. Don’t want to miss new drops? Hit Follow.Check this out for more insights: