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RetchidNewsDevelopment Update #18
In-game event

Development Update #18

Retchid · published 2 Apr 2025, 19:17 UTC

All newsPlayers around this dateRead on Steam

Hello Everyone,

A big thanks to everyone for their continued support and feedback on the game. We're taking notes of all your feedback on all things across the board (we also have some small additional features coming down the pipe too especially for those that have really enjoyed the game spending dozens of hours on just episode 1 - we'll talk about this a bit later). Once we get to the final stages of development art all the art content is made we can focus on getting that feedback in the game.

Due to your support we've been able to buy better software and hardware so we can make the game even better. We recently purchased some motion capture equipment, we're going to use it to create lots of new animations once our artist has finished all the level design/environment art/enemy models/etc

For the month of April we finished work on E3M2, began working on the environment art for E3M5, and started to get the remaining enemies coded.

Coding


The Chaos Spawn is now in game, moves around and attacks the player. The Chaos Spawn isn't too hard on its own, but when mixed in with other enemies or in a swarm, it can be very challenging and requires a bit of thinking on how to approach them.

They have 2 ranged attacks, 1 is a short-to-mid ranged acid vomit, the 2nd ranged attack is a mid-to-long range spit that leaves acid bile on the ground that stays around for a few seconds, so you'll need to watch your positioning.

Chaos Spawn are the next steps in evolution for the ELDNA process. Humans working at the TEC Facility on Titan were exposed to a work enhancement drug that would allow workers to perform better and for longer hours.

It turns out that the changes to the DNA kept mutating beyond expectations....

Environment Art


For E3M5 the atlas sheets were revised to have a bit of an older style compared to a more contemporary style of the Morsgoroth areas (E3M1/2/3/4 are the modern areas). E3M5/6 are meant to portray an older part of their society.

The sheets are rotated for the screenshot.

More vines were made to have a broader range of different parts to use inside E3M5/6. About 60 vine models were made using the new vine atlas sheet.

Trees were made for E3M5/6. The trees were made to help create a moodier environment. Zbrush and Blender was used to create the trees, using zspheres and some sculpting.

The trees were made by building modular parts, this way it's far less time consuming to build more trees, all that is really needed is to build a trunk base in zbrush, and then use the modular branch models and textures to create the finished tree.

A new material was also made so the trees have a good slow sway to them.

Level Design

E3M2 - Temple of Hidden Ways


The remaining art work on E3M2 was completed. All the vfx, additional level design logic was all placed in the level.

The main temple has a central large lava pit. The goal for the player is to lower the lava, and then proceed down to the newly revealed area, completing more puzzles, to eventually reveal the exit. Lowering the lava will give the player access to a few side areas and secrets, so make sure you explore to find upgrades and secret areas.

E3M5 - City of the Bygones

E3M5 is the first level of the older areas of Morsgoroth. It's mostly dark and swampy, dilapidated buildings, with man eating flora, and giant amphibious type creatures(Toahuggoa, we'll show the enemies after the level design is finished as their animations/textures need some polish).

This level also contains the Dead Chambers, a place where the Morsgoroth bury their dead. A very tight labyrinth with a few twists and turns which leads to the Lava Key.

Thanks for reading.

-FBS Team

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