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Razenroth 2 now available!

Razenroth 2 on Steam

It took too much time, but we’ve just released a new game – Razenroth 2. It’s a sequel of previous Razenroth, issued in 2015. The new one is available to buy on Steam. Visit the store page:

The game is set a few years after the events of the first part. Razenroth, although defeated earlier, is still a huge threat. This time Charles Carter, the main character, has to get rid of him once and for all.

If you would like to see how the new Razenroth looks like in action, please take a look at the trailer.

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Trash Squad finally released!

Trash Squad on Steam

Our newest game – Trash Squad, was just released and is available to buy on Steam platform. Visit the store page:

If you don’t know anything about Trash Squad yet, let me explain in a few words. Generally, it’s a dynamic shooter with RPG/roguelike elements. The game allows you to fight against hordes of monsters in many randomly generated levels. There are multiple weapons at your disposal, like rifles, shotguns, lasers, swords, rocket launchers, bombs, grenades and much more. You can unlock up to 10 playable characters, each of them is completely different.

To see Trash Squad in action, just watch the official trailer below.

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Trash Squad – now on Steam Greenlight

Razenroth on Steam

Quite a lot of time has passed since the last post, so it’s high time to write something. For last months we’ve been working on our next game – Trash Squad. It’s not ready yet, but we’ve decided to submit it to Steam Greenlight. Before you go to the Steam and vote, let me tell you a few things about this game.

Trash Squad is a randomly generated shooter, enriched with many RPG elements (stats, talents, lot of items
and much more). There are many different characters, every one its own unique skills and look. The game offers multiple individual weapons at your disposal. No matter what you preffer – bow, shotgun, flamethrower, sword, sniper rifle, or even crayon machine gun, all can be found here. In this game you play as one of the members
of an elite team – TrashSquad, waste disposal specialists. Your main mission is to stop an army of waste from
a nearby dump, who have started to threaten residents of the city.

Before you leave take a look a the first Trash Squad trailer. It contains gameplay footage from the alpha version
of the game.

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Razenroth Released!

Razenroth on Steam

Our second game – Razenroth, is finally available to buy. Just visit Steam store page: The first game we’ve made was Stonerid, 2d platform game, made in XNA. Instead of making its sequel or other platformer, we decided to create something completely different.

One of the most important thing about Razenroth is a fact that many elements are randomly generated. All the levels, weather conditions, distribution and quantity of key elements are completely randomly generated. So even if you’ll play Razenroth a few times, you won’t discover everything.

You can also watch the official trailer, where we would like to show you some of key features, available in Razenroth.

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The Evolution of Stonerid

Stonerid Enitvare

When we started to develop Stonerid in Autumn 2011, we were quite unexperienced in game development. That’s probably why we chose platformer as our first game. Many people who start their adventure with game dev, often choose platformers, maybe just because it’s one of the easiest game genre to do. In this post I would like to show you how Stonerid evolved during the development process.

Recently, when I was looking for the first level in Stonerid, that we’ve ever created, I found something what you can see below.

Stonerid - first level ever

It looks quite different than levels in current version of the game, because it was only test level. Anyway, most of the key mechanisms worked correctly, so I started to design a few normal levels.

Stonerid - level

Stonerid - level

Stonerid - level

As you can see, they look rather good (however still significantly worse than the newest levels), much better than the previous one. We also add parallax background, which offered 3 independent layers to use. These levels were created at the beginning of 2012, a lot of time before the official release in december 2013. To design these levels I used a very cool editor, written by our programmer (my elder brother). By pressing one key I could switch to the level and immediately test it. It really speeded up the whole process. Take a look at the first version of our level editor.

Stonerid - first editor

This editor was constantly improved. It became a very powerfull tool, with a huge number of useful features. Below a screenshot from the current version.

Stonerid - editor

One of the first screen, which you can see after you run Stonerid, is a game menu, located in fiery cave. This one below, from the first version of Stoneird, doesn’t look so bad, but in final version we significantly improved it.

Stonerid - old menu

Stonerid - new menu

As you can see we also changed a main character’s design, for both forms. Now they are also much better animated.

Stonerid - main character

Atronast Mountain – main places in the game, also significantly changed. We completely rebuilded it and added more details. The Great Tree is now much greater and it’s covered with toxic substances.

Stonerid - old atronast mountain

Stonerid - new atronast mountain

Stonerid - old atronast mountain

Stonerid - new atronast mountain

During the development process we many times redesigned other important screens, like „options”, „loading” or „level summary” screen. It’s quite difficult to create something that looks good on the first attempt, that’s why we created so many versions.

Stonerid - old options screen

Stonerid - old options screen

Stonerid - new options screen

Stonerid - old summary

Stonerid - old summary

Stonerid - new summary

At the beginning „loading” screen was a just black with a small centered caption „Loading”. I know this screen is not important for most of the players, especially that loading times in Stonerid are relatively short. However, in my opinion that simple thing improves a little the game’s mood.

Stonerid - loading

We’ve worked on Stonerid for about 2 years, it’s quite long period of time. Why it took so much time? One of the reason are parallel worlds. The first version was a just simple platformer without that feature. But after half year of development we decided, that it’s not enough if we want to get players attention. That’s why we implemented parallel worlds. Because of that, all levels required much more time to create and were more difficult to design.

When I look at these screenshots today I wonder how come we made Stonerid. We didn’t make any „normal” game before, and so many obstacles appeared on our way. Main goal was to get on Steam and we also did it. I know that Stonerid was for almost 7 months on Greenlight, it’s quite long, but who cares about it now.

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