September 2017

Month Archives

HyperParasite Arrives at Milan Games Week, 2017

HyperParasite, News, Press Releases

Adding to its official reveal of the game from last week, Troglobytes Games announces that HyperParasite will be making an appearance at this year’s iteration of the Milan Games Week.

A three-day, consumer show held from the 29th of September to the 1st of October, 2017, Milan Games Week holds the laurel of being Italy’s premier gaming event, bar none.

Promising 35,000 square meters of previews, tournaments, retro-gaming, cosplay, indie and junior showcases, this year is proving to be no different as up to 50 independent games prepare to debut at the event’s Indie Area.

While HyperParasite’s inclusion within this roster of titles is a milestone in and of itself, it will also mark the first time players and followers will be able to get their hands on a proper, near-vertical slice of the complete frenetic, twin-stick experience that developer Troglobytes has in mind.

This won’t be the first of HyperParasite’s public appearances however.

In the month of June, this year, a prototype of the game made its debut at the 2017 edition of the Bari Geek Fest with its core mechanics of body-snatching between characters, three macro-classes of playable characters (Melee, Ranged & Bomber) and other basics roughly implemented.

Feedback attained at the event proved to be highly instrumental in improving what the team had already started work on.

In contrast, the build Troglobytes Games now intends to showcase at MGW will feature one, fully playable level, an intense boss fight, eight characters derived from the macro-classes that players can body-snatch, special items, a secret sub-level and a lot more.

To commemorate the same and over eight months of development, a September 2017 Update video has been compiled and attached to this press release, serving as a retrospective of HyperParasite’s progress thus far.

The core mechanics may have stayed the same, but the dramatic evolution of its intensity gives testimony to the numerous visual iterations that the game has undergone in such a short span.

 

‘The fact that we’ll be sharing space with 50-odd independent titles is reassuring; a clear indication that Italy’s independent gaming culture continues to grow,’ writes Lead Developer, Luciano Iurino.

‘And yet we’re also anxious to see if visitors will enjoy HyperParasite as much as we have been; seeing strangers pick up the controller to your project is always an enlightening experience, while there’s no denying how beneficial the presence of media and other industry professionals is to networking.’

Following the event, HyperParasite’s production will proceed in full-steam en route to a late 2018 release. A closed beta testing session is also planned for the end of this year, although details pertinent to the same remain to be explored.

If you’ll be in the vicinity of the Fiera Milano Rho exhibition and convention center of Milan, Italy between the 29th of September and 1st of October then, nothing would encourage the team more than having you stop by and play HyperParasite at MGW’s Indie Area.

3D Artist Luca Eberhart and Game Designer Saverio Caporusso of Troglobytes Games will be present with on all three days, so please be sure to leave them with your complete and utterly honest feedback.

For those who cannot make the event, no matter. You can still be of support and influence to HyperParasite’s development by signing up to the official mailing list via the game’s homepage.

For a complete kit of images/GIF’s from HyperParasite, social media profile links and other media, visit the game’s profile here on Higher Eclectic Ground. For any additional press/media enquiries, or to request addition to the game’s mailing list, please e-mail sean.b@highereg.com

About HyperParasite

A top-down, rogue-lite shoot ‘em up at its core, HyperParasite pays homage to an era that developer Troglobytes Games considers itself heavily influenced by.

With players picking up the titular role of a parasitic organism bent on world domination –

  • Being able to dynamically snatch and switch between the bodies of nearly every weapon-wielding Homo sapien they encounter, ensures bullet hell almost never ceases.
  • Persistent wit and dexterity is demanded with multiple character classes to consume, host-specific abilities to exploit and a skill-based progression system to overcome.
  • HyperParasite takes its rogue-lite mechanics very seriously. Procedurally generated levels, multiple game-play objectives, gruelling waves of enemies, deranged bosses and perma-death make it nigh-impossible to beat in a single run.
  • All while Troglobytes’ in-house dungeon-generation technology, Vania, ensures the seamless randomisation of visuals, sub-levels & secrets.

HyperParasite will also feature local co-operative multiplayer, letting players cherish its characters, urban legends, items and pop-culture references with a mullet-wielding friend. In development for a late 2018 release on PC and Consoles.

Website | Facebook | BrightLocker | Indie DB

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents.

As every developer should, it loves both playing and making video games, going so far as to maintain an original arcade gaming cabinet at its HQ to return to for repeated inspiration.

Its mission is to create innovative, high-quality games across a variety of platforms using the latest in technology, while focusing on storytelling and aesthetics.

Additionally, the team’s members are known to frequently take on freelance contracts and outsourced projects within the industry; from game design to 2D/3D artwork & animation, a complete roster of the titles they’ve contributed to so far can be seen on the studio’s website.

HyperParasite is being worked upon by Troglobytes Games’ core members in association with select external collaborators. Besides being a certified Playstation® developer, the studio is also a part of Microsoft’s ID@Xbox Program.

Twitter | WebsiteInstagram | Facebook | IndieDB | YouTube | Steam

HyperParasite, Rogue-lite SHMUP in Development by Troglobytes Games

HyperParasite, News, Press Releases

A top-down, rogue-lite shoot ‘em up at its core, HyperParasite is now in active development by Bari, Italy based independent games studio Troglobytes Games.

Set in an alternate-history, post-World War III model of the 1980s, the game follows an invisible, body-snatching organism’s quest for global domination in an era of obnoxious pop culture. Herein alliances are formed between battle-hardened law enforcers and the most degenerate of criminals to make way for a global hunt, all while martial laws add to the paranoia of mentally ravaged society.

With players picking up the titular role of humanity’s deadliest adversary-to-date –

  • Being able to dynamically snatch and switch between the bodies of nearly every weapon-wielding Homo sapien they encounter, ensures bullet hell almost never ceases.
  • Persistent wit and dexterity is demanded with multiple character classes to consume, host-specific abilities to exploit and a skill-based progression system to overcome.
  • HyperParasite takes its rogue-lite mechanics very seriously. Procedurally generated levels, multiple game-play objectives, grueling waves of enemies, deranged bosses and perma-death make it nigh-impossible to beat in a single run.
  • All while Troglobytes’ in-house dungeon-generation technology, Vania, ensures the seamless randomisation of visuals, sub-levels & secrets.

HyperParasite will also feature local co-operative multiplayer, letting players cherish its characters, urban legends, items and pop-culture references with a mullet-wielding friend.

The title is Troglobytes Games second IP in-development, the first being its multi-console, Metroidvania ARPG, Tenebrae: Twilight of The Gods. Having concluded Tenebrae’s prototype phase in December, 2016 after more than a year of development, the team decided to alter its production focus due to a lack of sufficient funds.

‘Our vision for Tenebrae is too large to sustain on the limited amount of resources we have been thriving on,’ states Luciano Iurino, Lead Developer at Troglobytes. ‘Despite our best efforts and numerous prospects, we found ourselves unable to secure for the game a suitable financial partner/investor/publisher.’ 

‘As such then, we’ve had to direct Troglobytes’ focus towards much smaller, more feasible projects in an attempt to independently fund Tenebrae’s production. This is where HyperParasite comes in.’ 

Admittedly, HyperParasite pays homage to an era that Troglobytes Games considers itself heavily influenced by; the absurd, pop-culture ridden decade of the 1980s.

The game’s structure and core mechanics is such that it allows for expansion and iteration on existing content (procedurally generated levels, dozens of unlockable character classes, items, powers, skills, etc.), which in turn provides for plenty of publishing options. 

‘Although, we’re yet to decide what’s best for the game yet.’ adds Iurino. HyperParasite is being prepared for a 2018 launch on Steam by Troglobytes’ core team and a selection of external collaborators. Console releases will follow.

Those interested in following its development can do so via the official Website and/or Facebook pages, which continue to showcase progress from monthly builds. The game can also be found listed on BrightLocker, where the team is offering plenty of benefits to those willing to contribute towards the game’s development.

A few closed testing sessions are planned, while a playable build is being primed for an appearance at the Milan Games Week later this month. Tenebrae: Twilight of The Gods meanwhile will continue production, albeit at a much slower pace. Any significant updates with regards to the same will be issued across the game’s dedicated website, indieDB and/or Troglobytes’ social media channels.

 

For ac complete kit of images/GIF’s from HyperParasite, social media profile links and other media, visit the game’s profile here on Higher Eclectic Ground. For any additional press/media enquiries, or to request addition to the game’s mailing list, please e-mail sean.b@highereg.com

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents.

As every developer should, it loves both playing and making video games, going so far as to maintain an original arcade gaming cabinet at its HQ to return to for repeated inspiration.

Its mission is to create innovative, high-quality games across a variety of platforms using the latest in technology, while focusing on storytelling and aesthetics.

Additionally, the team’s members are known to frequently take on freelance contracts and outsourced projects within the industry; from game design to 2D/3D artwork & animation, a complete roster of the titles they’ve contributed to so far can be seen on the studio’s website.

HyperParasite is being worked upon by Troglobytes Games’ core members in association with select external collaborators. Besides being a certified Playstation® developer, the studio is also a part of Microsoft’s ID@Xbox Program.

HyperParasite DevLog #1 – Announcing HyperParasite

DevLogs

A perma-death defying trip through the 1980’s, now in active development by Troglobytes Games.

State of Wonder Alpha Now Available As Print & Play Decks, Tabletop Simulator Mod

Brandon Crampton, News, Press Releases

Following its 28th May, 2017 launch on itch.iothe publicly playable pre-alpha of skill-based card game, State of Wonder, went on to debut at this year’s Gotland Game Conference for a round of play-testing. Bugs aside, the majority of player feedback stood against the game’s lack of UI Design and Feedback Systems despite being generally well-received.

Production issues encountered in the following months however led now-sole developer of the game, Emelie Rodin, to indefinitely push back the game’s digital release that was originally estimated for 2018.

‘Right now the game has no planned digital alpha again, but there are things being worked upon that will be disclosed in due time,’ she writes.

Consequently all focus has shifted towards development of a physical, tabletop version of State of Wonder, that can now be experienced for free by means of two print and play decks alongside a mod of Berserk Games’ 2015 Tabletop Simulator.

‘Currently we are in an alpha environment, trying to get as much testing done on the elements planned for the launch of the game’s physical version, simply called State of Wonder, as well as planning ahead for the expansions to come.’ continue Rodin.

The Mechanics and game-play components have fallen into place, mostly with card design and art being the biggest problems as of now. ‘

 

Rodin’s goals currently involve fostering a community of players willing to download and try the print & play decks with friends/family, engage in tournaments over the Tabletop Simulator mod, discuss the game’s existing rules designs and shaping development of physical/digital versions via one-on-one feedback therefrom.

Originally a student project helmed by a team of five at Sweden’s Uppsala University circa August, 2016, State of Wonder is a turn-based card game that tasks two-or-more players with competitively expanding their empires through the war-ravaged Kingdom of Scathia.

Following the Queen’s demise, alliances are formed and otherworldly powers are sought between the Kingdom’s various feudal regions in a desperate push for power.

Players choose from one of three such alliances to align with — The Crux Militem, Frifolk and Ritualists —  whose weaknesses and strengths they must then exploit to establish dominance over the land.

This may be achieved via simple military might, training powerful Unit and Hero cards, establishing Fortification and Building cards, strategically working towards constructing a Majestic Wonder.

State of Wonder further does away with all traditionally randomized elements such as that of drawing cards, granting players full control of their decks to rely on decisions, bluffs and planning instead as means for victory.

Each game begins with the entire deck in hand, that players take turns producing and training over Start, Main, War, Battle, Retrieval and End phases. The player that wins is usually the last one standing, or one that reaches a set value on the progression counter before the other; as such then, all that’s required to play State of Wonder’s current tabletop build is a bunch of dice, 7 counters to track progression with (paperclips, beads, etc.), at least one other person and two card decks.

Readers might recall that as current manager and representative of South African freelance multimedia artist, Brandon Crampton‘s services, I’d connected him with Rodin and her team-mate at the time, Simon Lundgren, preceding the game’s pre-alpha launch.

Crampton went on to create various graphic assets for State of Wonder’s play area, user interface, card faces and backgrounds before taking a brief break through the months of June and July.

‘The art style I’ve implemented has personally been influenced by Blizzard’s Hearthstone and Magic: The Gathering; as both have amazing top-notch artwork, I figured it would be something to aim for.’  stated the artist then, who has yearned to expand his digital art talent into card-based game design ever since commencing his freelance career.

Since August, this year, production resumed with Crampton at the helm of State of Wonder’s graphic design, who continues to develop various card illustrations and relevant visual necessities ever since.

While a few of these designs are seen through the course of this article, perhaps a more comprehensive look at the game and its imagery can be obtained via State of Wonder’s re-designed website.

In keeping with her renewed focus on community development, the website sees developer Emelie Rodin now maintain a regular developer log, a comprehensive breakdown of State of Wonder’s universe, alongside a detailed downloadable rulebook for those exploring the card game for the first time.

Once familiar with the rules, either jump in to the physical alpha with a friend by printing the Crux Militem and Ritualist decks from the website for free, or by downloading the Tabletop Simulator Mod from Steam.

To interact with the developer, discover other play-testers, provide feedback and get involved in State of Wonder, a dedicated Discord Channel is also in effect.

With Brandon Crampton continuing to work on State of Wonder, expect to hear a lot more from the card game’s development progress and milestones.

Alternatively, you may also sign-up for e-mail updates on Crampton’s profile here on Higher Eclectic Ground, that also houses a detailed breakdown of his portfolio of work, professional history, experience, references and a contact form to connect.

Will you be trying State of Wonder? Let me know why/why not in the comments below.

Daath Origins, Sci-Fi Space Opera Out Now on Steam Early Access

Daath Origins, News, Press Releases

Developed by Black Lodge Games LLC. and set over a millennium in the future, Daath Origins is an open world, space RPG that places humanity under the clutches of a totalitarian alien rule.

Players find themselves as the captain of an Earth-life sustaining star-ship, with over a million souls that have escaped to forge a path of their own among the stars.

With a massive 36-sector galaxy, 500 handcrafted planets, over 75 playable quests and seemingly infinite strange encounters with spatial anomalies, black holes, criminals and perhaps, enforcers of the Draconian rule themselves to explore –

  • Daath Origins’ game-play uniquely combines turn-based elements of the SNES-era with RPG mechanics and enhancements of its own,
  • Leaves decision-making to the player, letting them choose between incurring the wrath of the crew or the secret rewards of the multiverse.
  • Requires you to be an actual Captain; choose to promote crew members, foster Away Teams to send on missions, align the remnants to intergalactic factions, mine resources, collect items or recharge at space stations when away from battle.
  • Will also arrive in a special physical Collector’s Edition handcrafted by the developer, including a DVD-ROM of the game, Box, Map, Manual, a 31-track, 2 CD OST and a figurine of the player’s star-ship.

With sole developer Jeff Quindlen, a 33-year old science-fiction loving father/programmer at its helm, Daath Origins is in fact feature-complete and was originally set for a full-release via Steam Direct.

‘However this is a huge open-world RPG, created by one person, and beta tested with only a limited number of users. There are stability and ease-of-life issues that I need players’ help and feedback to properly solve. ’ explains Black Lodge Games LLC.’s founder and developer Quindlen.

‘I am open to feedback during Early Access, which may resulting in adding, tweaking, or otherwise altering features or gameplay.  It would be irresponsible to release this game in this state without a fully implemented beta period, and so Early Access seems like the perfect way to allow players to experience the content early, while allowing me to collect the necessary feedback I need to refine the release candidate.’

Consequently each of the space opera’s 100 Collector’s Edition discs will go on sale only once stability is no longer an issue, and all actionable feedback has been duly implemented.

Daath Origins is available now on Steam Early Access at a discounted price of $8.99 USD, playable on operating systems running Windows XP or higher. To follow the game, avail of a complete overview of its features and system requirements, please visit its Steam page.

To request a review copy, schedule an interview with Black Lodge Games LLC. or any other media/PR enquiries, please contact Sean Braganza at sean.b@highereg.com. Images, game-play videos, the complete soundtrack and social media profiles relevant to Daath Origins can be found here on Higher Eclectic Ground.

About Black Lodge Games LLC.

Formed July 3rd, 2015, and based out of Spokane, WA, USA, Black Lodge Games LLC. is owned, managed and operated by J. Allen Quindlen, a lifelong computer programmer and game developer.

With a vision to inspire game players across the world through immersion in fun, diverse, artistic, and philosophically driven role playing game franchises, Daath Origins is Black Lodge’s flagship title.

Quindlen’s goals also involve expanding into other areas of interactive entertainment, with his second project, an open world RPG by the name of Arcana Kira, Greenlit on Steam as of 2015 and currently in development.