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Play MemoryWars, a TinyWars Card Game Of Memory For Free On Google Play

Press Releases, TinyWars

MemoryWars, a TinyWars-themed mini-game of Memory Cards is now available as a free-to-play Android app on the Google Play Store.

Developed and refined by Bizurk Software over the course of January, this year, MemoryWars is a TinyWars-infused twist on the classic card game of Memory. With upto 12 levels to beat, players may compete with A.I or at least one other player to earn in-game currency and build a library of Collectable Cards featuring TinyWars’ various cute, rare and deceptive characters.

A Lucky Card based reward system, Health Points, special cards, boss fights and ‘insane levels’ are also prevalent. ‘The purpose of creating MemoryWars was so that we could exercise our programming skills over New Year’s.’ explain developers Bizurk Software. ‘We wanted to get our feet wet with a few other projects, and building out an experimental mini-game was the most appropriate option.’

Bordering at 10-50 downloads with a rating of 4.5/5 on the Play Store, MemoryWars has admittedly provided the team with an opportunity to experiment with Virtual Currency, in-game Collectables and the use of special effects/animations plus sound to enhance fun. Several of these ideas, especially those of cute animations, are now being carried over to the main TinyWars game.

Following the successful launch of its free-to-play PC/Android game-play prototype in November, last year, TinyWars is currently having its complete narrative/gameplay experience developed. Cutscenes, user interfaces and various assets are being created for the same in preparation for a planned release of its vertical slice later this year.

Additionally, the Prototype is also due for its final update later this month — bringing previously non-functional features such as touch zooming on its Android version and improved animations/visual effects to the fray. A sample of these improved effects can be seen attached herewith.

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Got feedback and/or queries? Interact with the TinyWars development team, share your MemoryWars experience and have your say in the game’s development at its Sub-ForumThis Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated.

One can follow up on the game’s progress thus far, learn of what’s been said about its game-play prototype and opt-in for E-mail updates via its Higher Eclectic Space. To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com

About TinyWars

Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.

A journey of growth — both of characters involved and players themselves — its narrative encompasses the kingdom of Tiny and its inhabitants, as they journey through a world of constant conflict and learn of things far greater than themselves. Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.

Players will be tasked with strategic thinking, dynamic unit management and a plethora of boss fights across varying degrees of challenge. All the aspects of this Tower Defence element, although not ground breaking, will ingeniously parallel the aspects of the story and the concept of growing as an individual. A prototype of these mechanics is now available for download. 

Although not representational of the main game, the purpose of the prototype lies in providing fans, followers and tower defense enthusiasts with a snippet of the TinyWars game-play experience, while also assisting the development process with user-related feedback.

The months that ensued after the game’s bare-bones prototype from 2015 were graphic & artwork intensive, with the team designing original assets, primary characters, animations and even recording a live orchestra for the main game in order to provide it with its own flair.

A large portion of 2016 meanwhile had been devoted to the development of TinyWars’ game-play prototype. Prior to its release, a closed beta test of the same transpired between the months of October-November, the same year, with all gathered user feedback being used towards the development of the main game.

Despite the prototype being devoid of any narrative elements and fleshed out visuals, the team is currently working towards releasing a more representational vertical slice of TinyWars’ primary experience by 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is now also available for download.

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About Bizurk Software

A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.

TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.

Website

About Higher Eclectic Ground

Founded in August, 2015 and operated ever since by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Its services towards affiliated games and their developers primarily involves the provision of highly personalised Public Relations(PR), Quality Assurance(QA) and general Press-centric services with the goal of functioning and operating as the PR department of their development teams.

In addition, it also plays agent to various other freelance creators and artists of gaming media – helping them build a web-presence around their respective crafts and working to garner them freelance employment opportunities within the gaming industry.

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Announcing The Higher Eclectic Forums – Now Open

News, Press Releases

Higher Eclectic Ground commences a new year of operations with the public unveiling and opening of its Forums. Created primarily to facilitate the interaction between its own affiliated game development & freelance talent, their audience of press outlets and other gaming enthusiasts, the Higher Eclectic Forums also invite game developers and other creators of gaming media to set up shop therein; interact, discover creativity and promote your own.

Conceived over the summer of 2015, the Network for independent game talent that is Higher Eclectic Ground functions by providing an array of PR and QA based services to independent developers of games, also playing agent to freelance gaming talent in the form of Musicians, Writers, 2D/3D Artists & more by working to garner them exposure and employment opportunities within the industry.

While nearly two years of this public activity have been spread out over numerous game development-oriented and social media platforms with this website at its core, all of Higher Eclectic Ground’s inter-member interaction, discussions and network-related announcements have since been centralised within a dedicated Facebook group called The Higher Eclectic Bulletin.

The onset of 2017 however has initiated several updates to the Network’s general policy, modus operandi and web presence, with the addition of a dedicated public forum to its daily functioning being the current highlight. As has been the norm, all of Higher Eclectic Ground’s presently affiliated game development and freelance talent is indexed within the intuitive Member Catalogue.

Each listing within this Catalogue directs to a Higher Eclectic Space; Spaces being dedicated pages/profiles maintained by Higher Eclectic Ground for members, that serve as dynamic press-kits for its game developers by integrating all development progress and other public/social information associated with their games’ activity in one place — and as dynamic portfolios/curriculum vitae’s for its freelance talent that the Network uses in interactions with potential clients and collaborators.

Now, each Higher Eclectic member’s Space additionally links to a dedicated Sub-Forum allocated to themGame Developers maintain within their Sub-Forums a MAIN DEVELOPMENT THREAD for their games, that they now use to document all official & unofficial progress, events, announcements and development activity. Followers & members of the press may further interact with these developers by creating their own threads of queries within the respective sub-forums.

Similarly, video game musicians, 2D/3D artists and writers affiliated to the Network maintain MAIN PORTFOLIO THREADS within their own sub-forums, narrating their creative processes while inviting potential clients to reach out to them via the same. Game Developers further looking to work with specific freelance talent on a project or fill positions on their teams may let Higher Eclectic Ground know of their job openings via the Classifieds Sub-Forum.

Take note however, that activity on the Forums is not limited to Higher Eclectic Ground’s members alone. Non-affiliated independent game developers may set up threads to document the progress of their games, artists to exhibit their portfolios of video game creations, YouTubers/Twitch Gamers to build communities around their channels and even independent game journalists to create constructive discussion.

To get started, one may simply head to highereg.com/forums, register themselves and navigate to the sub-forum of their choosing. Sticky posts therein should instruct one with the typical forum guidelines on how to get started.

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Other notable additions to the website include a newly established Press Room — consolidating all of Higher Eclectic Ground’s press activity and information in one place — and an updated About page that more clearly describes the Network’s current purpose, portfolio of work and modus operandi. Several member-related shifts in policy are to further transpire over the course of the following year, leading Higher Eclectic Ground to temporarily halt the acceptance and consideration of all applications for membership until further notice.

While all existing applicants have been personally informed of the same, feel free to periodically check in on when the application process does resume via our Contact page or our sub-forum for official/unofficial network related announcements. Thank you for your continued support; here’s wishing you the very best of gaming creativity for 2017.

Abadon: Guardians Rise Tests Crawler, Zombdoge & Zombull Enemy Concepts as City Level Undergoes Redesign

Abadon, Press Releases

Abadon: Guardians Rise is now in the process of having three new enemy additions play-tested for its City Level. Accompanying the previously introduced Zomborgs, Zombie Cyborg enemies that function by converting civilians into one of their own within the Level, are Crawlers, Zombdoges and Zombulls.

Crawlers function by clinging onto walls, lunging at players, exploding and causing damage on contact. ‘The Crawler video demo shows it crawling towards the player, lunging as soon as they get close.’ explains Lead Designer/Programmer Scott Bowser. ‘The player then starts attacking the Zomborgs, but gets hit by the Crawler because he wasn’t paying attention!’

Zombdoges on the other hand are far more vicious; one of these are seen trapping the player’s movements in the above demonstration, enabling Zomborgs to pin them down for massive damage as a Crawler looks on. This is all while Zombulls smash through an area’s destructible objects, subsequently leaving civilians (that must be protected for points/XP/mission objectives) and the player open to a Zomborg attack.

‘When you put a Zombull in a room full of civilians and Zomborgs, your enemies can multiply real quick!’ adds Bowser. ‘Add in trying to dodge a raging bull, wall crawling cyborgs, and anything of the other planned enemies, makes the City Level VERY challenging at higher difficulty levels.’

‘It’s still undecided if all of these tested enemies will be going into the game, but after playing around with them, they definitely do a great job of keeping the player on their feet in different ways.’ The City Level itself appears considerably different from its introduction in June. ‘Per Lead Artist Andrew Restrepo’s comments, the color palettes of the City Level were clashing, where the assets on the player’s layer were mixing with the background, making it hard to distinguish background from foreground. ‘ Bowser continues.

‘So he went in and completely changed the color palettes of ALL backgrounds as well as added more detail. He also made brick tile maps for me to use that have more detail and look like true brick buildings. The duo is still evaluating how they want the tilemaps to connect, how to add greater detail, as well as how to present players with navigation Cues.

Each time the existing tile-map is changed, the level has to be completely redrawn, turning the Level’s configuration into a time consuming endeavor. ‘Once we’re done, we’ll also be looking into ways to potentially randomise buildings by color, enemy layout, and maybe even size/shape.’ they surmise.

The City Level is one of several that will be making an appearance in Abadon: Guardians Rise’s upcoming demo, another being the now completed Nuke Cave level seen its Co-Op Teaser, offering up to 2-3 unique variations of themselves for players to experience.

Abadon: Guardians Rise is currently having its various characters, levels and populating assets developed en route to a Q1 2017 demo release. For prior updates, visit its Higher Eclectic Space.


This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Abadon: Guardians Rise and the Ummagumma Games team is currently affiliated.

One can learn more of Abadon’s progress and sign-up to receive press releases via E-mail at the game’s Higher Eclectic Space. To get in touch with the team for any queries, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Abadon: Guardians Rise

Set against the backdrop of a mysterious extra-terrestrial infestation, Abadon: Guardian’s Rise is a 2D platformed, Roguelite tale of an elite planetary defense task-force in development by Ummagumma Games.

With features such as that of uniquely customizable characters and dynamically structured levels, vicious enemy design, co-operative game play and a demanding narrative comprised of multiple play-through’s, players must rush to restore their decimated squad of Vanguardians and recover the Planet of Abadon from the clutches of alien originated violence.

Abadon: Guardians Rise is in development for a PC launch, with a potential Xbox One debut being considered as well. The team is currently aiming for a release of the game’s Vertical Slice — demonstrative of its base mechanics, a fraction of its character and level roster — by Q1 2017, with the intent of garnering crucial player feedback therefrom towards further development.

About Ummagumma Games

Ummagumma Games is a two-man development team populated and co-founded by Lead Designer/Programmer Scott Bowser and Lead Artist/Illustrator Andrew Restrepo Ganzales.

Abadon: Guardians Rise will be the duo’s fourth gaming release and first PC directed venture. Other releases include the Android titles of You Can’t Escape, Godsmash: Armageddon and the upcoming Soul Samurai.

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About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn

Alfredo Sirica – Classical Video Game Orchestrations From Orvieto, Italy

Alfredo Sirica, Features, Press Releases

Higher Eclectic Ground proudly welcomes Alfredo Sirica to its roster of professional, freelance video game music talent; based within the Italian town of Orvieto, Sirica will now be seen offering his now three-year expertise in the composition & orchestration of high-quality, classical soundtracks towards the development of independent games via the Network.

Having broken into the freelance scene circa 2013, his work record so far is one that constitutes the soundtracks of short-films Wither,  Paint Your Life Away and The Bookkeeper, full-feature film Porches & Private Eyes, as well as the student game project of Project Hourglass and Cowcat Games’ point n’ click tale Demetrios: The Big Cynical Adventure.

This expertise comes rooted in the use of a blend of traditional instruments and high-end synthesizers, with the former often recorded live against a professional setting in the midst of hired talent.

Indeed, depending on a project’s scope and budget, Sirica goes so far as to include, hire and conduct an entire orchestra of professional performers for purposes of crafting an assigned soundtrack.

‘While my requested rates depend on the project, its genre, how much promotion a game is going to get, its potential and the available budget, I am very open to negotiation,’ he states.

‘The client is free to choose when to pay me for my services, as long as the agreement is set through a written contract. I am also open to sharing the final revenue, as long I see potential in the project.’

Naturally, his modus operandi thereafter provides ample room for creative discussion and period of brainstorming; once the base flavour of his client’s required musical style is established and agreed upon after an extended study of their game’s various media, work on the rest of the assigned roster of music continues on a per-track basis with the musician developing relevant handwritten/printed notations, recording them live or via high-end synthesizers, before shipping them to his employers in an orderly fashion.

This work ethic of Sirica’s stands influenced by a childhood immersed in music; having begun taking piano lessons at the tender age of nine, the Italian was quick to recognise his thirst for expanded creativity.

I felt restricted by having to play tracks that weren’t mine at the time, which I considered a process that was slowly destroying my creativity’, he recalls. ‘I felt the urge to play something new, something that sounded fresh and that would make my performances sound unique.’

Nevertheless a large part of this yearning would express itself in his stint as an actor — studying theatre for seven years, performing in plays with several diverse companies and even appearing on local television during the time — while subsequently functioning as an Italian/English translator on numerous online comics and Hammerfall Publishing’s strategy game, Warhammer 40K: Regicide.

Before long, his intense, two-year study of professional orchestration & composition under the wing of an experienced Russian professor had commenced in 2009, taking him all the way to Oberammergau, Germany.

‘The studies were always freelance,’ he adds. ‘I followed the same routine in Italy as well — I continued studying after returning and still am — caring more about preparation than certification.  I believe there is always something new you can learn, so I constantly try and reach out to people who are more experienced than me.’

Thereafter Sirica would find himself competing with various other freelancers over online job openings, leading several of the aforementioned film & game soundtracks to fruition. ‘Since then, I’ve been constantly contacted by artists who ask me to bring my music to their projects. I couldn’t be happier to have finally reached my dream job.’ This is of course besides performing at various concerts in Italy, introducing podcasts featuring popular Italian writers à la Corrado Augias and composing musical themes for the FAI (Fondo Ambiente Italiano, usually referred to in English as the Italian National Trust, created to nurture and protect Italy’s cultural heritage.)

‘I’m currently intensely working on Cartoonable, which has now changed its name to “Lampadino e Caramella”.’ he announces.

It’s an Italian TV cartoon that is the first of its kind, directed at autistic, deaf and blind kids, and which has been made possible through crowdfunding. It’s hence supposed to be carefully crafted both in terms of audio and visuals, and will release by Q1 2017′

This is be followed by Running Wild Film’s Bride of Violence, a horror flick that begins production in January, 2017 with Sirica working on its soundtrack soon after, along with the demo release of upcoming point n’ click adventure Happiless that has him tied to the project as its official soundtrack composer.

As is the custom here at Higher Eclectic Ground, much of his forthcoming, current and prior professional work will now be documented on Alfredo Sirica’s newly created Higher Eclectic Space

which besides serving as his online portfolio and the go-to resource for all professional information pertinent to his services henceforth — has already begun showcasing his work on what recently became his first feature film project, Porches & Private Eyes.

To collaborate with Alfredo Sirica on your own projects, simply leave him a comment here, at the aforementioned Space, or by leaving the team an e-mail using our contact form.

Tenebrae – Twilight of the Gods Concludes Prototype Phase With Crust, The Golem

Press Releases, Tenebrae

Troglobytes Games concludes the second year of its upcoming PC/Xbox One ARPG, Tenebrae — Twilight of the Gods’ development with the comprehensive, action-packed debut of Crust, the Golem.

First introduced during the final seconds of Tenebrae’s April 2016 Teaser, a Golem in Tenebrae’s world was hinted to be neither friend nor foe, reacting instead on the basis of player actions towards them. This key characteristic of theirs, Troglobytes had briefly stated at the time, could be exploited by players to benefit their advancement through the game; Golem Riding, the game’s latest video of progress finally lays bare the mechanics behind this concept.

Crusts are Golem-like creatures that will be encountered throughout the expanse of Tenebrae’s multi-chapter narrative. Usually found guarding important rooms/passages, they are tied to the concept of Tenebrae’s Natures — supernatural forces that constitute an integral part of its game-play, influence enemies, weapons, shields, skills, protagonists, and that players must either master or conquer.

‘A Crust will usually be bound to one of these “forces” and its attacks will reflect this along with its visual design,’ explains Lead Programmer Luciano Iurino. ‘It is usually harmless unless the player or an enemy takes action against it. Once it does lose its cool however, players would best run away since going against it head-on can be devastating.’

Rightfully, Golem Riding illustrates one such Crust lying relatively inactive until prodded by an overwhelmed player; the protagonist them jumps over the specimen, driving it against enemies and other populace. ‘A Crust’s only weak point lies at the base of its skull, ‘ continues Iurino. ‘So you have to jump over its shoulders, plant your sword there and take control of it.’

‘As it attempts to throw off the player, the Crust loses vital energy (depicted by the bar at the bottom of the screen). Every time it hits a wall or a big obstacle, its vital energy goes down further until it reaches the zero mark, disintegrates and dies.’ While this is only way of making use of the Golem, Iurino further alludes to features such as Crust Summons that the rest of the team are currently working on. More on that in due time.

For now, the implementation of the above rudimentary Golem mechanics along with the smarter AI, refactored combat, the next iteration of Tenebrae’s in-house dungeon generator Vania and various other game-play aspects from earlier this year mean that the ARPG is to soon move out of its current prototype phase.

‘Now that we have all the basic mechanics in place in the prototype, everything will continue to be improved.’ Iurino surmises. ‘It might be a while before we show something totally “new” in terms of game-play but graphically, our artists will be shifting focus towards better character design, animations, environments and more during the first quarter of 2017.’

The team also intends to make several release relevant announcement during the same time frame. ‘For now, we want to thank all our friends and supporters. It’s been a crazy year!‘ they write. ‘We’ve truly gathered precious feedback from players and developers alike.

Troglobytes Games will resume work on Tenebrae — Twilight of the Gods in the new year. Till then, make use of the intervening time to catch up with just how far the game has come over the past year by perusing its Higher Eclectic Space. Attached are renders and concepts pertinent to Crust.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Tenebrae: Twilight of The Gods and the Troglobytes team is currently affiliated.

One can learn more of Tenebrae’s progress at any instance of time, opt-in for E-mail updates/press-releases via the game’s Higher Eclectic Space. To get in touch with the team for any queries, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Tenebrae: Twilight of The Gods

Tenebrae – Twilight of the Gods is a story-driven, fast-paced Action/Adventure RPG of the Metroidvania genre, paying homage to 80’s-90’s classics such as Ghost ‘n Goblins and Rastan Saga.

While deriving from the genre’s characteristic feature of encouraging exploration and character investment by consisting of large interconnected worlds to which access lays restricted by character ability, Tenebrae also promises to add fresh twists of its own. Currently in development for a PC and ID@Xbox release.

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents. Their mission is to create innovatively high-quality games on a variety of platforms using the latest in technology while focusing on storytelling and aesthetics.

Twitter | Website | Instagram | Facebook | IndieDB | YouTube | Steam | E-mail: info@troglobytes.com

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | E-mail: team@highereg.com

TinyWars Previews Visual Theme, Narrator & OST as Production of Official Demo Begins

Press Releases, TinyWars

Following a successful release of the upcoming tower defense game’s prototype earlier this month, developer Bizurk Software has officially announced & commenced development of the complete TinyWars experience en route to a predicted 2018 release.

Along with it comes news of TinyWars’ first official Demo; a vertical slice of the main game that will contain finished animations, enhanced controls, story/narrative cut-scenes and the implementation of its first four narrative chapters. The Demo has been given an estimated release period of Q3 2017, and will serve as an accurate representation of the full TinyWars experience, Lead Developer Andrew Taraba declares.

This will of course be in contrast to the game’s now available Prototype, an implementation of TinyWars’ tower defense engine that was released after a month-long closed-beta period with intent of having its various gameplay mechanics tested. The remnants of 2016 then are to involve incorporating all gathered user-feedback therefrom in the optimization of the game-play engine.

‘We aren’t looking to add anything new to the engine at this time in terms of technical features, just improving what we have already assembled as our “template” for the final game.’ states Taraba. The production of in-game assets meanwhile has been ongoing behind-the-scenes, with the team further providing a look at various aspects of the full game.

The first of these is a preview of TinyWars’ menu system; developed by the game’s primary background artist Chibionpu, the menu abides by a formative theme of TinyWars’ narrative.‘Imagine that somebody has been collecting hints and evidence for the existence of “tiny people”, compiling all this evidence into a scrapbook: This is the theme of TinyWars in terms of its visual design as well as how we plan to deliver the story.’ states Taraba.

Indeed, the TinyWars narrative will be delivered via both in-game cutscenes and journal entries; the latter shedding light on the Kingdom’s history and ongoing struggle from the perspective of an investigator collecting evidence pertinent to the existence of the Tiny civilization. Although the name and details pertinent to this investigator/narrator are being kept under wraps for now, the team debuts a look at her newly conceived design (attached).

This is immediately followed by a preview of TinyWars’ official soundtrack with the Edwin Toh composed theme song.

‘TinyWars is not all about cute anime girls fighting cute monsters.’ adds Taraba.‘ And so this musical theme speaks wholly of the loss, hardship and beauty the kingdom of Tiny will experience in its journey through the game’s narrative.’

As the developers proceed to translating the flavours established by the soundtrack and its menu system into a complete implementation, various snapshots of TinyWars’ ongoing visual interface design can be expected in the forthcoming months. This is to be followed by development of various story/cutscene pertinent elements, relevant game-play sequences and even a tutorial level.

Through all of this, both the Windows PC and Android versions of the Prototype will continue to be improved and updated. One may download the same at any time via the Downloads section of the game’s official development blog. Feedback is encouraged and may be conveyed to the developers directly via the game’s Facebook page.

Attached herewith is an all-new poster showing off the game’s Melee character, WIP menu implementation, concept art of the in-game journal, investigator/narrator and TinyWars’ soundtrack cover artwork.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated.

One can follow up on the game’s progress thus far, learn of what’s been said about its game-play prototype and opt-in for E-mail updates via its Higher Eclectic Space. To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com

About TinyWars

Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.

A journey of growth — both of characters involved and players themselves — its narrative encompasses the kingdom of Tiny and its inhabitants, as they journey through a world of constant conflict and learn of things far greater than themselves.

Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.

Players will be tasked with strategic thinking, dynamic unit management and a plethora of boss fights across varying degrees of challenge. All the aspects of this Tower Defence element, although not ground breaking, will ingeniously parallel the aspects of the story and the concept of growing as an individual. A prototype of these mechanics is now available for download. 

Although not representational of the main game, the purpose of the prototype lies in providing fans, followers and tower defense enthusiasts with a snippet of the TinyWars game-play experience, while also assisting the development process with user-related feedback.

The months that ensued after the game’s bare-bones prototype were graphic & artwork intensive, with the team designing original assets, primary characters, animations and even recording a live orchestra for the main game in order to provide it with its own flair.

A large portion of 2016 meanwhile has been devoted to the development of TinyWars’ game-play prototype. Prior to its release, a closed beta test of the same transpired between the months of October-November, the same year, with all gathered user feedback being used towards the development of the main game.

Despite the prototype being devoid of any narrative elements and fleshed out visuals, the team is currently working towards releasing a more representational vertical slice of TinyWars’ primary experience by 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is now also available for download.

Twitter | Website |  Soundcloud | Facebook | Wiki | YouTube | PR Contact – Andrew Taraba – tinywarsgame@gmail.com

About Bizurk Software

A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.

TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.

Website

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Team E-mail: team@highereg.com

Tenebrae – Twilight of the Gods Now Features Responsive Combat, Smarter AI & an Enigmatic Dimmersoul Concept

Press Releases, Tenebrae

‘Both the combat system and AI have been totally rewritten from scratch. We think we have reached the goal we had set soon after the indie game events we attended last summer.’

A significant portion of Tenebrae’s focus since the delay of its public demo release, has been on refactoring its combat & AI design. Player feedback gathered at various events earlier this year coupled with the developers’ own dissatisfaction, had led Troglobytes Games to an extended, meticulous study of older generation Metroidvania titles.

‘We had to take those mechanics and implement them into our own gameplay and rules,’ explains Lead Programmer Luciano Iurino, stating that combat on Tenebrae is now a lot more responsive that it has ever been. ‘The result is quite what we were looking for, though it can certainly be improved some more; and it will over the following months of development.

Complementing this sharpened sense of combat is smarter enemy AI; enemies now come in three distinct categories of Beasts, Soldiers and Ranged. Where Beasts charge at players regardless of reasoning, Soldiers hunt in packs; methodically organising themselves in groups and utilising a variety of defensive abilities (parry, dodge & counter-hits) under player attack.

All while Shamans, Mages & Archers hurl an onslaught of Ranged attacks from a distance. This of course is in contrast to prior, less capable enemy behaviour that would have them attacking players devoid of logic or any significant challenge, hanging around motionless otherwise.

Samples of the smarter, refined enemy AI are now showcased in Tenebrae’s December Update trailer; Undead soldiers are seen parrying and dodging player attacks while Shamans cast timed spells, inflicting major damage upon protagonists still within the spell area when the time is through.

‘One can also see how despite players keeping their own shields up to parry enemies attacks, doing so will not always result in a parried attack,’ Iurino points out. ‘In fact, if you are surrounded by 2-3 enemies and they all attack you at the same time, chances are that you’ll be knocked down.

Also being unveiled alongside are two new character concepts; the first being that of the Bat, a type of Beast developed by artist Florent Desailly that will often arrive with its own set of special/poisonous attacks. Desailly is one of Troglobytes’ newest constituents, having joined the team’s art department only last month. ‘He seems to immediately understand the style we are after,’ state the core team. ‘We’re sure he will produce some great characters in the next months!’

This is followed by a preview of Sergio Cosmai’s Dimmersoul, a creature whose role within Tenebrae’s dungeons is being kept under wraps for now. Cosmai is known to have previously devised the game’s motion-comic intro.

Attached are GIF’s demonstrative of enemy Parry and player Dodge behaviour.

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About Tenebrae: Twilight of The Gods

Tenebrae – Twilight of the Gods is a story-driven, fast-paced Action/Adventure RPG of the Metroidvania genre, paying homage to 80’s-90’s classics such as Ghost ‘n Goblins and Rastan Saga.

While deriving from the genre’s characteristic feature of encouraging exploration and character investment by consisting of large interconnected worlds to which access lays restricted by character ability, Tenebrae also promises to add fresh twists of its own. Currently in development for a PC and ID@Xbox release.

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents. Their mission is to create innovatively high-quality games on a variety of platforms using the latest in technology while focusing on storytelling and aesthetics.

Twitter | Website | Instagram | Facebook | IndieDB | YouTube | Steam | E-mail: info@troglobytes.com

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | E-mail: team@highereg.com

Abadon: Guardians Rise, Co-op RPG Now In Development By Ummagumma Games

Abadon, News, Press Releases

From Ummagumma Games comes Abadon: Guardians Rise; a 2D platformed, roguelite ode to classic split-screen, couch co-op based entertainment scheduled for a 2018 release. With features such as that of uniquely customizable characters and dynamically structured levels, vicious enemy design, co-operative game play and a demanding narrative comprised of multiple play-through’s, Guardians Rise will not only be the two-man development team’s fourth title release, but also its first major venture into the PC gaming industry.

When an unprecedented, targeted assault on Planet Abadon leaves its seemingly Utopian feature in shambles, Abadon: Guardians Rise will have players take control of the Vanguardians — the Planet’s legendary, now almost decimated task force — in a retro-themed, action-packed rush to recover it from the clutches of alien originated violence.

As these Guardians rush to neutralise the enemy and salvage the missing remnants of their task force, a larger conspiracy unravels; one inclusive of branching timelines, parallel universes, suspense and an overarching theme of vengeance that will have players coursing through Abadon: Guardian’s Rise several times.

A large part of this rush will include the mobilisation and dispatch of playable Vanguardians from Aegis, the task force’s space HUB inclusive of a partly functional AI and an unstable mechanic, to various regions of the World Map.

 

Therein civilians must be rescued, enemies pulverised and an assortment of other objectives completed in order to minimize a region’s Threat Level and urge the narrative forward. Playable characters from the Vanguardian squad meanwhile arrive with their own set of attacks, insanely stackable upgrades and a steep learning curve, that players will be able to make use of across single-player or 4-player local/online co-operative modes.

 

Successfully taking down the variety — often mobs — of enemies the extra-terrestrial invasion has to offer, further facilitates the repair and modification of Aegis, as well as the purchase of character-specific upgrades.

Although these upgrades might persist through multiple play-through’s, level settings, navigation and correspondent enemy behaviour will be dynamically altered with each iteration of the narrative, calling for multiple play-styles and experiences throughout.

Following its inception in October, 2015, Abadon: Guardians of the Rise is currently having its various characters, levels and populating assets developed.

The team is currently aiming for a release of the game’s Vertical Slice — demonstrative of its base mechanics, a fraction of its character and level roster — by Q1 2017, with the intent of garnering crucial player feedback therefrom towards future development.

‘Abadon: Guardians Rise represents Ummagumma Games’ most ambitious effort yet,’ states Ummagumma co-founder and Lead Designer/Programmer Scott Bowser. ‘We had previously focused on smaller mobile games, just to get a portfolio started.  We really wanted to wait until we had a few releases before jumping into a larger, more full game on PC or Console.’  

Through the course of this journey, Bowser will primarily be flanked and aided by Lead Artist/Illustrator Andrew Restrepo Ganzales.

Ganzales’ relationship with the former dates back to You Can’t Escape, a 2D platformed runner originally created by Bowser and then programming partner Nuno Nunes under the banner of Out Of The Box Entertainment in the early months of 2014, that had Ganzales play the role of freelance artist.

The duo would then go on to form the Ummagumma Games banner, relaunch You Can’t Escape,  develop and release Godsmash Armageddon over winter, the same year, before commencing development on their third mobile arcade title Soul Samurai.

With the same due for a release soon, Abadon: Guardian’s Rise will mark Ummagumma’s fourth collaborative venture and first PC-directed release, with a potential Xbox One launch being considered as well.

‘Soul Samurai is only a few hours of development from being our 3rd finished mobile release,’ Bowser continues. ‘We just don’t enjoy the casual mobile industry as much however. It feels too saturated with the same money grabbing techniques, and anything that falls of that formula isn’t going to be noticed. ‘

Inspirations for the 2D Roguelite spin of Abadon: Guardian’s Rise emerge from Bowser’s own fascination for local co-operative games.

‘My favorite games have always been the local co-op ones, where I could sit on the couch with a few friends and get lost in a campaign,’ he writes. ‘I’d been playing a lot of those before work on Abadon began in 2015 and was quickly running out of options.’

Much brainstorming and the piling together of various mechanics later, Abadon finally commenced developed in the month of October, the same year, under the temporary moniker of Terra-Force. 

It was also around the same time that a relationship was developed between the team and Higher Eclectic Ground, with the latter aiding in social media/PR coverage therefrom.

Drawing inspiration from various Roguelike/Roguelike classics in the vein of Rogue Legacy, Risk of Rain and Nuclear Throne, the months thereafter witnessed the development of several of the game’s core game-play mechanics pertinent to Aegis, character upgrades, the World Map, base enemy classes and other underlying fundamentals. Much of this progress still stands documented on the game’s Higher Eclectic Space.

The team then proceeded into a short hiatus from the public eye over the summer of 2016, wherein several aspects of Terra-Force’s existing design, concept and future progress were evaluated, before now resurfacing with the newly finalised name of Abadon: Guardians Rise, its first teaser, an upcoming development blog and more.

A collaboration has further been established between the Bowser-Ganzaels duo and Van Reeves; a Philippines based freelance musician affiliated to Higher Eclectic’s own network of independent game talent, Reeves is currently providing his cinematic, ambient and heavy-metal infused Synthwave sensibilities towards furnishing the preliminary soundtrack and audio base of Abadon: Guardian’s Rise’s upcoming vertical slice.

While his working title track for the game can be heard within its above teaser, attached herein is a preview of the theme backing the platformer’s City level in its daytime version. ‘Abadon’s title theme is all energy with hints of arcade-like sounds,’ explains Van.

‘The Day time track heard here however is more of a dance track by design; faster tempo, pronounced synth work and prominent drum elements.’ More of Reeves’ work on the game will continue to be showcased as development progresses.

 

TinyWars Gameplay Prototype Now Available For Windows PC & Android

Press Releases, TinyWars

Visitors to the Downloads section of the official TinyWars development blog may now avail of both Windows PC and Android versions of its gameplay prototype. An anime-themed sample of the main game’s tower defense engine, the prototype tasks players with protecting protagonist Mary against an onslaught of enemy attack across 15 waves.

They must do so in typical tower defense fashion, strategically placing Melee/Fire units to take down the foe, all while upgrading and/or purchasing new units using procured currency to survive all 15 waves.While specific waves can also be retried upon failure, the prototype also comprises of a Tiny War — a periodic occurrence wherein ‘Dark Magic’ takes over, the level switches to a darker variation of itself and players are prohibited from using the ‘Retry Wave’ feature for a pre-determined number of waves.

‘Don’t let the cute anime girls or fun music distract you, this game is anything but easy!’ writes Lead Developer Andrew Taraba, amplifying a point that has been brought up by numerous participants of the prototype’s preceding closed beta that ran between October-November. ‘Many of our beta testers have voiced concerns that the prototype is too difficult, while those who have had experience with tower defense in the past will find themselves at home with this game.’

‘We have created a tutorial that will help those who have experienced difficulty with our project get past the first 4 waves with perfect HP.’ Additionally, players might also find crucial game-play tips listed on TinyWars’ newly created IndieDB page. It is also important to keep in mind that the prototype is not a complete representation of the main game; all narrative aspects are absent, while technical glitches, bugs and inconsistencies should be expected.

Feedback is encouraged regardless, may be conveyed to the developers directly via the game’s Facebook page and is already being used towards development of TinyWars’ full narrative and game-play experiences. ‘The prototype may not sound like such an exciting thing at first’, continues Taraba. ‘But once you get into the waves and begin to be invested in the integrity of your castle, you will certainly grow excited as you experiment with the waves and try different unit layouts.’

 Expect a closer look at the progress being made by the main game meanwhile over the forthcoming weeks.

This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated.  One can follow up on the game’s progress thus far, learn of what’s been said about its game-play prototype and opt-in for E-mail updates via its Higher Eclectic Space.

To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com

About TinyWars

Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.

A journey of growth — both of characters involved and players themselves — its narrative encompasses a Tiny kingdom and its Tiny inhabitants, as they journey through the world and learn about things far greater than themselves while being under constant attack.

Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.

A large portion of 2016 has been devoted to the development of TinyWars’ first game-play demo. This demo, which stands scheduled for a late Q4-2016 release, will serve to help develop the TinyWars game engine while also presenting a playable prototype for public consumption that may not necessarily be representative of the main game.

A closed beta test of the same will transpire a month in advance, before all gathered user feedback is used towards developing a second demo that will be representational of the main game in 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is also available for download.

Twitter | Website |  Soundcloud | Facebook | Wiki | YouTube | PR Contact – Andrew Taraba – tinywarsgame@gmail.com

About Bizurk Software

A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.

TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.

Website

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Team E-mail: team@highereg.com

All New Artists, Enemy Assets & the Golem Debut on Tenebrae – Twilight of the Gods

Press Releases, Tenebrae

The art & animation departments of Troglobytes Games have welcomed three new hands on deck to aid in the progress of its upcoming PC/Xbox One ARPG, Tenebrae — Twilight of the Gods.

Dhaval Soni (Grand Theft Auto V, Sin City – A Dame To Kill For)Antonio Appio (Prior Troglobytes associate, having collaborated with core team members Luciano Iurino & Luca Eberhart under a different banner between 2003-2005) and Florent Desailly will now be seen contributing to the game’s animations, two-dimensional and three-dimensional art respectively.

‘We’re really happy to have the chance to be working with Antonio again, as well as with an animator of Dhaval’s calibre and work record.’ states the core team. ‘We’re also pleased to be giving emerging artists such as Florent Desailly the chance to work on a project of our scope and vision; we think it will be a great experience for both sides and this is sure to be seen in our progress over the forthcoming months.

Already making full use of the above talent, the weeks since the unveiling of Tenebrae’s Dungeon Generator Vania in October have been art intensive, with the team working to generate and populate the Metroidvania tale with various assets per the minute.

A vast majority of these have been ghoulish enemy concepts; adaptations of rats, bats and eight-legged specimens that will all be encountered within the first act of the game. Also seen amid the assortment of their correspondingly attached 2D/3D sketches from the artists’ drawing board, is yet another elemental Golem concept.

First introduced during the final seconds of Tenebrae’s April 2016 Teaser, a Golem is neither friend nor foe, reacting instead on the basis of player actions towards them. This key characteristic of theirs, Troglobytes had hinted at the time, could be exploited by players to benefit their advancement through the game; a more elaborate demonstration of this is now being prepared for fans and followers to take in soon.

‘Think a new, spectacular way to take out enemies!’ quips Lead developer Luciano Iurino. In the meantime, one might let their imagination run wild by means of the dual Golem concepts seen attached herewith.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Tenebrae: Twilight of The Gods and the Troglobytes team is currently affiliated.

One can learn more of Tenebrae’s progress at any instance of time, opt-in for E-mail updates/press-releases via the game’s Higher Eclectic Space. 

To get in touch with the team for any queries, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Tenebrae: Twilight of The Gods

Tenebrae – Twilight of the Gods is a story-driven, fast-paced Action/Adventure RPG of the Metroidvania genre, paying homage to 80’s-90’s classics such as Ghost ‘n Goblins and Rastan Saga.

While deriving from the genre’s characteristic feature of encouraging exploration and character investment by consisting of large interconnected worlds to which access lays restricted by character ability, Tenebrae also promises to add fresh twists of its own. Currently in development for a PC and ID@Xbox release.

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents. Their mission is to create innovatively high-quality games on a variety of platforms using the latest in technology while focusing on storytelling and aesthetics.

Twitter | Website | Instagram | Facebook | IndieDB | YouTube | Steam | E-mail: info@troglobytes.com

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | E-mail: team@highereg.com