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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

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

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

Troglobytes Games Unveils Vania, an In-House Dungeon Generator for Tenebrae – Twilight of the Gods

Press Releases, Tenebrae

Troglobytes Games have announced that the next iteration of their in-house, procedural dungeon creation engine that is formative of Tenebrae’s Metroidvania experience is now fully functional. Called Vania, the engine not only serves as a successor to Daedalus — a random Maze & Dungeon generator plugin for Unity3D, that the team had previously developed under the moniker of ArtskillZ — but also overcomes several of its pitfalls.

While Daedalus’ Unreal Engine port was initially used to develop Tenebrae’s environments, it was revealed earlier this year that the plugin’s tile-based nature was preventing the team from achieving visually stunning level design. The development of an all-new dungeon generator — alongside Daedalus co-creator Michele Pirovano — to circumvent the issue was further hinted at at the time.

‘Yes, we’re talking about the same ‘engine’ we were referring to back in February,’ clarifies Tenebrae’s Lead Developer Luciano Iurino. ‘The new iteration though is game-specific, it’s been written ‘ad hoc’ for Tenebrae to support its gameplay needs. ‘

For one, Vania intelligently handles the development of lock/key systems and the generation of rooms fundamental to player progress by itself. ‘If the designer decides that the player must acquire the Double Jump skill to progress within a level, Vania will place a room where the player can find such skill,’ the team elaborates.

‘It will further generate a guaranteed, subsequent room where this skill will be put to the test before you can go on and complete the level successfully.’ Additionally, features such as Filters and Variation Sets/Groups also play a significant role in ensuring seamless visual design; environments such as Castles may now be automatically generated, with Vania placing tower-like rooms in the higher zones of maps, while spreading dungeons, cellars and sewers in the lower parts.

This is of course supplemented by the intricate and complex design of dungeon rooms themselves, each of which generates doors, loot, enemies and other populace according to player status and RPG values. Attached are images of Vania’s height based Filters in action; purple areas represent tower-like rooms, while light-blue regions correspond to dungeons.

While the new engine iteration was admittedly well-within development during the course of the game’s various event appearances this year, it is now being prepared for full-fledged testing. The public unveiling of Vania is Troglobytes’ first demonstration of progress, since previously announcing the indefinite delay of Tenebrae’s public demo launch in favour of quality.

Also being worked upon at this time is the game’s AI and combat mechanics, the latter of which has involved the extensive study of older generation Metroidvania titles on the team’s part. ‘Here at Troglobytes, we have plenty of old gaming consoles and even an old arcade cabinet,’ divulges Iurino.

‘We’ve been firing up older games, altering their speed to better study actions, animations and their relationship with the controls, frame by frame. We’ve decided to focus on a couple of specific titles, the most useful being an old Castlevania game which kind of drifts away from the standards of its legacy mostly because of its combat mechanics. ‘

‘We think it’s the perfect title to draw inspiration from, so we’ve started working from there. We’ve kept what we think is interesting, and changed what we’ve felt is ‘wrong’ or, in some cases, ‘outdated’ for a modern game scenario. ‘ Stay tuned for illustrations of the refactored AI and Combat in action over the forthcoming weeks.

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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

Tenebrae’s Public Demo Release Delayed as Developers Attempt Return to Metroidvania Roots

Press Releases, Tenebrae

Two mega-screens with the Tenebrae logo and footage set on loop, while numerous developers helped play-test the upcoming ARPG’s latest build — is how Troglobytes members Luca Eberhart (3D Artist) and Giuseppe Lagonigro (Programmer) may best recall Game Over, Milan.

The duo had taken to the underground Italian gaming festival from the 24th to the 25th of last month with numerous fixes and additions to various game-play minutiae, hoping to gather crucial public feedback before delving into yet another development cycle preceding Tenebrae’s public demo release.

With them now having attended a total of three events over the span of two months (The Global Top Round Conference, Germany in August & Modena Nerd, Italy in September) though, the experience of it all has had a much deeper impact on the game’s current development strategy.

‘After showcasing Tenebrae in its intermediate form at three different events and having the Higher Eclectic Network play-test it for a month now, it has become quite clear that the current build does not show off our vision in all its potential,’ the team has concluded.

Tenebrae has been one to garner continuous praise for its graphical polish ever since transitioning from 2.5D to 3D earlier this year. Yet admittedly even while showing off core mechanics in progress, its builds have far from truly demonstrated the team’s envisioned twist on the Metroidvania genre.

‘We need to work harder to implement several key features that make up the meat of Tenebrae’s experience,’ they continue.‘Some of these features are those that make a great Metroidvania experience: backtracking, re-playability, a robust lock/key system, etc. Then there’s those such as a fully polished combat system; we believe we are on the right path but the Vertical Slice is certainly lacking in these areas.’

Consequently, the game’s Vertical Slice that was originally intended for an end-of-September release has now been pushed back indefinitely in favour of quality. ‘Tenebrae’s demo will be out when it’s done,’ the team now surmises.

‘Existing testers will be able to play the next builds though, and who knows, we might be attending several other events in the future, so we’ll keep looking for precious feedback during the next months.’ Through it all, the game will indeed continue to evolve publicly; as the developers address its shortcomings by revisiting inspirations, implementations of various new features and mechanics will continue to be shown off on a periodic basis.

The search for publisher investment meanwhile will proceed regardless of the demo’s delayed public release. While Tenebrae continues to be self-funded up until this point, Troglobytes had first addressed the game’s need for monetary support post their return from the Global Top Round Conference in August.

‘Going with a publisher is only one of the possibilities,’ they write, hinting that while publishers continue to be approached, strategies such as crowdfunding are also being considered.

‘Such an ambitious project needs financial backup to see the light of day, but we’ll try to stay true to our indie nature as much as possible. We’ll see what the future brings!’ 
Images from the team’s Game Over, Milan appearance are 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

Troglobytes Evaluates Modena Nerd, Closed Beta Feedback; Takes Improved Build To Game Over, Milan

Press Releases, Tenebrae

‘Modena Nerd was a good experience; we did manage to attain a bit of feedback that’s helped us reconsider a couple game-play features. The true consequences of this however will be apparent only in future builds of Tenebrae; For now, we’re hoping for a better round of feedback, play-testing and networking at Game Over, Milan.

While Troglobytes Games might have missed out on the Modena Indie Award at the Modena Nerd expo this weekend past, their upcoming PC/Xbox One ARPG Tenebrae did certainly go on to win an honorary mention by the event’s panel of judges amid a field of nearly 30 odd Italian game developers. Commended for its graphical quality and even cited as promising by visiting members of the press therein, Tenebrae’s currently playable build has since undergone a series of updates influenced by player response.

For one, its outdoor level has now been shortened. While the current build lets players explore portions of both the game’s outdoor and dungeon environments, the former is meant to constitute Tenebrae’s tutorial that will be present only in its upcoming demo and the final game.

‘Since the actual tutorial is still missing from the build we showed off at Modena Nerd, there were a lot of empty zones that players seemed to be quickly bored of,’ confesses Lead Programmer Luciano Iurino. On the other hand, there also existed the case of players not exploring the build’s contorted dungeon design, its secret passages and hidden rooms in their entirety.

This has now been addressed by having the game world subtly coax players towards its secrets via implementations such as camera triggers that tend to focus on hidden ladders and ledges, considerably more evident designs for interactive objects and so forth.

‘Let’s not forget though that Tenebrae’s core lies in dungeon crawling and exploration,’ Iurino warns. ‘So people will still have to search for secrets; for now, we’ve made it easier to come across passages and corridors that all players and beta-testers seemed to have missed.’

Both issues were further compounded by the fact that the Modena Nerd build never had any established conclusion; players could effectively keep playing endlessly without any significant challenge. A mini-boss now fills that gap, although still reliant on the game’s standard AI that will eventually be replaced by a more advanced rendition in its upcoming demo.

In addition, not just treasure chests but destructible items now spawn loot evenly throughout the build, improved quality settings allow for smoother gameplay on older systems, while easier controls and added fixes make for a more evenly toned experience. The tweaked and improved build will now be exhibited at Game Over, Milan from the 24th-25th this weekend; an underground festival held at the Leoncavallo spa in Via Watteau, 7 Milan, Game Over is an annual celebration of Italy’s indie game development scene over numerous workshops, professional seminars and networking opportunities.

Just as at Modena Nerd, Troglobytes will be be seen hoping to gather layered combat related public opinion more than anything — particularly in relation to the issue of using in-game shields that was elaborated upon last week. Feedback gathered from both event appearances and the ongoing closed beta test will then be used in furthering & assessing development of Tenebrae’s fully playable Vertical Slice, which currently happens to be scheduled for a tentative end-of-September release.

Images demonstrating camera triggers, game-play hints, loot from destructible items and the mini-boss in action are 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, schedule an interview or notify it of your Game Over presence, 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

Troglobytes Looks to Gather Feedback on Tenebrae’s Combat Mechanics at Modena Nerd 2016

Press Releases, Tenebrae

This weekend, the 17th-18th of September will commence 2016’s rendition of Modena Nerd, a two-day celebration of Italian Video Games, Comics, YouTubers, Cosplay & all things nerd-culture at the ModenaFiere Exhibition Centre in Modena, Italy.

Present at the same will be the development team of Tenebrae — Twilight of The Gods, making their first public event appearance since that of the Global Top Round Accelerator Program’s Conference in Cologne, Germany last month. Amid tournaments and stations dedicated to classics of modern and retro gaming at Modena, Troglobytes will be seen setting up desk at the Indie Showcase Area therein showing off the latest build of their upcoming PC/Xbox One Metroidvania ARPG.

Sunday, the 18th of September will further see the game contend against nearly 30 other Italian developers for the Modena Nerd Indie Award. As the team reveal though, the event will bear much more significance to Tenebrae’s ongoing development than generating attention or hype. Set to be comprised of all those game-play features that were illustrated in last week’s September Update Video, the build that is to be shown off at the event is majorly the same as that which has been undergoing closed testing within the Higher Eclectic Network.

‘Most of the feedback gathered so far has been geared towards AI and combat,’ the team evaluates.‘Refactoring the AI is something we’re already working on; We have clear in our minds what’s wrong with it and how it should behave. However we’re planning to address combat only after a lot more feedback is gathered from the closed test, Modena Nerd and GameOver Milano thereafter combined.’

The team’s biggest woe in context of the same is currently pertinent to dodging and use of the in-game character’s shield by players; admittedly inspired by the likes of Castlevania: Lords of Shadow – Mirror of Fate after trying a variety of approaches, Tenebrae currently prevents one from rotating a character/dodging attacks when parrying. ‘It may work well under some circumstances but with Tenebrae being fully-3D, attacks tend to come in from all directions which can be problematic.’ Troglobytes state while affirming that player feedback towards the same has been largely divided.

‘This is but a portion of the design decisions we need to make, since combat is all our game is about. We want it to be very smooth and easy; We may go over different iterations and stop only once we feel we’ve found the right solution. This is why we’re hoping feedback from both of our upcoming event appearances prove to be helpful in this regard. ‘

Among additions not currently present in the current closed-beta build yet that will be seen at Modena are graphical improvements, a quality settings slider that lets one scale visuals as per their system performance and RPG values for weapons that dictate the magnitude each inflicts over the enemy.

One’s first look at the new-AI shall only arrive with the team’s GameOver Milano appearance on the 24th-25th of this month, which even then might only be partially complete. The Tutorial level and scene meanwhile will be ready in time for Tenebrae’s publicly playable Vertical Slice. This Vertical Slice is currently scheduled for an as of yet tentative end-of-September release.


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, schedule an interview or notify it of your Modena Nerd visit, 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

Troglobytes Detail Tenebrae’s Unique Health Regeneration Features In September Update

Press Releases, Tenebrae

Before moving on to refactoring Tenebrae: Twilight of The Gods’ AI and combat mechanics in anticipation of its demo release later this month, Troglobytes Games unveil a comprehensive enlistment of features that have made it into their ARPG since its Global Top Round appearance in Germany.

The most noteworthy of these, illustrated by means of the above September Update video, are character health-centric; Healing shrines and their health replenishing properties make their first appearance in-game. While most of Tenebrae’s assets go through the process of being designed in 2D concept form before being rendered in 3D, the Shrines were conjured impromptu; 4-5 hours’ worth of sculpting, retopology, texturing and importing the model into the game engine led to a design that draws inspiration from Gothic Art.

And even so, there’s much more to their styling than meets the eye; while Shrines are rendered inactive after a single use, each comes fitted with three inconspicuous slots on either side with one big slot at the top. Players will not only be allowed to harvest the mortal remains of certain enemies they ravage, but will also be able to use them in the side-slots as a sort of offering to the Gods. Doing so ‘reactivates’ a Shrine after its consumption.

‘The big central slot is a whole different story,’ the developers elaborate. ‘If you collect the skull of a particularly strong enemy (Mini-Boss?), you should be able to sacrifice it on a shrine to generate unique weapons, amulets etc. that are not spawned by treasure chests. Though it won’t be an easy task because it will also depend on how one kills the Mini-Boss, their Luck based RPG stat and so forth.This will be the only way to get those kind of weapons/amulets in the game.’

The team also addresses the prayer-like stance that Varg The Barbarian adopts at each of these shrines, stating that while it might seem strange to some — it fully demonstrates the twisted relation between Tenebrae’s characters and the Gods of its lore. In the very context of Health, the video also demonstrates Auto-Regeneration; players will be granted a main HP bar at the top-left corner of the HUD along with a thinner HP Regeneration bar below it. Troglobytes explain –

‘Whenever one is hit and their HP goes down, the HP Regeneration bar is triggered to refill the main HP bar one point at a time. The frequency of this refilling will depend on RPG stats, equipped items such as specific amulets and so on. It may sound too easy for the player, but trust us it won’t be! Also, there will be some areas where the regeneration won’t work and some particular enemies will have the ability to block your regeneration.’

The rest of the Update is populated by less major yet equally crucial additions — Climbing up and down ledges with associated dust/particle FX is now a feature, along with the ability to move the overhead camera while in the process. Weapon trail FX are further supplemented by color coded damage values that crop up every time an enemy is struck by the blade, however the effect these damage values have has been omitted from the video due to a bug the team is currently addressing.

In the actual game itself, each enemy will arrive with a small bar and an icon resembling its own face — indicating health points and other battle-worthy information that will deplete in accordance with the color-coded damage values. While color-coded silhouettes now allow for player and NPC tracking through walls that might crop up in the way of the camera, viewers are granted another look at the loot/inventory system that was first unveiled in the game’s August Teaser.

Next up on Tenebrae’s docket apart from its AI redesign is a complete implementation of its Tutorial level. ‘We have all the material ready for the tutorial scene, but we’ll leave it as one of the last things to do; we’re still designing the kind of behaviors each enemy will have, ‘ the dev-log reads. ‘We have designed a couple of basic enemies but there are a lot of ideas to test and implement!

Tenebrae: Twilight of The Gods’ Vertical Slice is scheduled for an as of yet tentative end-of-September release.


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, schedule an interview or the like, 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

Troglobytes Recount Global Top Round Experience, Talk Tenebrae’s Potential Demo Delay

Press Releases, Tenebrae

Being among the 15 games that had qualified for the 2016 conference of the Global Top Round Accelerator Program turned out to be insufficient in garnering Tenebrae a place among the program’s top 10 at Cologne, Germany last week.

Having presented the latest playable build of the upcoming Metroidvania ARPG to a diverse audience of developers and enthusiasts over a two day period, Troglobytes now review their experience therein as both strange and enlightening.

‘Honestly, we felt our game was a bit out of place there’, they recall. ‘There were a lot of great, colorful mobile games and even a couple of very interesting VR projects; Tenebrae (and at least one other which we really liked a lot) was not at home within the event.

‘It did gain a lot of interest however. Quite a few stopped by and played the build; we received both praise and a lot of useful feedback from players and other developers.’ The team further went onto attend marketing seminars and interact with fellow developers before concluding that it was a fruitful event regardless.

Additionally while the rest of its representatives departed for Italy soon after, Designer Saverio Caporusso managed to make it to the floors of Gamescom for but a brief meet and greet with a couple of interested publishers.

Irrespective of the bump in the road though, the Vertical Slice continues to be Troglobytes’ primary investment of energy. Said to feature improved combat, exploration, outdoor environments, advanced AI and more, while the Slice was originally slated to be released by the end of September, a delay now seems highly likely.

‘And that’s because of two main reasons — First, we absolutely want to implement all the ideas, feedback and suggestions we received,’ Troglobytes elaborates before hinting at a potential rewrite of the game’s Unreal Engine 4 based enemy AI to suit its needs.

‘Plus there are a couple of major features that didn’t make it into the GTR build; we think it’s important to have those into the Slice as well.’

Qualifying for the Accelerator Program’s subsequent stages would have guaranteed financial support at the very least. Now though, the team might have to prioritise freelance contracts for a while which in turn would be responsible for funding the game’s progress.

Of course besides helping further its base of prospective players, Tenebrae’s Vertical Slice will also aim to attract publisher based financial backing. Aware that this is an avenue that might not necessarily pan out, a crowdfunding campaign continues to be in the team’s books as a potential future course of action.

‘For now though the Vertical Slice is our focus’, they write in conclusion. ‘We’ve received a lot of interest towards our project in the last few months and are very positive about it. We’re pretty sure that sooner or later we should be making an official statement in relation to the same!’

Attached are a multitude of screenshots from Tenebrae’s latest build as shown off at the GTR Conference.

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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 and sign-up to receive press releases via E-mail at the game’s Higher Eclectic Space — https://highereg.com/member-list/tenebrae-twilight-of-the-gods/

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 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 | WebsiteInstagram | Facebook | IndieDB | YouTube | Steam

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, marketing 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

Tenebrae Exhibits Loot/Inventory System, Outdoor Environment in Latest Gameplay Teaser

Press Releases, Tenebrae

With the 2016 conference of the Global Top Round Accelerator Program afoot, Troglobytes Games builds upon the spectacle of Tenebrae: Twilight of the Gods’ April 2016 Teaser by means of an all new game-play preview.

This August Gameplay Teaser serves to highlight all major features associated with the very same build of the upcoming Metroidvania RPG that is being shown off at the conference in Cologne, Germany over the course of today and tomorrow.

These include one’s first look at Tenebrae’s outdoor environment, improved combat and control mechanics which have undergone a rewrite over the past couple of months in favour of quality.

The outdoor environment depicted on the other hand is one wherein Tenebrae’s tutorial ensues, which notably will be making its debut in the game’s Vertical Slice that is due for a September release this year.

The Teaser finally concludes with a look at Troglobytes’ implementation of Diablo-styled treasure chests & loot system that function by scattering collectable items for players to walk over and pick-up every time a chest is opened. This is of course accompanied by Tenebrae’s newly designed inventory management interface.

Up to 15 game developers will be pitching their creations at the Conference alongside Troglobytes from 12 P.M GMT later today, the top 10 of which will progress into the program’s six-month Acceleration period wherein game development and launch support is provided.

The top five graduates of this tenure will further receive investment and marketing support through the months of March-June, 2017. Preliminary photographs from the conference lie attached as assets herewith.

This slideshow requires JavaScript.


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 and sign-up to receive press releases via E-mail at the game’s Higher Eclectic Space — https://highereg.com/member-list/tenebrae-twilight-of-the-gods/


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.

Meet the team at – http://www.troglobytesgames.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, marketing 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.

Learn more at https://highereg.com and for any queries, please contact the Network at team@highereg.com