The preliminary build of Troglobytes Games’ upcoming frantic, rogue-lite SHMUP is now available for free.
Letting players operate as a body-snatching organism in a dystopian rendition of the 1980s, the action-packed prototype offers access to –
- Downtown, a fully-playable level that randomly differs in layout with every play-through.
- Eight Playable Characters to Body-Snatch. Wield bats, bottles, rifles and explosives as you wage all-out war against martial law.
- Unlockable Levels, Secrets & Future Add-ons. Currently inclusive of one hidden level and multiple items to discover.
- Hi-Res Cover Artwork & an Original Synth-wave Soundtrack. Featuring Guerilla and Space Marine by Mr. Reeves.
Despite not being representative of the complete HyperParasite experience, the prototype’s purpose is that of encouraging player involvement in the game’s ongoing production process.
‘The prototype will progressively be updated with playable characters, collectibles and an assortment of game-play features that we as a team will be mulling over henceforth,’ states Lead Developer Luciano Iurino, addressing retro-SHMUP enthusiasts and game developers alike.
‘We’ll naturally need your feedback more than ever during this period; being avid users of the platform ourselves, itch.io is the perfect means to provide you with early access.’
Not ruling out the possibility of Steam Early Access preceding the game’s full release next year, the team prefers to consider the same only once HyperParasite’s more advanced game-play features are implemented in their entirety.
Following multiple event appearances through the course of this year, the game’s core mechanics continue to be worked upon as focus shifts towards implementing local co-operative game-play support.
‘We intend for HyperParasite as a SHMUP to be played with friends, and trust that co-op will only enhance the current prototype experience,’ affirms Iurino.
Graphical assets are also being reworked, with major character design updates expected over the forthcoming weeks.
Those wishing to download the HyperParasite prototype and partake in its going development, are encouraged to leave the development team with regular feedback and/or queries on its itch.io, Facebook, Twitter and/or Instagram pages.
For a complete kit of images/GIF’s from HyperParasite, social media profile links and other media, visit the game’s profile here on Higher Eclectic Ground. For any additional press/media enquiries, or to request addition to the game’s mailing list, please e-mail firstname.lastname@example.org
A top-down, rogue-lite shoot ‘em up at its core, HyperParasite pays homage to an era that developer Troglobytes Games considers itself heavily influenced by.
With players picking up the titular role of a parasitic organism bent on world domination –
- Being able to dynamically snatch and switch between the bodies of nearly every weapon-wielding Homo sapien they encounter, ensures bullet hell almost never ceases.
- Persistent wit and dexterity is demanded with multiple character classes to consume, host-specific abilities to exploit and a skill-based progression system to overcome.
- HyperParasite takes its rogue-lite mechanics very seriously. Procedurally generated levels, multiple game-play objectives, gruelling waves of enemies, deranged bosses and perma-death make it nigh-impossible to beat in a single run.
- All while Troglobytes’ in-house dungeon-generation technology, Vania, ensures the seamless randomisation of visuals, sub-levels & secrets.
HyperParasite will also feature local co-operative multiplayer, letting players cherish its characters, urban legends, items and pop-culture references with a mullet-wielding friend. In development for a late 2018 release on PC and Consoles.
About Troglobytes Games
Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents.
As every developer should, it loves both playing and making video games, going so far as to maintain an original arcade gaming cabinet at its HQ to return to for repeated inspiration.
Its mission is to create innovative, high-quality games across a variety of platforms using the latest in technology, while focusing on storytelling and aesthetics.
Additionally, the team’s members are known to frequently take on freelance contracts and outsourced projects within the industry; from game design to 2D/3D artwork & animation, a complete roster of the titles they’ve contributed to so far can be seen on the studio’s website.
HyperParasite is being worked upon by Troglobytes Games’ core members in association with select external collaborators. Besides being a certified Playstation® developer, the studio is also a part of Microsoft’s ID@Xbox Program.
Debuted over the weekend, CyberThreat®’s new Story Teaser offers players their first-glimpse at the progress made by the upcoming RPG’s development of narrative, level and soundtrack design. Created by independent developer Conor McKenna in association with numerous freelance contributors, the game’s Teaser also features the Cyberpunk-themed composition of No Chill by Higher Eclectic Ground musician Van Reeves.
CyberThreat® deems to explore the consequences an evolved, highly intricate cyberspace has on fictional Edendale.
As an adolescent in their final year of High School study, players are confronted with a string of mysterious disappearances that plague the city with Cyber-bullying functioning as the common link.
This ideal year of juggling courses, social lives and a colorful cast of characters is soon turned on its head however, when players discover themselves to be the next victim of technological harassment. With cases to solve and more than their grades to protect, one must —
- Set out on a story-driven epic as a character with customizable stats, hacks and costumes.
- Put all-of-the-above to use in exploring a beautifully hand-crafted 3D world, enlivened by dynamic calendar system, a huge cast to befriend and a host of mini-games/chores/activities to engage in.
- Accommodate strategic thinking in their case-solving, thanks to a classic turn-based style RPG combat system that pits them against sinister, virtual-reality enemies.
- All while an over-arching, re-playable storyline expounds itself over multiple episodes and scenarios playable from the perspective of a male or female protagonist.
Powered by the Unity3D game engine, CyberThreat® is being developed for an intended PC release period of 2018-’19. PS Vita and other console ports are planned, although this will ultimately depend on public interest, support and funding.
Additionally, CyberThreat® will feature in-game art, music and audio assets developed by an eclectic ensemble of freelance talent.
The Teaser’s theme of No Chill was originally developed as a Creative Commons, background music track by Synthwave/Cinematic/Metal/Ambient freelance music composer, Van Reeves for use in game projects.
McKenna’s interest in the three-minute, synth/cyberpunk-injected composition saw the developer not only commission Reeves for an exclusive render of No Chill earlier this year, but also for a remix of CyberThreat®’s title theme that has been written by McKenna himself.
Similar remixes by other contributing music artists will feature on the complete soundtrack.
Besides introducing Byte, a shrewd businessman and prominent in-game character voiced by Thomas ‘TommyNom’ Evans that will prove fundamental to CyberThreat®’s narrative, the Teaser also marks the unveiling of other in-game media in the form of screenshots, character bio’s and more reflective of McKenna’s vision thus far.
The bulk of these are best enjoyed on CyberThreat®’s website, that doubles as a portal to the game’s constantly active social media channels.
Developers wishing to learn more of Van Reeves’ music services meanwhile, collaborate with the artist or connect with him on grounds of original music requests, may do so via the latter’s profile on Higher Eclectic Ground.
Also present therein is a complete overview of his work history, software expertise, references and bio-data. Feel free to direct any queries you might have to myself, representative and manager of Reeves’ freelance music services for games, via sean.b[at]highereg[dot]com.
Will you be following CyberThreat®? Did you enjoy No Chill? Why/Why not? I’d like to hear from you in the comments below.
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.