Tenebrae: Twilight of The Gods

Tag Archives

Play The HyperParasite Prototype on Itch.io

HyperParasite, News, Press Releases, Van Reeves

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 sean.b@highereg.com

About HyperParasite

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

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

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

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

Website | Facebook | BrightLocker | Indie DB

About Troglobytes Games

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

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

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

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

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

Twitter | WebsiteInstagram | Facebook | IndieDB | YouTube | Steam

HyperParasite Arrives at Milan Games Week, 2017

HyperParasite, News, Press Releases

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

About HyperParasite

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

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

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

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

Website | Facebook | BrightLocker | Indie DB

About Troglobytes Games

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

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

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

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

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

Twitter | WebsiteInstagram | Facebook | IndieDB | YouTube | Steam

HyperParasite, Rogue-lite SHMUP in Development by Troglobytes Games

HyperParasite, News, Press Releases

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

About Troglobytes Games

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

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

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

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

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

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.

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 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.

This slideshow requires JavaScript.


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.

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 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.

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 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. 

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 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.

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 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