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

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

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Creator, writer & sole employee, Braganza is practically a full-time resident of Higher Eclectic Ground.


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