store.steampowered.com/app/1925940/...
Decided to hit release on my solo game early!
2 months from game jam to a 1-2 hour game featuring corporate satire, multiple hidden escapes and some weird anomaly driven lore - a liminal office exploration game!
#liminalspace #gamedev #indiedev
store.steampowered.com/app/1925940/...
The Office Rooms is a liminal corporate horror experience available on #steamnextfest #liminalspaces #gamedev
store.steampowered.com/app/1925940/...
A 1 month project in UE5 live on YT and Twitch, and more recently updated with creepy abandoned corpo horror music from @viperidas.bsky.social !!
Living the dream #gamedev
My spin on liminal walking sims demo is out now - testing before next fest!
The office rooms take you on a journey through a surreal and abandoned anomaly control facility!
I would love any feedback and advice :)
#demo #liminalspaces #gamedev #indiedev
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New trailer update on steam
#horror #game #liminalspace #gamedev
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New branding updated on steam
#horror #game #liminalspace #gamedev
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New pic uploaded to steam store.steampowered.com/app/1925940/...
#horror #liminalspace #gamedev
New pics uploaded to steam store.steampowered.com/app/1925940/...
#horror #liminalspace #gamedev
Updated live too store.steampowered.com/app/1925940/...
Bonus vid
Small improvement to the PCG I'm using to create liminal office rooms.
Moving from volume to spline control makes a world of difference!
#liminalspace #unrealengine
Game Dev streams will start soon! Twitch and YouTube @lowkeygamedev #gamedev #unrealengine
Cozy concept world building game made for gmtk game jam. Lots I want to improve but it exists #gamedev
It's from a game called peak, a coop physics climbing game where you have a green stamina bar for climbing that is reduced by various status effects such as weight, hunger, damage. Once the green bar is empty (overridden by status effects) you go KO and the bar starts extending beyond the usual max.
Thanks it looks cool but you didn't need to say that ;)
guess the game
#ue5 #gamedev
MTAK Watch!
Players requested this watch for quicker callouts on enemies
I created this on the same day alongside GPS updates, with controlled position per item.
The slight refraction and grunge layer on the roughness and normal give the glass some dynamics when moving!
#ue5 #indiedev
Lastly this week, players let us know that they lose track of the 15 minute mission objective. Missions are straight forward in EXFIL but adding this feature from the briefing screen helps everyone stay on target. It also gives opportunity for more complex missions, as working memory will be free!
I updated the Icons in the game from black line art to rectangle / diamond BLUFOR/OPFOR designs inspired by the unclassified NATO JOINT MILITARY SYMBOLOGY APP-6(C) manual. I had to take some liberties on certain unique assets that I want to be very clear to players, and more realism. 3/4
As part of this weeks iteration I wanted to improve the one hand GPS (TAB key) which had only zoom functionality.
Now, holding TAB opens it into full screen and I use a zoom/pan handler for constraining the map translations to widget geometry. I then produced gridline and numbers. 2/4
Introducing MTAK:
Misultintech Team Awareness Kit (inspired by ATAK).
This week I added 8-channel marker placement, objective list, team roster and chat & an icon legend for the NATO inspired map marker overhaul.
A Diegetic mission UI in the palm of your hand! 1/4
#UE5 #indiedev
Until you've built a level and had 10 million people play it without getting lost or frustrated, you can shut the fuck up about yellow paint.
Cheers, I've used this method before but due to being a photorealism project the shadow issue led us to remove it and use animation ducking instead, as you mentioned actual split rendering isn't simple in unreal without the right folks on board! Additionally optics were a pain in the ass with this
Ah cool! I guess the shadow artefacts on the crushed geo is not an issue due to the render style! Thanks for sharing :)
I use data asset pointers inside tables, table acts as the lookup and the asset holds soft references and can be extended for classes that implement more data, eg weapons data, and grenade data hold different properties, but both inherit base item data (name icon etc). Most UI only need cast to base
How!? :D
Nightstar Alliance, my first indie title back in 2017. It's an On-The-Rails VR Spaceship shooter/builder one life arcade and Synth wave love letter. store.steampowered.com/app/864970/N...
#gamedev #unrealengine #vr
Streamers playing my game GUARDS! during #steamnextfest I love the utter chaos of it!
store.steampowered.com/app/2514460/...
CO-OP MEDIEVAL SWAT Deliver Justice! Janky, hilarious chaos with stupid physics (and total armor customization!)
#gamedev #ue5 #steam #coop
www.youtube.com/watch?v=q2UF...