Repeated intro
What changed
0 fixes0 additions2 changes0 removals
changedSteam post image Raw in-engine capture. No post-processing or effects applied. As a solo developer, I focused entirely on creating an atmosphere that challenges your perception and keeps you on edge throughout the journey. Every shadow, every corner, and every light source is being meticulously crafted to capture that specific moldy, abandoned look and feel. Steam post image Raw in-engine capture. No post-processing or effects applied. These shots are taken directly from the game engine to show you the current state of the world I'm building. The texture of decay and the heavy, claustrophobic ambiance are coming together exactly as planned. Steam post image Raw in-engine capture. No post-processing or effects applied. ANGLE does not utilize a baked lighting system. I intentionally chose not to use it. This means every single light you see provides real-time lighting and shadows. There are over 300+ light sources in ANGLE , and all of them calculate light and shadows instantly in real-time. Steam post image Raw in-engine capture. No post-processing or effects applied. Naturally, running this many real-time lights could raise heavy optimization concerns. However, I have managed to completely overcome this hurdle by implementing modern, creative performance techniques, ensuring the game runs smoothly without sacrificing a single drop of that thick, claustrophobic atmosphere. Steam post image Raw in-engine capture. No post-processing or effects applied. Development is moving forward steadily. Thank you for walking this dark path with me.
changedStay tuned for more updates from the depths. Steam post image Raw in-engine capture. No post-processing or effects applied.
ANGLE changes
changedSteam post image Raw in-engine capture. No post-processing or effects applied. As a solo developer, I focused entirely on creating an atmosphere that challenges your perception and keeps you on edge throughout the journey. Every shadow, every corner, and every light source is being meticulously crafted to capture that specific moldy, abandoned look and feel. Steam post image Raw in-engine capture. No post-processing or effects applied. These shots are taken directly from the game engine to show you the current state of the world I'm building. The texture of decay and the heavy, claustrophobic ambiance are coming together exactly as planned. Steam post image Raw in-engine capture. No post-processing or effects applied. ANGLE does not utilize a baked lighting system. I intentionally chose not to use it. This means every single light you see provides real-time lighting and shadows. There are over 300+ light sources in ANGLE , and all of them calculate light and shadows instantly in real-time. Steam post image Raw in-engine capture. No post-processing or effects applied. Naturally, running this many real-time lights could raise heavy optimization concerns. However, I have managed to completely overcome this hurdle by implementing modern, creative performance techniques, ensuring the game runs smoothly without sacrificing a single drop of that thick, claustrophobic atmosphere. Steam post image Raw in-engine capture. No post-processing or effects applied. Development is moving forward steadily. Thank you for walking this dark path with me.
changedStay tuned for more updates from the depths. Steam post image Raw in-engine capture. No post-processing or effects applied.
ANGLE is currently deep in development as a pure psychological horror experience. Today, I wanted to take you behind the scenes and share some of the latest raw, in-engine captures directly from the development environment.
Steam post image Raw in-engine capture. No post-processing or effects applied. As a solo developer, I focused entirely on creating an atmosphere that challenges your perception and keeps you on edge throughout the journey. Every shadow, every corner, and every light source is being meticulously crafted to capture that specific moldy, abandoned look and feel. Steam post image Raw in-engine capture. No post-processing or effects applied. These shots are taken directly from the game engine to show you the current state of the world I'm building. The texture of decay and the heavy, claustrophobic ambiance are coming together exactly as planned. Steam post image Raw in-engine capture. No post-processing or effects applied. ANGLE does not utilize a baked lighting system. I intentionally chose not to use it. This means every single light you see provides real-time lighting and shadows. There are over 300+ light sources in ANGLE, and all of them calculate light and shadows instantly in real-time. Steam post image Raw in-engine capture. No post-processing or effects applied. Naturally, running this many real-time lights could raise heavy optimization concerns. However, I have managed to completely overcome this hurdle by implementing modern, creative performance techniques, ensuring the game runs smoothly without sacrificing a single drop of that thick, claustrophobic atmosphere. Steam post image Raw in-engine capture. No post-processing or effects applied. Development is moving forward steadily. Thank you for walking this dark path with me.
Stay tuned for more updates from the depths. Steam post image Raw in-engine capture. No post-processing or effects applied.