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Steam News21 February 20242y ago

Development Update Jan-Feb 2024

Hi everyone! It's been a hot minute but here we are with a comprehensive update! First of all, we'd like to announce that we'll be attending the Game Developers Conference (GDC) next month in San Francisco with a Gate Z

In this update7

Full notes

Full Gate Zero update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions6 changes0 removals
  • Maps
  • Balance
  • Gameplay
changedResearch EffortsFrom a geographical point of view, this requires much more research to ensure the map is accurate as you can technically choose to run anywhere you like, while in a TV series, the viewer only sees the locations the camera shoots, and from limited angles at that.
changedResearch EffortsWe've taken this unique challenge seriously by doing due diligence in research, at the same time being mindful of the balance between historical accuracy and making a video game that is fun.
changedCapernaum Art + Fun FactsThese days, our small but hardworking art team has been working closely with our archaeological consultants to ensure accuracy as they continue building the town of Capernaum.
changedFun facts about Capernaum:Fishing was quite a profitable industry. It was an elaborate business that could involve employees mending nets, maintaining boats, preserving, transporting and selling fish.
changedFun facts about Capernaum:Models of fishing nets
addedGame Mechanics PrototypeOur prototype team has been working hard experimenting with game mechanics, and this past week, we had a new round of closed testing among members of our community. We'll show more of what we're working on when we're ready!

Gate Zero changes

changedFrom a geographical point of view, this requires much more research to ensure the map is accurate as you can technically choose to run anywhere you like, while in a TV series, the viewer only sees the locations the camera shoots, and from limited angles at that.
changedWe've taken this unique challenge seriously by doing due diligence in research, at the same time being mindful of the balance between historical accuracy and making a video game that is fun.
changedThese days, our small but hardworking art team has been working closely with our archaeological consultants to ensure accuracy as they continue building the town of Capernaum.
changedFishing was quite a profitable industry. It was an elaborate business that could involve employees mending nets, maintaining boats, preserving, transporting and selling fish.
changedModels of fishing nets

Hi everyone!

It's been a hot minute but here we are with a comprehensive update!

First of all, we'd like to announce that we'll be attending the Game Developers Conference (GDC) next month in San Francisco with a Gate Zero booth. If you plan to be there, be sure to stop by and say hi!

Research Efforts

What's unique – and challenging at the same time – about making a historical video game as compared to a TV series like The Chosen, is that players get to explore locations just as they were.

From a geographical point of view, this requires much more research to ensure the map is accurate as you can technically choose to run anywhere you like, while in a TV series, the viewer only sees the locations the camera shoots, and from limited angles at that.

We've taken this unique challenge seriously by doing due diligence in research, at the same time being mindful of the balance between historical accuracy and making a video game that is fun.

Historical Consulting Sessions

Last week, we invited archaeological architect Leen Ritmeyer to hold a talk with our team about daily life in Capernaum. Leen's reconstruction drawings of Capernaum and designs of 1st century homes have been an big source of inspiration for us.

One piece of advice he gave: "Do not look at life in 1st century Capernaum with your 21st century ideas." It was an incredibly insightful talk, and we're looking forward to incorporating the knowledge in our script, art and game design!

In addition, we've received over three hours of video research from historical consultants in the past week about character references and clothing from the 1st century, so our art team has been busy!

Members of our team attending a talk with archaeological architect Leen Ritmeyer

Our script team was visiting from the UK and also got to attend the talk at our office in Norway

Capernaum Art + Fun Facts

These days, our small but hardworking art team has been working closely with our archaeological consultants to ensure accuracy as they continue building the town of Capernaum.

Fun facts about Capernaum:

  • The 1st century synagogue of Capernaum where Jesus taught at was never excavated, so no one knows for sure what it looked like.

  • Fishing was quite a profitable industry. It was an elaborate business that could involve employees mending nets, maintaining boats, preserving, transporting and selling fish.

  • Torah scrolls were often kept in the house of the Ruler of the Synagogue and brought in a cart to the synagogue where they were read.

We've learned an innumerable amount of detail concerning architecture and life in Capernaum during Jesus' time, but we won't bore you with the nitty-gritty... Instead, we'll show you some results!

A redesigned version of the Capernaum synagogue following feedback from historians

Mood exploration for the streets of Capernaum

Mood exploration for the streets of Capernaum

WIP concept art of the residential district in Capernaum

Models of fishing nets

Capernaum docks

Game Mechanics Prototype

Our prototype team has been working hard experimenting with game mechanics, and this past week, we had a new round of closed testing among members of our community. We'll show more of what we're working on when we're ready!

In the meantime, here's a funny bug our head of studio Arve discovered...

New Executive Game Consultant

We started this year off welcoming John Gibson as our new Executive Game Consultant and Gate Zero Development Board Member.

John brings two decades of experience and expertise in game development and publishing to our team. As former CEO, co-owner, and co-founder of Tripwire Interactive, he led the team that brought hit games like Killing Floor, Maneater, and Chivalry 2 to market, selling tens of millions of copies and winning multiple game of the year awards.

John has been offering support and counsel to our team in the past months, and will continue to provide guidance throughout our project's milestones and pivotal decisions. Following advice from John, we have also evaluated increasing the budget and quality of Gate Zero to ensure the highest possible success.

Read the official announcement here

Social Media Growth

This month, we hit another milestone on Instagram: Reaching 5.2 million and gaining 65,824 followers in just one week!

In total, we have reached over 14 million unique accounts on Instagram since we first went viral in October last year. Word about our game is spreading more than we can imagine, and we're so excited to see where all this is headed in the coming year!

Follow us on social media so you don't miss out: Mailing List | Discord | YouTube | Instagram | TikTok | Twitter | Facebook | LinkedIn

Source

Steam News / 21 February 2024

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