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Steam News14 February 20233y ago

Into The Light - Devblog #1

Hello, It's been a while since our steam page was created, we wanted to get a head start, and to tell you the truth it was a bit stressful for us, it was the first time we launched a game on steam.

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Full Into The Light update

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Repeated intro

Hello,

What changed

0 fixes1 addition3 changes0 removals
  • Gameplay
changedIf you're here, you probably have some kind of curiosity about our game, maybe you even played our first demo more than a year ago. We wanted to take the temperature on this type of game and we had good feedback on our proposal, a small "gameplay" session of fifteen minutes without much pretension. And since then, a lot of things have changed... A lot.
addedTHE DEMO & THE GAS STATIONWe opted for something more sober while waiting to see more clearly for this introduction and we added street lamps... A very simple idea but it will help you to find your way in the level because we will guide you with it.
changedTHE DEMO & THE GAS STATIONBeyond the visual aspect, we have also revised a lot of things in the gameplay which is more focused on exploration.
changedTHE FINAL IMAGEHis design is mainly defined by the gameplay. The fact that he doesn't have legs is not at all related to the fact that we didn't want to animate them...

It's been a while since our steam page was created, we wanted to get a head start, and to tell you the truth it was a bit stressful for us, it was the first time we launched a game on steam.

Welcome to our first "Devblog".

If you're here, you probably have some kind of curiosity about our game, maybe you even played our first demo more than a year ago. We wanted to take the temperature on this type of game and we had good feedback on our proposal, a small "gameplay" session of fifteen minutes without much pretension. And since then, a lot of things have changed... A lot.

We are Sylvain & Alexandre (me), the two creators of Into The Light, two friends from the video game world. Sylvain was able to participate in some AA productions as QA/Lead QA (Quality Assurance) and still does. As for me, I started in the independent world on a two-man production for two years and then I branched out to AAA at Ubisoft as a 3D Environment Artist. After my experience in the "big" world, I decided to leave to work full time on Into The Light.

Now that the presentations are done, it's time to talk about the game!

We don't want to reveal more than enough to make you want to play the game, but we can tell you about some of the details that make up our game. In particular the graphical advances.

THE DEMO & THE GAS STATION

To begin with, we want to immerse you in a universe and a story through visuals, immersion and atmosphere. Our first demo already had a little atmosphere but we wanted to go further. And we will probably go even further in the coming months.

On the first images you can already feel an intention that we wanted to reinforce a few months later but the whole lacked clarity.

We opted for something more sober while waiting to see more clearly for this introduction and we added street lamps... A very simple idea but it will help you to find your way in the level because we will guide you with it.

Beyond the visual aspect, we have also revised a lot of things in the gameplay which is more focused on exploration.

LE BUNKER

To continue in the evolutions during the demo we had a completely different idea of game, the bunker was almost done, it made 2 rooms.

Today our bunker includes many environments and mysteries to solve with a nice evolution of atmosphere compared to what we had in mind.

It was important for us to think of it as if it could exist, that its inhabitants could be self-sufficient with quarters to sleep, observe the outside, eat, a hierarchy, life and a story behind it all. As you may have guessed, there was life before, but not anymore.

THE FINAL IMAGE

We've also already communicated quite a bit about them, but it's important to mention them here, our monsters. Initially we could see one at the end of the demo in the tunnel that leads to the bunker during the final cinematic. It has evolved since then.

His design is mainly defined by the gameplay. The fact that he doesn't have legs is not at all related to the fact that we didn't want to animate them...

I think we can leave it at that.

We plan to keep these Devblogs going every

Source

Steam News / 14 February 2023

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