In this update5
Full notes
Full Redemption of the Damned update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
Redemption of the Damned changes
All in all, it seems some time since we shared an updates of "Redemption of the Damned" development. Here is the fresh digest of the changes and progress for the last months.
Dungeons
The dungeons in our game are as tortuous and varied as the work on them.
Chort
👿 Our game’s bestiary is updating with a new character and, like all monsters in the game, his unique behavior and special requirements for how he is killed are key points in our work, but only a small part of what is required to fully realize his unique profile.
😨 Indeed, for this scoundrel, a couple of trump cards are conceived in the sleeve in order to successfully act on the player’s nerves, to force to use tactical thinking in battle, in between the usual shredding and shooting simpler monsters.
Dynamic fog density
We are honing the realism of the natural effects — the video shows the current result in terms of the dynamic density of the fog when changing altitude of the main character’s location.
Action improvements
🚀 Happy to show the fresh progress in: - improvement of the visual & sound effects when causing and receiving damage, using weapons; - improvement enemy animations; - UX/UI system core.
Like our work?
ːsteamhappyː Thank you for your feedback on the development stage! ːsteamthumbsupː Add the game to your Steam-wishlist already now if you like our work.
Steam post image
Source
Changelog.gg summarizes and formats this update. How we read updates.
