What changed
0 fixes0 additions5 changes0 removals
- UI and audio
- Gameplay
- Compatibility
changedA huge inspiration for the game is my love for 90s console classics like Armored Core and Frame Gride . It only made sense to develop Vital Shell with a console-first approach from day one. This means all of the UI is clean, flat, and hierarchy-based, so it feels incredible to navigate whether you're on a big screen with a controller or on your Steam Deck.
changedThanks to Godot's focus engine and these design principles, the game worked great with a controller almost out of the box. I've since put in the work to refine the experience, improving modal presentation and ensuring the UI always remembers your last selection when moving between pages. I'm happy to say it's all sorted, and at this point, navigating the menus and playing the game truly feels best with a controller.
changedMovement: D-pad or Left Stick
changedI'm working hard to get a closed beta ready, which will lead to a polished demo this summer. The best way to stay in the loop is to Wishlist & Follow the game!
changedStay tuned!
Vital Shell changes
changedA huge inspiration for the game is my love for 90s console classics like Armored Core and Frame Gride . It only made sense to develop Vital Shell with a console-first approach from day one. This means all of the UI is clean, flat, and hierarchy-based, so it feels incredible to navigate whether you're on a big screen with a controller or on your Steam Deck.
changedThanks to Godot's focus engine and these design principles, the game worked great with a controller almost out of the box. I've since put in the work to refine the experience, improving modal presentation and ensuring the UI always remembers your last selection when moving between pages. I'm happy to say it's all sorted, and at this point, navigating the menus and playing the game truly feels best with a controller.
changedMovement: D-pad or Left Stick
changedI'm working hard to get a closed beta ready, which will lead to a polished demo this summer. The best way to stay in the loop is to Wishlist & Follow the game!
changedStay tuned!
Hi everyone,
This is my first post here on the community page, and I wanted to share a look into the core design of Vital Shell.
A huge inspiration for the game is my love for 90s console classics like Armored Core and Frame Gride. It only made sense to develop Vital Shell with a console-first approach from day one. This means all of the UI is clean, flat, and hierarchy-based, so it feels incredible to navigate whether you're on a big screen with a controller or on your Steam Deck.
Thanks to Godot's focus engine and these design principles, the game worked great with a controller almost out of the box. I've since put in the work to refine the experience, improving modal presentation and ensuring the UI always remembers your last selection when moving between pages. I'm happy to say it's all sorted, and at this point, navigating the menus and playing the game truly feels best with a controller.
It’s not just the menus—combat feels just as smooth. Actions are kept on the triggers to keep your thumbs freed up to stay on the sticks!
Movement: D-pad or Left Stick
Manual Aiming: Right Stick
Special Ability: R2 (or equivalent)
Boost: L2 (or equivalent)
I'm working hard to get a closed beta ready, which will lead to a polished demo this summer. The best way to stay in the loop is to Wishlist & Follow the game!
Stay tuned!