← Return to Redemption of the Damned
Devlog
- March 17, 2022 by MiroWin#Ukraine, #gamedev, #unreal engine, #survival, #resident evil, #diabloDespite everything, MiroWin studio's work on the project "Redemption of the Damned" continues. And it continues, of course, also until victory! 🇺🇦 🌫 For example, we are honing the realism of... Continue reading
- February 16, 2022 by MiroWin#unreal engine, #gamedev, #survival, #resident evil, #diabloWorking on the interaction with equipment and optimizing controls for different devices, we plan to create a number of mechanics and UI elements that would: improve the usability of such interaction;... Continue reading
- January 06, 2022 by MiroWin#unreal engine, #horror, #survival, #monsters, #bossYou may remember that a large assortment of monsters is planning to be in RoD, each with unique approach to their liquidation. Bosses and mini-bosses are no exception. One of the features of the boss... Continue reading
- December 31, 2021 by MiroWin#unreal engine, #mechanics, #horror, #survivalWhat could be better than killing the imps in different ways? Beautifully slam the enemies against the elements of the environment, for sure. We thought that even if the addition of cinematic interact... Continue reading
- December 24, 2021 by MiroWin#Unreal Engine, #UE4, #looking for publisher, #horror, #survival, #mechanics, #atmospheric, #dark, #Europe, #vampires, #zombiesWe keep the tradition of talking about the work on the "Redemption of the Damned" project every week, because it's great to see your interest and get honest feedback at the development stage. This tim... Continue reading
- December 16, 2021 by MiroWin#horror, #survival, #atmospheric, #Unreal Engine, #gamedev, #indie games, #guns💪 The subgenre of "Redemption of the Damned" project is more of an RPG. In this regard, the game implies a progression in various aspects of the gameplay - both in the complexity of monsters and lo... Continue reading
- December 08, 2021 by MiroWin#Unreal Engine, #gamedev, #horror, #survival, #pcgames, #SteamOne of the main and most important issues when working out the mechanics of melee weapons is the damage system. There are many approaches, each of which is necessary for one purpose or another - from... Continue reading
- November 30, 2021 by MiroWin#Unreal Engine, #survival, #Steam, #horror, #indie, #gamedev, #UE4, #shooterIn the harsh world of "Redemption of The Damned" the player can be left without any staff at any time, because in case of death, everything that was brought to battle will be lost. Therefore, it would... Continue reading
- November 23, 2021 by MiroWin#survival, #horror, #unreal engine, #gamedev, #devlog, #pc games, #steamIn #RoD , players head to the Europe of 16–17 centuries - a period of wars and revolutions. Thirty Years' War and Eighty Years' War, Franco-Spanish and Italian wards, English Civil War etc. Of cours... Continue reading
- November 10, 2021 by MiroWin#survival, #horror, #devdiary, #indidev, #gamedev, #steam, #adventure, #unreal engineEach type of evil in the game has its own approach to its liquidation. In order to plan and realize the suitable battle tactics, we're expanding player's combat capabilities and arsenal. You can see s... Continue reading
- November 01, 2021 by MiroWin1#gamedev, #mechanics, #gameplay, #indiedev, #indiegame, #horror, #UnrealEngineWe are working on the RoD project in several directions at the same time and, in particular, we have implemented our ideas of the character's movement during the battle. The protagonist has been added... Continue reading
- October 28, 2021 by MiroWin#survival, #Unreal Engine, #horror, #Steam, #gamedev, #indieIn our diaries we usually write about individual mechanics or level variations. But the funniest (or the craziest) part here is to integrate everything into a coherent whole and look for the different... Continue reading
- October 17, 2021 by MiroWin#horror, #indie, #sound, #games, #gamedevYou may already have noticed from the previous notes on the development of the game how the sound changes with the onset of night or with the approach of danger. Additionally, we are working on an eff... Continue reading
- October 08, 2021 by MiroWin#gamedev, #Unreal Engine, #Redemption of the Damned, #RoD, #Steam, #indiegamesWe invite you to take a look at the video, which partially incorporates the results of "Redemption of the Damned" development during the recent months. Here are the works we've done and already introd... Continue reading
- September 29, 2021 by MiroWin#Unreal Engine, #gamedev, #indiegame, #RoD, #Redemption of the Damned, #horror, #MiroWin, #survivalAlready add the game in your wishlist? Here is the link to do it. The game called " Redemption of the Damned " wouldn't be complete without the underworld. Someone means by this word a place where the... Continue reading
- September 20, 2021 by MiroWin#horror, #gamedev, #indie games, #Redemption of the Damned, #games, #pcgames, #steam, #unreal engineIn this diary we'll partially touch on the topic of how scared you will be) For this, the already gloomy atmosphere will be complemented by monsters of different types with an ascending gradation of t... Continue reading
- September 09, 2021 by MiroWin#RoD, #horror, #gamedev, #indiegameIn the past week we have made significant progress with work with hero's equipment. So, several types of equipment will be available in the game at once: firearms and blunt weapons, bows and crossbows... Continue reading
- September 03, 2021 by MiroWin#horror, #indie, #gamedesign, #animation, #pcgames, #RoDContinuing the previous diary we would like to share the progress in the work with the combat system and weapon animations. As you can see, we have listened to the advices of most of you regarding the... Continue reading
- August 20, 2021 by MiroWin#gamedev, #indiedev, #horror games, #Steam, #Redemption of the DamnedRead it till the end, please, because we have a question for you! Talking earlier about bracers, we were asked why we are so scrupulous about details, if the hands will not be visible anyway. Hands wi... Continue reading
- August 12, 2021 by MiroWin#indiegames, #gamedev, #pc horror, #horror games, #games, #steam, #RoD, #MiroWinFew words about the filling of settlements with residents with a generated appearance. It is extremely important to create a lively atmosphere, to show few bustling settlements forced to drag out thei... Continue reading
- July 29, 2021 by MiroWin#horror game, #Redemption of the Damned, #indie, #games, #pcgames, #MiroWinThe work with "Redemption of the Damned" is progressing step by step. Do not forget to add the game to your Steam-wishlist if you already feel the atmosphere! At the moment, we're doing fine-tuning of... Continue reading
- July 15, 2021 by MiroWin#Redemption of the Damned, #horror games, #PC games, #indie, #steamDespite the fact that the visual design of the #RoD game is created in a gloomy setting in order to match the selected location and time period (European outskirts of the 16th - 18th centuries), the s... Continue reading
- July 06, 2021 by MiroWin#Redemption of the Damned, #indiegames, #pcgames, #horror games, #steamFog will become an integral part of the game's plot. It wouldn't feel like a magical Alpene winter haze ior mesmerizing bluish smog from essential oils of the Australian Blue Mountains. No, sir, in "R... Continue reading
- June 30, 2021 by MiroWin#Redemption of the Damned, #RoD, #horrorgames, #indiegamesWe are working on icons for weapons and other quick-use items (potion, drinks, food, etc.), statuses, bars. Variant 1 The bars below represent the hero’s life (red), the ability to accelerate (yello... Continue reading
- June 24, 2021 by MiroWin#Redemption of the Damned, #RoD, #horror games, #steam, #games"Redemption of the Damned" ( #RoD ). Devlog #3. The Holy Cross and other holy items. The holy cross is a weapon in the game full of all kinds of monsters. Redemption of the Damned. Holy Cross. The vid... Continue reading
- June 21, 2021 by MiroWin#Redemption of the Damned, #RoD, #indiegames, #games, #designDon't think that work on RoD stops even for a minute! Working with the vambracers of the main character we achieved shine, scratches and realistic metal effect. Vambracers are part of the armor, defen... Continue reading
- May 18, 2021 by MiroWin#devlog, #tavern, #horror, #Europe, #history, #designThe time era in the game is the 16th century, Europe. The region and the time, for which, in particular, taverns are characteristic, complementing the so-called "romance of the roads" even in the pre-... Continue reading