WRATH bi-weekly update - 02.01.2023
Greetings, Outlanders.
Another two weeks into January – we’ve been hard at work, grinding away at all the corners of WRATH we can. Today, we’ll show you another glimpse of E3M5 – specifically one of the combat encounters we’re currently playtesting. Additionally, we’ll take a look at some of the most recent E2 props we’ve finalized, and go into a bit of detail with a more general overview of our recent work, as usual.
As we forge ahead on Episode 3, one map in particular has seen a fair bit of progress on gameplay. E3M5 – The Red Throne – is currently being playtested, and is close to being fully populated with monsters. Here’s a couple of gifs to show what we’re playtesting – combat scenarios that now include the recently finalized Brute. Do note: The map’s detailing is work-in-progress!


Light-fixtures, levers, and the E2 coffer – all to be used for detailing the episode 2 maps. During development, we’ve utilized E1 props as placeholders while we’ve worked out the aesthetic and details of key E2 props, to give the episode a unique look and feel. Here’s a look at some of our most recently completed models:

LEVELS
ENEMIES
PROPS & TEXTURES
That’s it for this update! We hope you enjoyed hearing about a bit of our most recent progress on WRATH. And as for February? We’ll continue trucking away at a steady pace.
Stay tuned for more dev updates.
Another two weeks into January – we’ve been hard at work, grinding away at all the corners of WRATH we can. Today, we’ll show you another glimpse of E3M5 – specifically one of the combat encounters we’re currently playtesting. Additionally, we’ll take a look at some of the most recent E2 props we’ve finalized, and go into a bit of detail with a more general overview of our recent work, as usual.
Prepare to wreak havoc on The Red Throne…
As we forge ahead on Episode 3, one map in particular has seen a fair bit of progress on gameplay. E3M5 – The Red Throne – is currently being playtested, and is close to being fully populated with monsters. Here’s a couple of gifs to show what we’re playtesting – combat scenarios that now include the recently finalized Brute. Do note: The map’s detailing is work-in-progress!


Our most recent Episode 2 props come to life
Light-fixtures, levers, and the E2 coffer – all to be used for detailing the episode 2 maps. During development, we’ve utilized E1 props as placeholders while we’ve worked out the aesthetic and details of key E2 props, to give the episode a unique look and feel. Here’s a look at some of our most recently completed models:

In other news…
Aside from our E3M5 gameplay pass, and E2 props, here’s an overview of other work we’ve accomplished in the past 14 days:LEVELS
- The 2nd Boss map is seeing steady progress, as we proceed with gameplay and coding in sync.
- E2M2 is receiving some much needed TLC for optimization – as well as additional detailing on certain crystallized areas of the map, and the main canyon.
- Skyboxes for E2 and E3 maps have seen good progress, with some being final, and others being in-progress.
- The most recent area in E3M4 to see work would be the “Generator” section of the map, with lots of industrial detailing.
- E3M1 – much like E3M5 – is seeing gameplay passes, as well as playtesting, to nail-down and enhance the player experience of the map as much as possible.
ENEMIES
- The Prowler has received its sound pass, and is now finalized.
- The Brute has received its sound pass, and final code tweaks, and is now finalized.
- The Keeper is currently receiving gameplay coding, as well as animation.
- The 1st Boss saw final fixes on sound implementation, and is now finalized.
- The 2nd Boss’ gameplay prototype, as well as intended visuals, are seeing further iteration.
PROPS & TEXTURES
- E2 urns – and E2M5 specific urns – have been finalized.
- Some, but not all, of the E3 plants have received a number of variants, so our mappers can utilize them to populate specific Episode 3 maps.
- A number of textures for Episode 3 - including several metal doors – have been produced, and are being applied in maps.
- Episode 2 Relic Sprites have seen great progress. Specifically, we’re trying to make each Relic visually communicate and capture the identity of the map it belongs to.
That’s it for this update! We hope you enjoyed hearing about a bit of our most recent progress on WRATH. And as for February? We’ll continue trucking away at a steady pace.
Stay tuned for more dev updates.