1. WRATH: Aeon of Ruin
  2. News

WRATH: Aeon of Ruin News

WRATH bi-weekly update - 3.15.2023

Greetings Outlander,

Today we'll be taking a look at our progress on E2M2, and one of the artifacts, the powerups in WRATH.

Traverse the Canyons of The Burrows

One of our maps that we’ve been wrapping up recently is E2M2, The Burrows. The map features a large, winding canyon. We’ve shown pieces of the map before, but now you can see in these screenshots some of the canyon itself:


The Flask of Rage


One of the most aggressive powerups in WRATH’s inventory is the Flask Of Rage, a damage multiplier that will let you vent more destruction on enemies than ever before. The visual effect for this powerup has been finalized, and here you can see the weapons smoldering with power:


In other news…

As always, much of the work we’ve done has been fixes, tweaks, and polish. Here is a run down of several of them:

LEVELS
  • E2M1 has had a last detail pass, adding rougher edges to where the architecture is broken, and trim in places where it isn’t
  • E2M5 further texture detailing, and soundpass has begun
  • E3M1 has had a major texture pass, and is now receiving finer details
  • E3M4 now has a sizeable piece of terrain in its central cavern
  • E3M5 has received a texture pass, set dressing, and a gameplay pass. It is now ready for playtesting.
  • BOSS2 map has been expanded to include block-out for an additional area


ENEMIES
  • Boss 2 is continuing to have its visuals refined as we now test the model in-game.
  • Boss 3 animations are being blocked out and tested


WEAPONS
  • The Crystalizer gun has had some tweaks and fixes, to complete its functionality
  • The Lance has been modified in a small yet significant way, for better balance


PROPS & TEXTURES
  • There is a switch model now made specifically for Episode 3
  • New candle variants
  • More debris gibs
  • E2 and E3 relics added to the journal art


That’s it for today’s update! We hope you enjoyed seeing a little of what we have been working on, and we look forward to sharing more with you in two weeks' time.

Stay tuned for more dev updates.

Don't forget to follow us on social media:
3D Realms' Official Discord 3D Realms' twitter 3D Realms on Facebook WRATH on twitter WRATH on Facebook

WRATH bi-weekly update - 3.01.2023

Long time no see, Outlander…

It’s been a busy 14 days for us, to say the least. All corners of Wrath’s production are chugging away – mapping, art, programming, sound, you name it. And the fruits of our labor are gradually coming into view. Today, we’ll be taking a look at some of our recent playtesting of E2M5 – The Watchtowers – as well as recent detailing on E3M5 – The Red Throne.

Brave the solemn alcoves of The Watchtowers


Some of our most recent efforts have been focused on E2M5 – The Watchtowers – which has seen detailing, as well as a recent combat pass to enhance certain encounters. Our QAs certainly have their hands full – here’s a quick glimpse at some combat with ‘The Lance’, one of our newest, and most powerful, weapons:


Bloody anguish awaits on your path to the Red Throne


Over the past few weeks, we’ve steadily been detailing E3M5 – The Red Throne – as well as performing gameplay passes, and playtesting. We’re keeping up the pace, and covering ever more ground on the map, as we chip away, playtest, and revise.

Take a look at some of our most recent detailing:


In other news…

Aside from our progress on E2M5’s detailing and combat, as well as the overall detailing of E3M5, here are a few of the other things we have worked on the last two weeks:

LEVELS
  • E2M1 is currently seeing some TLC from a fresh pair of eyes; we’re working on final detailing, and carving out the remaining secrets of the map
  • E2M2 has seen its final changes in terms of combat, detailing, and optimization – from now on, we’ll just be fixing minor issues as we move our focus to other maps
  • E2M3 is seeing some further detailing, and has recently received better fog, adding to the unique atmosphere of the map.
  • Hub 2 – The Eventide Wastes – has seen a great deal of work; particularly in sculpting and detailing the entrances to the various maps of episode 2. Up next: terrain!
  • Recently, E3M1 has seen detailing in various rooms, as we steadily grind away at the remaining work to be done on the map.
  • E3M4 – the Crucible of Souls – has recently seen a great deal of work. A number of rooms have been detailed, and what we refer to as the ‘twin secrets’ has been completed.
  • Hub 3 is seeing steady work, as we chip away and bring this map further along.


ENEMIES
  • The Keeper recently received a sound pass, as well as gameplay testing, and is now finalized. Next up, we’ll be implementing it in various combat encounters.
  • The Symbol received final fixes, as well as a sound pass. This marks the finalization of the Symbol. All monsters – aside from bosses – are now finalized!
  • The 2nd Boss is seeing a great deal of progress on its visuals, as well as the gameplay prototype, and its corresponding boss map.
  • The 3rd Boss will soon be receiving animations.


PROPS & TEXTURES
  • The concept art for the 2nd Hub’s relic circle is seeing steady progress
  • Multiple textures for episode 3 have been created; new key-door textures, for example, have been implemented in E3M5
  • Our episode 3 wall-mounted light fixtures will be finalized shortly, while the episode 3 wall-switch is currently being worked on.
  • A number of environmental gibs for breakable walls, pillars, etc. have been created, with more in the works.


That’s about all we’ll be sharing from these past 2 weeks. We’re grinding away at a steady pace – and soon, more and more maps will enter the playtesting stage. At the end of the day, we’re doing all that we can to make WRATH the best it can be.

Stay tuned for more dev updates.

Don't forget to follow us on social media:
3D Realms' Official Discord 3D Realms' twitter 3D Realms on Facebook WRATH on twitter WRATH on Facebook

WRATH bi-weekly update - 2.15.2023

Greetings, outlanders.

Two weeks later – here’s a look at what we’ve recently been working on. In particular, we’ll show you a more detailed view of E2M2 – ‘The Burrows’ – as well as some work-in-progress detailing on our second hub map: ‘The Eventide Wastes’.

Take the fight to The Burrows


Optimization, revision, playtesting, detailing – E2M2 has seen its fair share of work over the past few weeks. In particular, we’ve dealt with some cruel compiling, lighting, and more. But now, we’re doing the final checks, adjustments, and placement as we play through the map thoroughly in the coming weeks. And before long, E2M2 will be fully finalized.



A detailing wind blows through The Eventide Wastes


While it’s a work-in-progress, check out this latest detailing for the entrance portal to E2M4 – ‘The Twilight Altars’. WRATH’s second hub map is rapidly taking shape!



In other news…


Aside from our progress on E2M2 and the second hub map, here’s an overview of a few other corners of WRATH we’ve been chugging away at:

LEVELS
  • E2M5 is seeing steady progress on the meshing of its terrain.
  • The second hub map – the Eventide Wastes – is receiving some much needed TLC.
  • E3M1 is steadily receiving further detail work.
  • The ‘Generator Room’ in E3M4 has been constructed. Next up will be the upper Generator corridor.
  • E3M5 is seeing further work on the final fight of the map, as well as revision based on playtests from the last few weeks.
  • We’re currently bringing a fresh perspective to the third hub map – The Wretched Kingdom – and beginning to outline our next steps on the map.
  • The 2nd Boss map saw significant blockout progress.
  • The 3rd Boss map also saw some experimentation over the last 2 weeks.


ENEMIES
  • The Keeper is now in its final stages of animation, coding, and sound. Very recently, we’ve been testing it in combat, making sure it performs its intended role.
  • The 2nd boss saw modeling progress – bringing its visuals to fruition.


PROPS & TEXTURES
  • The in-game journal has seen a significant amount of work; particularly on the relic sprites for episode 2, which the player will be able to use to unlock the 2nd Boss.
  • Pixel art for a variety of artifacts saw great progress.
  • A number of textures for episode 3 – in particular E3M1 and E3M3 – was produced.
  • The Key Models saw improvements in terms of scale and in-game readability.
  • The Episode 3 wall-mounted light models were finalized, and tinier versions were made to allow our mappers to have greater variety on the detailing of their maps.


And that’s about it! Two weeks down – and a ton of progress on all facets of WRATH. We’re grinding away, steadily and steadfast. All in hopes to bring you the best experience we can.

Stay tuned for more dev updates.

Don't forget to follow us on social media:
3D Realms' Official Discord 3D Realms' twitter 3D Realms on Facebook WRATH on twitter WRATH on Facebook

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.

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.

WRATH bi-weekly Update - 1.19.2023

Hello, everyone!

We’re happy to share with you our next biweekly update as we charge head-first into the new year. Today, we’ll share the Sigil of WRATH in E3M5, a sneak peek of the Symbol, and a preview of E3M4.

The Sigil of WRATH beckons for destruction…


As we continue our work on Episode 3, we’ve been adding the arenas where the Sigil of WRATH comes into play. Sigils are short-term abilities you obtain after walking through a Sigil-Gate, and this one increases the damage you do in some very specific ways. Also pictured are the technological elements that this particular level contains. Take a look:



The Symbol rains fire from above

The Symbol is the flying enemy introduced in Episode 3. Here a pair of them launch a barrage of projectiles. You can also see a bit of the new skybox:



The Dimly Lit Caverns of E3M4

Basalt-lined, with lava pouring through the cracks, below is a scene of the WIP “Gallery” section of the map. Check it out:



In other news…


Aside from our progress on implementing the Sigil of WRATH the Symbol projectiles, and detailing E3M4, here are a few of the other things we have worked on the last two weeks:

LEVELS
  • E2M5 had some lighting updates.
  • The Boss 2 map’s blockout is progressing, while we continue refining the concept and beginning gameplay prototyping.
  • E3M1 saw further texturing, as well as itemization and gameplay additions.
  • Apart from E3M4’s further progress in the “Gallery”, there have been many pipe additions to “The Generator” section of the map.
  • The 2nd Boss – The Lord of Astral Planes – is having its level blocked out.


ENEMIES
  • The Prowler is receiving a sound pass this week.
  • The Keeper is going through further gameplay-pass testing.
  • The 3rd and final Boss – The Dreadful One – has received further prototype testing.
  • The Executioner had some slight modifications made to its attack.


PROPS & TEXTURES
  • Lore scrolls modeled and textured.
  • Many new episode 3 textures as this episode receives a solid amount of work
  • Boss 1 loading screen processed and implemented.


That’s it for this update! We hope you enjoyed a quick look at some of our progress these last two weeks.

Stay tuned for more dev updates.