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Dev Diary - Issue #22 "Fascist Fashionistas"

What's in the Box? - by Sakula






Get hyped for a superb tentacle special brought to you straight from the twisted minds of DC and Sakula! Trust me when I say these gentlemen know how to bring the cunt thunder when it comes to aliens invading immaculately smooth innie vaginas. This book puts the spotlight on Fortune but you can expect a couple of cool cameos as well...

In the words of John Doe, "I feel like saying more, but I don't want to ruin the surprise..."

As always, links are hosted elsewhere due to the rules. You can find all the source download links on our Discord sever (just look under the studio-announcements section). Alternatively, you can simply search for Subverse on Luscious hentai, Pururin or Sad Panda.


Pointy-eared Psychos



For the first time ever, you'll be facing off against the Kloi! Their high-tech and always dangerous ships are invading the SHMUP closed beta as we speak.

Elaisha Sorn's species is known for two things: being genocidal fashion-obsessed maniacs and having seriously scary military power that rivals even the Imperium.

Here's a list of the enemies you'll encounter and the design philosophy behind them. Like usual, we're looking for feedback from the beta testers so be sure to let us know if we nailed these or not.


[h3]THE SCOUT[/h3]





The Scout attacks with a long-range triple projectile cannon that makes them harder to dodge than most trash mobs. They also have flanking A.I. that's meant to box you in, so like most grunts they are simple in small numbers and deadly as a group.


[h3]THE GALVANIC[/h3]





The Galvanic has a taser at the front that shoots lighting like a shotgun, creating a spread pattern that the player can dodge if they react fast enough. If you try to fight it from longer ranges, it has small but quick homing missiles that will catch up to you.


[h3]THE JAVELIN[/h3]





With a huge salvo of offence, the Javelin is made to fight at all ranges and tank damage. You'll need to master dodging its spread pattern attacks in order to take it down, since simple circle strafing is less effective against it than other enemies.


[h3]THE BOW[/h3]





The Bow utilizes area denial beam attacks that trap you in while the rest of the fleet rush you down. Things get really crazy when there are two or more on the screen and you find yourself locked into deadly consequences if you don't plan ahead with your position.


[h3]THE OBLITERATOR[/h3]





The final bad guy of the kloi armada, the Obliterator is outfitted with nasty offensive and defensive measures. If you manage to avoid its massive bomb attack that disperses energy shrapnel upon detonation, you might still get shredded by the salvo of smaller rockets. And if you try to get too close, it initiates a new A.I. pattern that discharges waves of projectiles from its side-cannons.

Also, two quick notes concerning the closed beta:

First, we will be disabling the other closed beta scenarios for a bit while we work to fix some bugs. We intend to have them back online as soon as possible. Second, we will be installing a minimap in the UI for testing within the next few builds so you can look forward to that!


Artbook Tease



One of your other hard-earned Kickstarter rewards is our official Subverse digital artbook. Rest assured the team have been collecting all the artwork integral to the making of the game during production. Thanks to the hard work of UI designer/animator Manski and our director DC, we are able to share a little preview of how the artbook layout is coming along. The book was designed to not only showcase art, but also to be a companion piece that introduces lore for important elements of Prodigium.

Personally, I think it's an amazing book that's going to blow everyone away.





We are currently up to 100 pages and it will no doubt grow over the next couple of months before its release!


Mocap Pipeline



We haven't been focusing too much on the SFW cinematics due to making sure the gameplay elements are all in place, but starting from next month that's all going to change. Thanks to a motion capture pipeline we set up remotely, we're able to obtain and clean up data for characters in the game quite efficiently. We'll be putting these to use and helping to lessen the animation load on the team, enabling us to focus on the NSFW content and not worry about getting bogged down in SFW animation. We've tested the system extensively and it's now ready for full-fledged production.





Tac Drop



I'd also like to post a reminder that grid combat will be added to the closed beta on June 28th! However, I once again want to remind everyone that we have always intended Subverse to be more on the casual side. While we're proud of what we've accomplished and find it fast-paced, fun and satisfying, don't expect gameplay with the depth and difficulty of something like the X-COM series.

And as a big fappy cherry on top of the sundae, you can also look forward to our final manga from an absolutely legendary pervert on the 28th of June as well!





Sincerely,

Mr. Kristoff

- Senior Producer

Dev Diary - Issue #21 "Magic Harlot Ride"

Salutations, backers!
I hope you're all keeping well. Today we'll be walking you through some stuff we wanted to share with you!


Cruisin' Prodigium



The finalization of the navigation system has been a priority for us lately, and we spent many days and nights drowning in spreadsheets to make sure every last planet in the galaxy has the correct location, visuals and lore and is triggered appropriately in the story.

Our programmers have also been busy smoothing out the look of the systems and the feel of the Mary Celeste's movement so you all have a great time using it to explore every last nook and asshole of Prodigium.





You can look forward to finding some fun sidequests while you do, and we're in the process of finishing up the script for these events. Word to the wise - don't pursue these unless you're up for memelording of the highest order.

In terms of game design, making sure the game's RPG loop of exploration, combat and loot is solid also received a lot of attention this month. We've come up with some exciting ideas to make everything tie together in a fun way and will be testing them very soon.


DIS and Animation



In terms of other core systems, we've also been optimizing the Dialogue Input System (DIS) and nailing the visuals of how it portrays the plot of Subverse. Since this is a long, plot-driven game (no, really) you're going to spend hours and hours starting at this screen and it's critical that we get it right.





What we're putting together is something that we've never really seen before. Most RPGs using a text-based system just opt for sprites with a few tweaks here and there, but Subverse utilizes 3D characters that have fully-animated emotion states based on the dialogue playing. Because of this, a lot of care needs to be paid to animation interpolation (aka the transitions between these poses).

Getting all of this in place means you will engage with the characters and action in a much more meaningful way, and it's necessary to bring the game to life with the quality you deserve.


UI AHOY



And of course, when it comes to foundations no other system is more prevalent than the UI as we want you to find what you need on the screen easily, and have all the tools at your disposal to wreak havoc upon the Prodigium galaxy. We recently finished creating the layout for every required screen in the game and our talented graphic artists are currently assembling the final drafts so the programmers can integrate them.


What's next?


In keeping with our Q2 2020 Roadmap projections, the next dev diary will detail the release of two new factions for the SHMUP's endless mode - the FUCCBOTTS and the KLOI!

Though you've already tussled with the Fuccbotts in Dallick's recruitment mission, that scenario utilized their DEFENDER A.I. This is the first time you'll fight them when they're only fixated on plunging their dicksabers deep into the F3N1X's hull.





Who are the KLOI, you ask? If you recall, they're the same species as Elaisha Sorn. More details about their lore and nefarious combat tactics will be revealed on the 28th!




And when it comes to nefarious tactics, you can look forward to some from the Captain himself in the next manga. Make sure you join our Discord and Twitter so you know the minute it releases!





Sincerely,

Mr. Kristoff

- Senior Producer

Dev Diary - Issue #20 "Anatomically Erect"




IT'S NUDIE MAGAZINE DAY!


A MOTHER'S LOVE by R-WADE






We're pleased to present twenty-two pages of R-WADE's fine work in FULL FUCKING COLOR! Let me tell you, seeing Lily's asshole blush a lovely shade of red as it gets destroyed is just all sorts of bueno.

While the previous manga was pretty dark, this one is about as lighthearted as you can get while featuring a woman impaled by a manticore cock the size of Dallick. If you're a fan of gang bangs and massive insertions, then this one's for you!

Just like last time, we can't post a link here due to the rules. You can find the download links on our Discord server or simply search for Subverse on Luscious hentai, Pururin or Sad Panda.

And now I'll turn things over to one of our talented programmers to tell you about another one of our recruitment quests.





SOLID SNAKES ON A PLANE


Greetings, perverts. Professor Bang here, and I've brought you some ALPHA screenshots from one of the most unique SHMUP sequences in Subverse. Let me tell you about the Temple of Defilement - it's dark, full of traps and sentries, and it certainly doesn't help that you have a hungry little catgirl aboard your ship.





We made this mission with stealth in mind, so you can't just whip your cannon out and blast all over the place to get through it. In this old, crumbling temple there are sentries marching and scanning the area for intruders. You will also have to deal with pressure-sensitive walls, trap doors, and since this is a video game there are of course plenty of hazards made of molten lava.

We'll be using lava or magma-like surfaces in many different environments and scenarios, so we decided to make a universal lava material. With some noise and rock texture we were able to achieve a good boiling look. Also, a lot of panning and distortion had to be added to the logic, and we even added some vertex displacement on top of it so the surface will actually be moved by the waves.





Illumination is sparse, so utilizing the headlight on your ship for navigation will be crucial. You can either play it safe and learn the sentries' movement patterns or just be fast enough to zip through them. Though it is tricky, don't worry - checkpoints are aplenty so the experience is fun rather than frustrating.

I'm excited for all of you to explore the Temple of Defilement with your eager kitty companion who unfortunately doesn't always care if it's the appropriate time to play."

But that's not all...I'm also excited to welcome one of our veteran FOW animators to the dev diary for the first time!



ENTER THE SWEDISH OINKZILLA






"God kväll, Moneyshot here. I've been with the studio since 2014, back when we had to survive the pain of animating throbbing horse balls in Source Filmmaker. For my services to smut, I was rewarded with the title of lead animator for Subverse.

I just got sent a note with the daily lowering of the bucket providing me sustenance.

It read: “For legal reasons I need written proof that you are still alive, so write something for the backers down on this piece of paper. And don’t eat it, you fat fuck.”

So here I am. Let's talk about poses first.

The hentai magic starts with getting all of the necessary characters into the scene. Both for technical reasons and easier workflow, each character and their accessories gets uniquely named rig prefixes: Demi1, BigDude1, SmallDude1, BigDude1Dick etc.

Depending on the need for the poses and animation, these rigs are altered to give a better workflow. For example, Killi's tail may need to grab something and thus the gripping section works better in FK (Forward Kinematics) while the rest is in IK (Inverse Kinematics).

The poses are blocked up either with reference images or greatest tool of all - a pervert's imagination.





Not only does the pose have to bring out the star of the show's best bits, it also has to work with the three different sex speeds: SLOW, FAST and CLIMAX. Whilst not all sex scenes follow this formula, its still good practice to consider speed variations.

With the pose finished, we animators add a placeholder light setup to spot anything that might look weird during animation. After all, shaders work in mysterious ways.

The camera is also finalized by the director during this phase. Obviously, we animate to the primary angle chosen, otherwise this game would take 16 years to make.





Now for the animation!

If the scenario requires loops for things such as handjobs and thrusts, those are firstly blocked out to get the timing, power of the thrusts, and jiggle correct so they can be checked for feedback by the director. Once the loop is finalized and cleared they can be copy/pasted and have their timing tweaked.

On top of that, the loops have some variation added and a lot of other customized animation for the bodies and whatnot gets blocked out. There is yet another round of feedback required for this step, because it's much easier to make changes if needed at this stage as what comes next is finalizing the animation. All these tiny details are just half the work for the entire process.

If the scene doesn't really require any loops, the long custom animation is blocked out and checked for feedback a bit more often in Sequencer. These kinds of animations usually take longer to make so it's best to be sure it's heading in the right direction.

The final step is handing off the anim asset for the production team to insert full lights and post-processing. Animating natively in UE4 is real-time, so even if some bugs are discovered during this process, fixing them is easier. Real-time is something we value highly due to rapid iteration and is a big part of why the transition from SFM to UE4 was chosen. The engine is very powerful and makes SFM look like a kindergarten toy. Seeing the final clip on max settings is pure instant gratification. Every artist wants to see their work finished without having to wait for a VFX team to finish it one year and $50 million later."






We'll see you all next month when we'll have even more programmer entries and an update on our navigation system.

Stay safe!

Sincerely,

Mr. Kristoff

- Senior Producer

Dev Diary - Issue #18 "Fuccbots... ENGAGE!"

Good news, FOW fans...we've got a big, steaming pile of tentacles and lady dicks to make your happy fappy quarantine all the better!



SUBVERSE: TROJAN HORSE - by Makari Tohru






I'm elated and erect to announce the release of the first of our four Subverse manga, created by none other than the legend responsible for the Hunter no Seitai series - the mighty Makari Tohru!!!

We told our mangaka that we wanted them to really push the limits with these stories so our fans that enjoy darker, more intense content than will be seen in the Subverse game and it was CERTAINLY delivered.





Obviously we can't post a link here, so visit a Luscious hentai website of the .net variety or the mirrors at Pururin and Sad Panda to enjoy 50 masterful pages of top-tier non-canon fap material!


GET THE MECHANIC



The disgustingly obscene Dallick vs the Fuccbotts fight is now available for all closed beta participants!





This is the first SHMUP mission we've released that features our special DEFENDER AI, which means your enemies will be focused on attacking a specific ship or structure rather than you. In this case, the Fuccbotts are looking to rip Dallick's Keisterstation a new exhaust port and it's up to you to stop them and earn the trust of the six-balled stoner so he'll join the crew of the Mary Celeste and serve as your loyal mechanic.

In terms of balance this mission is still very much a WIP, so we're mainly looking to make sure everything is functioning properly. As always, please use the in-game feedback tool to let us know how your sessions went!

A few protips - the charge drive (SPACEBAR) is extremely effective against approaching waves of Prick Lancers, and when Dallick gets his EMP countermeasures charged up...RUN AWAY!


Enter the Empress




Empress Celestina's character bio page is now available on our website along with her 3D model! We know this is one everybody's been requesting for some time now, so enjoy your ogling. She is voiced by Sarita Belle, who is a newcomer to the FOW team but certainly earned her place with this role! It's no easy feat to play the RULER OF THE WHOLE GODDAMN GALAXY.

That's all for this diary, so we'll see you next time. And of course...whether you're simply taking precautions or cleaning up after a particularly shameful display of masturbatory prowess, don't forget to wash your hands!

Sincerely,

Mr. Kristoff
Sr. Producer

Dev Diary - Issue #12 "Procedural Madness"

Hello everyone! HungryJJ here, this week I’ll be discussing some of the space combat-related tech that I’ve been working on. I hope not to bore you all too much. 😊

I want to share some insight on how we handle environments that are associated with the various levels you will encounter during space combat gameplay.

The goal was to make it easier for us to design cool-looking backdrops more efficiently so that when a player starts a space combat mission, the environment is relevant to the nebula and anomaly you are exploring.

As the space combat developed over time through prototyping, we noticed a trend of the most common environmental elements that we primarily used. Some of the examples are dust clouds, debris fields, relevant background scene objects (i.e. planets, suns, derelict ships, skybox), post processing effects, skylights and fog effects. With each element, we exposed corresponding properties so that anything can be tweaked. Depending on the element, these tweaks can manipulate color, scale, position, rotation, quantity and much more.



The tool is setup in a way that all the compatible settings are exposed so that environment designers with limited experience can jump right in and begin creating a scene. Once a designer is happy with their scene, we can populate the configuration onto any mission and override the look if necessary. They can also serve as templates for a specific type of mission. E.g. a mission through an asteroid field in the Hydra nebula would generate asteroids with a green nebula backdrop

It was important to us to provide some variation in the environments to the player, in order to make their experience cohesive whilst traveling through the Prodigium. Even subtle changes in the space scape like tweaking a star’s intensity can provide a different visual experience. Enough talk, here are some example screenshots of the settings we use, and how it translates into a procedural environment ingame thanks to the streamlined tools.







The modeling team in the meantime has finished up Empress Celestina. She’s looking good, check her out below.



We've also been finishing up some "Mantics" (your pets, or should I say Lily's pets) that the player evolves and breeds inside the Lab. Ugly critter, ain't he?



I hope enjoyed this small insight on what we have been up to. Look forward to sharing more results in the future. Later.

-HungryJJ