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Curse of The Dead Gods - Art Direction

Welcome to our brand new devblog! We’re unveiling details about the making of Curse of the Dead Gods, the new roguelite by Passtech Games coming to Steam Early Access on March 3. Today, we’re excited to share more info about its unique art direction!

In order to get exclusive info, we met up with Passtech Games’ Art Director Valentin André-Terramors to discuss challenges and creative vision.




Our aim was always to find a recognizable aesthetic for Curse of The Dead Gods. Passtech Games is a small indie studio and we had to be crafty and ingenuous as a team to reach our goal. Everyone at Passtech is motivated and wants to create a unique looking video game.

I am fond of 2D aesthetics and everything with a hand-drawn feel, even when the product itself is a 3D game. This naturally led me to exploring this during Curse of The Dead Gods’ development.



Light and shadows are at the core of the experience in Curse of The Dead Gods and they were also one of the first concepts introduced at the beginning of the creative process. The image of a lone explorer, equipped only with his torch to navigate an ancient temple - this is what inspired the whole team both for game design and art direction.

Choosing to accentuate the shadows by giving them sharp edges was a big decision and big change for the art direction. From that point on, everything away from the light in-game was pitch-black and therefore full of mysteries, treasures and potential foes. Those big inked shadows gave a distinct dark art fantasy and comic book aesthetic to the game.



When Passtech Games started working on Curse of The Dead Gods, the temple was supposed to be a mysterious lost city where explorers, from various time periods, would succeed each other. The player would then meet fantastic mythological beasts linked to major civilizations. This initial idea was really interesting and opened a world of possibilities but also made everything more complicated for a unified Art Direction. Should the lost city be close to Egyptian architecture with some Angkor touches or should it look like a Greek Atlantis?

Adrien (Lead Designer), Sylvain (Lead Programmer and CEO of Passtech Games), and I talked and finally settled on depicting one architectural style and one civilization. At that point, the studio had already worked out the game mechanic that enables the player to sacrifice gold or blood. This seemed fitting for a South American culture (human sacrifice, El Dorado myth). Unlike other exploration games like Tomb Raider and Uncharted, the team’s goal was to create a dark fantasy universe and distance the game from realism.



The Mayan civilization is enigmatic and still not very well understood. Its mythology evolved over time, making it a perfect setting for a mysterious, forgotten temple.

Visually, a lost temple is a very interesting setting: we try to bring thousand-year-old architectural art to life through colors and gilding. The amount of ornaments and sculptures is perfect for a game where shadows and lights are so present. Mayan and Aztec civilizations open a range of possibilities regarding typical enemies and bosses.



PassTech Games was inspired by various works to render a unique aesthetic. During development the team used to call the game a “3D Darkest Dungeon”, itself inspired by comic artists such as Mike Mignola. The comic Long John Silver was one of my main references for its dark ambiance and a storytelling about a lost Maya temple.

We also got inspired by other materials such as The Lost City of Z (for its greedy explorers and their obsessions), Apocalypto (for its archeological reconstructions), the Road to El Dorado (for its amazing scenery).

screenshot from The Road to El Dorado (2000) by DreamWorks Pictures.


Video games also heavily contributed to our inspirations with Diablo 3, and Gauntlet (2014) for top-down classics or Hades as an unrivalled example of development and polish since its announcement.

Zelda: Breath of the Wild was also a great inspiration for cel shading and VFX effects. This type of cel shading makes the character’s movement more fluid and easier to spot. Both readability and movement are essential to a game with a top-down camera where the character is only taking up a small portion of the screen.

Curse of the Dead Gods launches in Early Access on Steam on March 3rd, 2020: https://curse-of-the-dead-gods.com
The game will also be showcased at PAX East 2020 from February 27th to March 1st at the Focus Home Interactive booth (n°29017)!

https://store.steampowered.com/app/1123770/Curse_of_the_Dead_Gods/

Early Access on March 3rd!

We are pleased to announce that Curse of the Dead Gods, the demanding Rogue-Lite that dives you into the heart of a labyrinthine temple infested with monsters and deadly traps, releases in Early Access on Steam on March 3rd 2020!

Curse of the Dead Gods is a project close to our hearts, with many opportunities and possibilities for development. We would like to gather feedback and opinions from the community on the best route to take! Curse of the Dead Gods is a modular game with great replayability, and we believe that Early Access will make the most of it.

Get a first look at Curse of the Dead Gods’ challenging gameplay and unique setting in our Reveal Trailer:
https://youtu.be/57tvlAQ36hE
Guided by your lust for power and wealth, prepare to face terrible curses that will constantly alter your gameplay experience. Using the abilities of a vast arsenal of weapons and the powers of mighty relics, make your way through the shadows to confront the God of Death himself and break the cycle of resurrection.

Available for Early Access on March 3rd, Curse of the Dead Gods offers an adventure full of content, with a demanding learning curve, intense combat, dozens of weapons, relics, curses, traps, and much more to discover.



This Early Access release marks the launch of a roadmap of updates to come over the next few months. New Temples to explore, each with their own universe, unique traps and enemies. New game mechanics are also planned, with new weapons for your arsenal, new curses and relics. Also on the way are new game modes, along with many more features and improvements based on community feedback.



Curse of the Dead Gods launches in Early Access on Steam on March 3rd, 2020.

Come and meet us at PAX East 2020 from February 27th to March 1st at the Focus Home Interactive booth (n°29017)!

Patch note 0.15.2 – Final Update before Early Access



Curse of the Dead Gods is available for play in Alpha! This is the LAST WEEK we'll accept new Alpha Testers as we have reached our goal. Register now before it's too late!

To start playing, register for the Alpha: https://curse-of-the-dead-gods.com/first-explorer/
Join us on Discord: https://discord.gg/qFrSrV4

:: Patchnote 0.15.2 – Jan. 28, 2020 ::
[h2]Final Update before Early Access[/h2]
[h3]New features[/h3]
  • New enemy: Blood Priest
    + Heal other enemies. Can spawn enemies.
    Design notes: FX on the Blood Priest are WIP
Not on my watch!
  • New Weapon: Evisceration Claws
    + Critical Hits to enemies with less than 50% Health remaining.
  • Curse Removal
    + Choose the Curse you want to be relieved of.
  • Random Enemies
    + Enemies are now more randomly chosen to create unexpected combinations and new fights. Note this is a first iteration, expect to meet (too) many Virgins.
  • Settings
    + New “System” category in the Options menu: Lets you erase a save.
  • New SFX all around!

[h3]Balancing[/h3]
  • Shields
    + Reduced Parry Frames to 10 (from 12)
    + Increased Base Damage of all Shields by ~15%
    Design notes: The extended parry window for Shields was a bit too much exploitable, the bonus is reduced from +4 frames to +2 frames compared to other weapons. On the other hand, shields were a little low on damage considering they only deal single hits.
  • Dark Fire Curse
    + Dark braziers now emit an aura that puts off fire and your torch.
Day. Night. Day. Night. Day...
  • Stats cost
    + Statistic Buffs' Gold Cost for two statistics at once are now computed at the sum of the two multiplied by 1.5 (from 2).
    Design notes: Double Stats Gold Cost had a tendency to increase too quickly, making them less profitable even when players had enough Gold to spend.
  • Timed Challenge Rooms
    + Initial Amount of Gold in the pot is now 2000 (from 1500). Time for emptying has been increased by 10 seconds for Tier 2 and 20 seconds for Tier 3.
    Design notes: Compared to the standard Gold Room, Treasure Rooms require completing a hard challenge to get full value from them. Increasing Gold Gain potential makes them more appealing to get a massive boost of Gold.
Evisceration Claws in action

[h3]Fixed bugs[/h3]
  • Fix for the rollback hammer: you’re no longer teleported at the starting room when using a heavy two-handed weapon.
  • Fix for collision issues: you no longer go through walls or objects when dodging or using certain types of weapons (ie. claws)

Patchnote 0.14.3 – Fixes



Curse of the Dead Gods is available to play in Alpha! We're looking for new Alpha Testers, are you the one?

To start playing, register for the Alpha: https://curse-of-the-dead-gods.com/first-explorer/
Join us on Discord: https://discord.gg/qFrSrV4

:: Patch note 0.14.3 – Dec. 20, 2019 ::
[h3]New features[/h3]
  • New Pistol: Always trigger Perfect Shots if charged enough.
  • Small cinematics when killing a Champion or a Boss.
  • New UI for Curses.
[h3]Balancing[/h3]
  • All Cursed Weapons have been rescaled to be less game-breaking.
  • Some Effects and Affixes powers have been adjusted.
  • Each point of Perception now gives +5% Gold instead of 4%. Design note: We need more Gold!
  • Final Curse damage over time is now scaled on Maximum Health (-4 HP/sec/1000 HP) Design note: Final Curse should be a threat for any build, including those based on heavy Constitution. As all healing is now Constitution scaled, Final Curse should only be counter-able by pure healing instead of just having a big pool of HP.
  • Breaking regular enemy attacks is now possible with pistols when using the Cross Hands attack instead of Perfect Shots. Perfect Shots still deal Critical Damage. Design Note: Easily Breaking enemies patterns' from too far has a tendency to stall the dynamic of combats. Additionally, Perfect Shots were a too fast way to break enemy attacks, while other weapons need anticipation to achieve it. Bows are left unchanged for now.
  • Changed text of Sentient Shield to “25% chances to automatically trigger a Parry”. Design Note: Sentient Shield is designed around having the potential to save players in a flashy way. Previous text could be too much exploited due to its reliability.
[h3]Fixed bugs[/h3]
  • Opening map now puts the game in “Pause”.
  • Tutorial texts don’t appear during cinematics anymore.
  • Fix for the Relic replacement choice when paying with Blood.
  • “Caps Lock” is now possible for binding on the Keyboard.
  • Binding one key to multiple actions is not possible anymore.
  • Fix for the “Set Default” button that triggered without clicking.

Episode 3: Weapons Relics Upgrades – Permanent Progression series



This document presents a new design iteration for the Permanent Progression of Curse of the Dead Gods.

[h2]Weapons[/h2]
At the very start of the game, some Weapons are unlocked to create the initial pool players will find in the Temple (loot and Sanctuaries). All other Weapons are to be unlocked and purchased using Crystal Skulls to add them to the pool and get a chance to loot them or buy them at Sanctuaries.

Weapons are sorted by Fighting Styles. Unlocking a Fighting Style brings 3 different Weapons of that category to the Pool. After that, single upgrades add an additional weapon of that category to the pool.

Starting equipment (Not lootable nor purchasable, always equipped at first)
  • Torch
  • [Main, Sword] Machete
  • [Off-Hand, Range] Old Pistol

Every additional Weapon to upgrade has a specific condition to be first unlocked.

Work in progress ideas:
  • First Death (for Weapons we want to unlock right after players' first try)
  • Arena Master (clear a Weapon’s Room without taking damage)
  • Curse Master (be relieved of the Final Curse)
  • Etc.
’s Blessing (10 Levels):
  • Unlock Conditions: Kill the Boss
  • Each Level slightly increases the probability to Loot Rare/Very Rare Weapons in the Section


This is a mock-up, not the final version of the presentation of unlockable content.

[h2]Relics[/h2]
As for Weapons, Relics are split between those unlocked at the start of the game, forming the initial pool of Relics to be found, and Locked Relics that will be added to the pool after upgrading.

Upgrades:

Similar to Weapons Upgrades, all Relics are listed, each locked ones have to be unlocked with one specific condition before it is available for upgrade.

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[h2]Thanks for reading and playing![/h2]
We hope you enjoy those new ideas and this series! Those features are not implemented in the game yet but should be a part of an upcoming update. If you have any feedback or question, drop a comment in the comment section below.

Next episode will dive into Secrets, stay tuned!

Register for the Alpha: https://curse-of-the-dead-gods.com/first-explorer/
Join us on Discord: https://discord.gg/qFrSrV4
Get monthly newsletter about the development of Curse of the Dead Gods: http://www.eepurl.com/gBjLqr