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Shadow of the Road News

Meet the Team - Sound Designer 🎶



We've got a real treat for you today - an interview with our sound designer, Kostek Antonowicz (check out his Instagram)! Sound is of great importance to us, so we were looking for someone whose passion would allow us to translate it into the game.

Are you curious about who's behind the magical audio in Shadow of the Road? No need to beat around the bush - allow us to introduce...

[h3]Who are you?[/h3]

Hey, I'm Kostek, I came to Earth to make some noise.

[h3]What are your responsibilities in the team working on Shadow of the Road?[/h3]

I am responsible for audio. I create sound designs and implement them - first into Wwise and later into Unity. Additionally, I collaborate with a musician to create interactive music.

[h3]Which software do you use?[/h3]

I use game engines like Unity or Unreal, and sound middleware like Fmod or Wwise. For sound creation, I use Cubase and Ableton.

[h3]How would you define “video game music”?[/h3]

Video game music is the primary carrier of emotions. It's a universal language that doesn't require translation, allowing creators to shape how players perceive the game world and gameplay at any moment.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀     Full video on Kostek's Instagram

[h3]What role, in your opinion, does the music play in Shadow of the Road?[/h3]

The music in Shadow of the Road, in addition to fulfilling basic requirements, places a strong emphasis on interactivity. For example, it incorporates changes in feelings and character of the music based on dialogue choices. It adapts as you explore the game world or encounter danger, creating a dynamic and immersive musical experience.

[h3]What guides you when creating the audio layer for Shadow of the Road?[/h3]

When creating audio for Shadow of the Road, my primary focus is on the concept of immersion. I want players to navigate the game world not only through their eyes, but also through their ears. Sometimes, while walking along the path, you might hear something that catches your attention, or you might get startled by a sound and decide that you're not ready to go in that direction.

I have a deep appreciation for the ambient sounds of nature and previously nonexistent creatures in games, as they provide room for creativity and interpretation. I have the opportunity to work on all of this and more with Another Angle Games.

[h3]What sets the sound in Shadow of the Road apart from other games?[/h3]

At a certain point, the audio in most games can be comparable. In Shadow of the Road, we placed a greater emphasis than usual on environmental sounds that allow for deeper immersion and the ability to differentiate areas. We are giving them a distinct audio character. Forests should feel mysterious, dense, and full of life, while other dimensions should sound demonic and ominous. The goal is to create a unique audio identity for each area.

[h3]What is the most challenging aspect of your job?[/h3]

Finding the balance between individual sounds. On one hand, sounds need to be clear and attention-grabbing, but on the other, there are times when audio should step back and make room for something else. I also strive to find unconventional solutions to make sure that the designs, even if they are abstract, are clear and intuitive for the player.

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  Full video on Kostek's Instagram

[h3]Which aspect of your work are you most proud of (at this stage)?[/h3]

The most satisfying moment is when I can experience the game I've worked on from the perspective of a player. I feel proud that everything is cohesive, and I can spend a lot of time in the game just walking around and listening.

[h3]Why is it worth waiting for Shadow of the Road?[/h3]

I had the opportunity to observe the team's dedication and the progress of development - there's no doubt that this title is going to be fantastic. It's a massive game being made with heart.

[h3]What is your favorite Yokai?[/h3]

My favorite Yokai is KazenbĹŤ, because sometimes when I'm hungry, I make a scene just like him. He's not threatening, but people are afraid of him. :D

[h3]Thank you! [/h3]

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Tactical World of Shadow of the Road



Warriors!


Hello again! In today's post we want to shed some light on the creative process behind Shadow of the Road and its evolution as a representative of the tactical RPG genre.

We'd like to delve into the genesis of the idea, our approach towards the environment, and the significance of skills. So, without further ado, let’s see where it all started!

[h2]Our passion for this genre runs deep…[/h2]

…From hours spent battling in turn-based strategies to the immersive worlds of games like Final Fantasy, X-COM, Unholy War, Front Mission, Temple of Elemental Evil, Etherlords, and many more. Years ago, we used to play together some of the finest representatives of the genre – for example, the Fallout series (especially Fallout: Tactics).

One could say that the opportunity to create a world that would hold as much significance for players as in the titles we mentioned is almost like a dream come true. We’re sure that many of you could understand it very well!

[h2]Moving on! [/h2]

Some time ago we mentioned the verticality of certain levels. It’s important, but that's not the only interesting aspect in the context of the environment! Soon you'll find special interactive zones that add depth to the gameplay and maximize immersion.



For example - imagine scenarios where you're ablaze and you can jump into the water to extinguish the flames, or have the ability to ignite oil for strategic advantage. Sounds great, huh? We want the environment to be a backdrop to the narrative events and a part of them at the same time.

[h2]What about skills?[/h2]

Skills are a cornerstone of the tactical RPG genre, and it’s no different in our game. They're not just decorative – they shape the core of the gameplay. Our focus lies heavily on the tactical depth within them. Well, it’s safe to say that we have plenty of intriguing aspects planned, but we'll save those juicy details for future updates… ;)



Certainly, it's worth mentioning the Yokai system, which will be almost a fundamental aspect for us. Summoning them to add a new dimension to battles will be something unique in the realm of other tactical RPG games. The system might share some similarities with Guardian Forces from Final Fantasy VIII, but there will be many more differences than resemblances. We can't wait to present it to you - you’ll love it!

[h2]More to come! [/h2]

Before we wrap up, we want to extend a heartfelt thank you for sticking with us and supporting the whole development process. Your active participation in our journey is invaluable, and your passion fuels our dedication to making Shadow of the Road the best it can be.

To remain informed about our advancements in the game's environment and other components, we extend an invitation for you to connect with us on Facebook, Twitter, Instagram, TikTok, and Discord.



Stay tuned for more updates, and remember – the road ahead is full of adventures and tactical brilliance!

Thank you once again
Another Angle Games

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The Beautiful World of Shadow of the Road



Hello, Warriors!


It's nice to be writing to you again! Firstly, we are grateful for your support and continuous feedback. We truly appreciate your patience as we worked through each step of the development process. We’re getting closer!

Today we'll delve into a crucial aspect of Shadow of the Road - the environment. We're well aware of its significance in turn-based RPGs, and it's a paramount element in our game as well.

[h2]Beautiful World[/h2]

As the game is set in Japan, during the fall of the Empire's feudal era in 1868, the surroundings are reminiscent of the 19th-century Land of the Rising Sun. To create an environment that truly captures it, we had to dig through loads of pics from back then.

Luckily, some photos have survived the passage of time. We found pictures of rich people, villagers in their settlements, ports, markets, bridges, and even abandoned castles… But we didn't stop there – we also checked out artwork from earlier times, showing how they built temporary fortifications!

Source: oldphotosjapan.com

And hey, we couldn't miss the opportunity to draw inspiration from legendary movies like Akira Kurosawa's "Ran" and the whole collection of "Rurouni Kenshin" movies by Keishi Otomo. Have you watched them?

[h2]Don't expect a monotonous environment! [/h2]

Shadow of the Road will take you on a journey to diverse locations, ranging from underground cave systems to open meadows, from serene monasteries to dangerous forests. Each of them is very distinct from another. All offer diverse experience, opportunities, and atmosphere.

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Keep in mind that the environment will influence the flow of combat. With such varied terrain, certain characters may gain advantage, and attacks that seem impossible in other settings, can suddenly be effortlessly executed. Adding to the immersion, some elements of the environment will be destructible, making every encounter more dynamic and engaging.

Speaking of that - we wrote more about utilizing the terrain in combat in our previous devlog, so if you haven't read it yet - we encourage you to catch up!

[h2]Seek and you shall find[/h2]

Moreover, we didn't want our world to feel empty, so you'll come across numerous collectibles along the way. These items will significantly impact your characters. Moreover, you will be able to find shrines, providing a boost to your abilities too.

We believe that a true warrior must be vigilant, so keep your eyes wide open - not only to admire the beauty of the surrounding nature. We want to reward those who will stray from the beaten path while exploring the world of Shadow of the Road.

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[h2]Stay tuned! [/h2]

To stay up-to-date with our progress on the environment and other parts of the game, we invite you to join us on Facebook, Twitter, Instagram, TikTok, and Discord. We find immense joy in sharing the visual aspects of our project, and we can't wait to hear your thoughts.



Thank you again for being part of this journey!

Best regards
Another Angle Games

Follow Shadow of the Road:
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https://store.steampowered.com/app/1173980/Shadow_of_the_Road/

What we've been working on lately...



Warriors!


It's great to be back and we are truly grateful for the warm reception of our previous devlog, which focused on the gore aspect of the game (by the way, if you haven't checked it out yet - here it is).

Today, we would like to share some new exciting updates that we have been working on lately. Consider this as the first of many dev diaries to come in the future. We want you to know what is happening with the game, so you’ll be one of the first to hear about the latest milestones!
Lighting

[h2]Let’s start with something important![/h2]

We have been experimenting with different lighting techniques to enhance the overall atmosphere of Shadow of the Road. We strive for global illumination to be believable and applicable to both characters and environments.

We believe that the right lighting can help players truly immerse in the game's world and amplify the sense of danger lurking around every corner.



It's the work of the tiniest details, but worth every drop of sweat!

[h2]Verticality[/h2]

Next, we want to give you a glimpse of something exciting. For example, take a look at one of the stages. What makes this encounter particularly interesting is… The abundance of ladders, adding a unique multi-level dimension to the fight!



Yes, fight! We must let you know that this is where you’ll find dangerous enemies, so you better watch out and get ready. Samurai must be strong, but also wise - remember to use the environment around you! Get ready for intense vertical combat!

[h2]New skills[/h2]

Another interesting thing we want to introduce you to is a new skill called "Glacial Fangs". We won't reveal all the details just yet, but we can show you how spectacular this attack is in motion.

[previewyoutube][/previewyoutube]

Stay tuned for more updates, and believe us - you’ll be able to use many more thrilling skills in the game. Enemies will be terrified!

[h2]Something extra…[/h2]

As a little surprise and a token of our gratitude for being with us, we would like to show you something exciting and truly satisfying. You see, during the development of Shadow of the Road, we've been having an absolute blast, and the fruits of our labor have seamlessly merged into captivating elements that breathe life into the very fabric of the game.

[previewyoutube]BRIDGE VIDEO[/previewyoutube]

For example - let's take a moment to admire the way this bridge is generated. Trust us when we say, we can't help but feel an overwhelming sense of pride due to how incredible it looks!

[h2]Till next time![/h2]

Before we wrap up, we want to invite all of you to follow us on our social media platforms - Twitter, Facebook, TikTok, and Instagram to stay up-to-date with the latest news and announcements.

Above all, we highly encourage you to join our Discord server, where everything happens first! Thank you for your continued support and enthusiasm.

Warm regards
Another Angle Games

Follow Shadow of the Road:
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https://store.steampowered.com/app/1173980/Shadow_of_the_Road/

The Brutal World of Shadow of the Road

Samurai!


First of all, hello again! We want to thank you for your support and for following the development of Shadow of the Road. It means the world to us!

[h2]Gore[/h2]

Today we want to talk about the concept of gore in our game.

As many of you may know, the phrase refers to brutal graphic and violent aspects often depicted in pop culture. It's an element that can evoke strong reactions and emotions - let’s be honest, it could be even disgusting for some people.

You can see an example below, but be aware that all of the materials here are a work-in-progress.

[previewyoutube][/previewyoutube]





From the beginning, our goal has been (and will be) to create a truly bloody and intense experience in Shadow of the Road. We wanted to challenge the boundaries and deliver a game that doesn't shy away from the darker side of its world. We believe that by embracing the brutality, we can achieve a unique and immersive atmosphere. It is not a secret that…

[h2]The path of a samurai is not colorful[/h2]

Throughout the development process, we have put a lot of effort into improving the gore element. We understand its importance and have dedicated a significant amount of time to refine it. We constantly strive to strike the right balance between realism and art, aiming to deliver an experience that resonates with players.

[previewyoutube]VIDEO #1[/previewyoutube]

[previewyoutube]VIDEO #2[/previewyoutube]

In terms of the future, we have several enhancements in mind for gore and general atmosphere. We want to ensure that the impact of violent encounters feels weighty and meaningful. This includes refining the visual effects, sound design, and even the narrative context surrounding these moments.

We want every brutal scene to have a purpose and contribute to the overall experience!



[h2]Before we wrap up…[/h2]

We would like to let you know that we will be sharing more updates soon. Stay tuned for our future announcements and join us on Discord, as well as our other social media platforms such as Facebook, Twitter, and Instagram. We greatly appreciate your support and engagement.

Until next time
Another Angle Games

Follow Shadow of the Road:
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https://store.steampowered.com/app/1173980/Shadow_of_the_Road/