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Greak: Memories of Azur News

Enchanting Hand-Drawn Adventure Greak: Memories of Azur Launches on August 17th

Howdy!

We are super excited to finally be able to share THE date with everyone!

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Greak is coming to Steam on August 17th

After years of hard work, we can’t wait for you to explore the lands of Azur and get to know more about Greak, Adara and Raydel!

Alternate between three characters with different abilities, defeat the enemies and solve the puzzles to escape from the Urlag invasion!

Thank you for following us through the development and for all your support during this time!

Cheers!

The Navegante Team

https://store.steampowered.com/app/1311070/Greak_Memories_of_Azur/

Greak: Memories of Azur - Limited Time Demo Out Now!

We are thrilled to announce that a new Greak: Memories of Azur Demo is now available until May 17th at 6pm BST!

As always, we took everyone's feedback into consideration and made some changes/adjustments to this new demo to improve your experience!

Among some of the changes, we added the following:

Functionality:
-Improved the key binding systems.
-Added mouse support on the Main Menu, Settings, Save Game, Game Over and Inventory Screens.
-Characters can now aim while holding the Right Click of the mouse.
-Characters can now attack with the Left Click of the mouse.
-You can now advance Dialogues with the Left Mouse Click, Intro Key and Space Bar.
-Fixed some inconsistencies in the settings screen when changing Video Resolutions.
-The settings can now be accessed and modified during the gameplay.
-You can now select English, Spanish, French, Italian, Portuguese, German, Russian or Chinese languages on the settings screen.

Gameplay:
-Improvements to the “mimic” action for the characters.
-There is no cost to save the game now.
-The crossbow arrows are no longer part of Greak’s main inventory. They have a separate inventory now.

Art Improvements:
-Major art improvements to all the game’s UI screens.
-Visual improvements to the tutorials.
-Visual improvements to the character portraits.
-Added the character names to the top of the dialogue windows.
-Improved the background art of the very start of the game.
-Art improvements to the items.
-Improvement of Greak’s character attack animations.
-Improvements to the Dream sequence level (removed additional fog and art pass to the assets)
-Art improvements to Adara’s mana bar as well as enemies’ health bar.
-Art improvements to the selected character icon (the arrow above them).
-Art improvements to the save stone.
-Improved the art in the boss encounter area.

Audio:
-Major rework to the game’s audios including incidentals, sfx and music.

Balancing:
-Improvements to the Urlag Bandit enemy behavior (it will now be more agile and smarter!)
-Balancing of the boss (it is a bit more challenging!)

We always listen to your feedback, so please share with us any suggestions, ideas or comments in the Discussions section. We read all of them! : )

Your support means a lot to us, and we really hope that you enjoy the new demo!

The Navegante Team

https://store.steampowered.com/app/1311070/Greak_Memories_of_Azur/

Dev Log #6 - The Hidden Secrets of Azur

Hello again!

We are happy to share with you a brand new Dev Log! This time, we will be talking about Greak’s cooking skills as well as some of the edible items that can be found throughout Azur.



The lands of Azur are known for their ability to produce food and natural resources. For the Courines, all the elements provided by nature are valuable and must be used before the Plague corrupts them. Some of the edible items that nature offers are the following:



In the wake of the great Urlag invasion, many settlements and towns in Azur have been abandoned. For this reason, in some places it is possible to find cooking pots that can be used to cook the different ingredients.



In order to achieve this, we created a system in which the different ingredients are deposited to make the various combinations.

Step One - Collect your ingredients.

Courines know how to cook some recipes based on the ingredients they can find. Depending on the region and climate, the various areas of Azur can produce different food items.



Step Two - Find one of the cooking pots and combine the ingredients.

In order to cook one of the recipes, it is necessary to find one of the cooking pots and add three ingredients.



Step three - Enjoy one delicious meal or snack!
After waiting for the combination to be fully seasoned and cooked, depending on the ingredients, one of the several Azur recipes can be cooked!



Now, Greak, Adara and Raydel will be able to enjoy a delicious snack that will help them regain their strength to continue their journey as they traverse through dangerous territories.



We hope you liked this month’s Dev Log! See you again soon!

VJMX Awards 2020!

We are so proud to announce that Greak has won the Award for the Best Upcoming Game for PC/Consoles as well as Best Graphic Art in the VJMX Awards 2020! ːsteamhappyː

Congrats to all of the winners and a big thanks to our Navegante team, Team17Ltd and Bromio!



Wishlist this award winning game here:
https://steamcommunity.com/app/1311070

Dev Log #5 - Creating the Environments of Azur!

Hello everyone!

We are happy to share with you our November Dev Log! This month, we will be talking about the Licer fortress as well as the process that we follow to create the backgrounds and the environment in the cinematic clips.

The Licer fortress was built a long time ago after the first Urlag invasion of Azur. It’s purpose was to defend the territories in the Zargos region and surroundings which are located in the southern mountains of Azur. This fortress was named after the Courine guardian Licer who, with his efforts and along other brave guardians, defended their lands resulting victorious.

Over time, this fortress became one of the emblems of Azur. Due to the fighting style of the guardian Licer, the Courines who train here are distinguished by their aggressive training and fighting style.

Throughout the game, we use short cinematic clips in order to capture that feeling and provide the context in the places of the game. Our artists follow the following process:

Step One - The Animatic of the scene is made.

To present a prototype of the scene, an animatic is made. We create a simple storyboard version of our cinematic so we can iterate on the shot as well as the movement of the camera.



Step Two - Assembling the building structure.

A decision is made on a style for the structure based on the animatic. In this case we changed the design to match the in-game asset. For this kind of animated scenes, the style match is always our main goal.

We build a 3D model of the fortress using blender which allows us to keep the perspective as well as use the model as a reference to create other environments if needed. We always try to keep the traditional workflow for our backgrounds, but for scenes like this one with a complex perspective, the 3D object is very useful.





Step Three - The first color pass is applied.

In order to get the colors for the scene to match the style of the game, a first rough color pass is applied. During this preliminary phase, the scene is presented and it is later on edited as necessary to achieve the final result.





Step Four - Detailing and composition.

During this step, we refine the details of the scenery. We also separate the scene in several layers that are needed for the animated version.



Step Five - VFX and Implementation.

Once the composition is ready, the visual VFX for the scene is created and animated in Photoshop.
For example, we add simple animated loops that repeat over the scene to generate the rain sensation.
When putting everything together we make different combinations of fog effects and play around with the illumination until we achieve the desired result.



Step Six - Final Details.

As the final step, we add into the clip any animated characters which will be featured on the scene.
It's always best to try them without any VFX to see if there are any corrections that have to be made.
(If you want to learn more on the art process for the animated characters you can have a look at our Dev Log #1 - “Welcome to the lands of Azur!”)





Finally, here is a short preview of how the clip will look inside the game:



Each cinematic scene for Greak is a challenge of its own in order to make them blend in as much as possible with the game, and we always solve each one of them in a creative way. It's a fun process!

We hope you enjoyed this month’s Dev Log! We look forward to sharing more of Greak’s development with you!

Thank you for your support and see you next month! : )

You can wishlist Greak: Memories of Azur on Steam now!
https://store.steampowered.com/app/1311070/Greak_Memories_of_Azur/#:~:text=About%20This%20Game-,Greak%3A%20Memories%20of%20Azur%20is%20a%20side%20scrolling%20single%2Dplayer,escape%20from%20the%20Urlag%20invasion