News
The first summer month has arrived, and with it, we burst in with our news! Our dream team has had a very joyful addition - we now have fantastic hard-surfers, a level designer, and an incredible programmer āļø This means we are even closer to the release.
By the way, we are looking for a game designer - all you need is to be skilled in balancing and VR.
Every day is filled with work. Models are being drawn and animated, new concepts are being created, new bugs are appearing and getting fixed, builds are being tested, and chats are bursting at the seams š But the most exciting part is yet to come!
One of the most significant things we are working on is bringing Dixotomia to Oculus Quest 2. This means our cool vampire shooter will be available not only on PC with specific requirements - which, by the way, are not very high - but it will also be playable autonomously on the headset! Have you seen such beauty before? Now, there are no limitations š
[h3]Here's a brief summary of what our has done[/h3]
[h3]Code:[/h3]
ā Refactored the entire project's code and laid out a new architecture that allows easy modification and expansion of any application modules.
ā Redesigned the inventory system. Previously, it consisted of pre-set slots in front of the character. Now, it is represented as a circle above the character.
Players can now scroll through their current weapons in search of the desired one. This significantly improves the convenience and interactive aspect of the game.
Inventory management has become more intuitive and feels like a standalone game itself. This frees up space in front of the user and allows us to have a larger inventory. Previously, we couldn't fit more than 6 slots correctly. Now we can.
Additionally, the following changes were made:
ā New inventory system and interaction with it
ā New selection system that highlights the object pointed at by the hand
ā New logic for item attraction and snapping into slots
ā New logic for the loading and saving system
And many, many more))
[h3]3D[/h3]
Our artists are currently working on the next location after the hall, and look at the amazing things we have here. Not only do they look great, but they are also well-optimized. After all, we strive for stable FPS š

[h3]Level Design[/h3]
And a little taste of the near future in brand new locations! We won't reveal what or where they are) But feel free to write your guesses in the comments :Š

[h3]Media Life[/h3]
You can find us at almost all major industry exhibitions and forums in Moscow. Last time, we were glad to see everyone at the festival in Skolkovo called "We're in touch." Hundreds of people got to play Dixotomia, try out the new demo build, and experience cool features.

āļø Also, specifically for such events, we are developing a new PvP mode with different sets of weapons.
And, we have updated the images on Steam! So, let's all head over there and quickly add it to our wish-lists. If you haven't yet - go for it!
By the way, we are looking for a game designer - all you need is to be skilled in balancing and VR.
Every day is filled with work. Models are being drawn and animated, new concepts are being created, new bugs are appearing and getting fixed, builds are being tested, and chats are bursting at the seams š But the most exciting part is yet to come!
One of the most significant things we are working on is bringing Dixotomia to Oculus Quest 2. This means our cool vampire shooter will be available not only on PC with specific requirements - which, by the way, are not very high - but it will also be playable autonomously on the headset! Have you seen such beauty before? Now, there are no limitations š
[h3]Here's a brief summary of what our has done[/h3]
[h3]Code:[/h3]
ā Refactored the entire project's code and laid out a new architecture that allows easy modification and expansion of any application modules.
ā Redesigned the inventory system. Previously, it consisted of pre-set slots in front of the character. Now, it is represented as a circle above the character.
Players can now scroll through their current weapons in search of the desired one. This significantly improves the convenience and interactive aspect of the game.
Inventory management has become more intuitive and feels like a standalone game itself. This frees up space in front of the user and allows us to have a larger inventory. Previously, we couldn't fit more than 6 slots correctly. Now we can.
Additionally, the following changes were made:ā New inventory system and interaction with it
ā New selection system that highlights the object pointed at by the hand
ā New logic for item attraction and snapping into slots
ā New logic for the loading and saving system
And many, many more))
[h3]3D[/h3]
Our artists are currently working on the next location after the hall, and look at the amazing things we have here. Not only do they look great, but they are also well-optimized. After all, we strive for stable FPS š

[h3]Level Design[/h3]
And a little taste of the near future in brand new locations! We won't reveal what or where they are) But feel free to write your guesses in the comments :Š

[h3]Media Life[/h3]
You can find us at almost all major industry exhibitions and forums in Moscow. Last time, we were glad to see everyone at the festival in Skolkovo called "We're in touch." Hundreds of people got to play Dixotomia, try out the new demo build, and experience cool features.

āļø Also, specifically for such events, we are developing a new PvP mode with different sets of weapons.
And, we have updated the images on Steam! So, let's all head over there and quickly add it to our wish-lists. If you haven't yet - go for it!