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Dev Diary #2 2024 - Sound Rework

Dev diary

Hi AtO community!

My name is Magnus Chirgwin and I’m here to talk about audio and give you a glimpse of what we’re working on! But this is my first dev diary so before we dive in, who the heck is this new Magnus guy?!

I’m a freelance sound designer and composer! I live in Sweden with my partner and her daughter, with the nearest and dearest to me only a stone’s throw away and if you were to strap a GPS on my head you’d probably get bored pretty quickly looking at where I’ve gone haha! I’m not a travelled man, although I’m a big fan of backyard adventuring (shoutout to Beau Miles), grabbing the canoe, camping equipment and heading out on the lakes nearby or just catching the small everyday moments where I can get them.

Before I chose to go freelance with sound and music, I worked in healthcare as a physiotherapist for 10 years, working together with you (or your loved ones) on anything from broken bones to vertigo and with traumatized fugitives of war. Yeah I know, a real u-turn from that to audio haha, so why big change? There were a couple of different reasons but the main one was that the idea of working with music and sound eventually became too large to ignore and I was simply curious if I could do it. I’m glad I did the shift although the previous 10 years taught me a lot about working with people and that will always be important, you won’t be able to convince me otherwise. Oh and yeah I workout a lot, take care of your bodies people, it really does keep the score and never lies.

In the 6-7ish years I’ve worked as a sound designer and composer I’ve had time to work on awesome projects (ranging from mobile games to 3D dome-cinema films), experience burnout (yep, even with my background I’m not immune!), meet fantastic people and re-evaluate what is truly important to me.

Anyway, onto Across the audio-belisk (I’m so sorry), let’s go!
There’s been a lot of community feedback regarding the sound design and I think it’s very justified. Yep, I think I’ve read it all and it was clear that a lot of you experienced a mismatch between visuals and audio as well as the lack of variation! Here are some examples of what you’ve said:

“...I do agree it'd be nice if more enemies had custom sounds and not the same generic grunt when taking damage.”

“All the enemy female sounds are the mage, all the pig sounds are the same, all the wolf, etc... there isn't an individualization of character audio and i think the game would really benefit from a more diverse audio that sets the hero's apart from the enemy.”

“are more diverse enemy hit sounds going to be added in the future? right now I noticed so many enemies have the same 'grunt' noise”

“yo the magma spikes from ignidoh make human sounds when they die make em do rock sounds or something”

“...its always the same sound playing on some enemies which makes it weird. Usually games will have 3-5 slight variations for each sound so its more natural.”

“A lot of the SFX get kind of bland to listen to on repeat.”

“I remember every monster having the same "murp" sound when hit for example. Has this improved a bit?”

“it sounds like someone with no energy at all just said "baah" into the microphone.”

So that’s what we’re working on at the moment to try and fix! I’ve been working on AtO since mid-january and I’m working on a more solid foundation to build upon, polishing and fixing already existing sounds in the game (like making sure the volume is a bit smoother overall and making sounds less harsh and piercing) as well as adding new ones with more variation! Here, have a listen to a comparison between the old and new stuff!

Old Sheep Sound
[previewyoutube][/previewyoutube]

New Sheep Sound
[previewyoutube][/previewyoutube]

Old Magnus Sound
[previewyoutube][/previewyoutube]

New Magnus Sound
[previewyoutube][/previewyoutube]


I’d like to mention that a huge challenge for me in this project is the amount of heroes and monsters, there are just so many and creatures take time to get right. Here’s a screenshot of my supersession for the NPC creatures in the first zone, Senenthia, alone!



So it really stretches my soundbank but also my own voice, I can only make so many noises myself and one way to get more mileage out of my resources is through pitch. Like pitching my voice down for bigger monsters, but you lose a lot of high frequency sound when you do that with regular microphones. So how do you get around that? Well you throw money at a really expensive microphone that can record sounds a lot higher than us humans can hear, so when I pitch it down it works so much better!



…and here’s an example of that where I’ve used this to pitch down my voice and some creaky wood for Ylmer!

[previewyoutube][/previewyoutube]

Another aspect that I find essential when sound designing creatures and monsters is layering different sounds, especially when they’re non-humanoid where we, as listeners, don’t have a clear expectation of what it should sound like. For example, let’s have a look at what the heck kind of a noise a living slime would do if you hit it! I chose this one because you could probably try it at home! (please record and send in your DIY slime monsters, it would make me so happy)

I’m talking about this guy, this is my take on the sound it might make
[previewyoutube][/previewyoutube]

The sound is made up of three layers.
Punching a wet towel
[previewyoutube][/previewyoutube]

Me gargling yoghurt (yep)
[previewyoutube]240304_devdiary_audio_npc_slime_layer_02.wav, [/previewyoutube]

Using a plunger in some melon juice-squash
[previewyoutube][/previewyoutube]

I then try to fit each layer into its own slot on the timeline so that they don’t compete too much with each other and risk turning it all into noise! So for example, here the wet towel punch starts it all off while I fade the yoghurt gargling in (leaving space for the towel) and then try to fill out the end with some bubbly melon juice. They all have, more or less, a time to shine.

A risk when working with layers though is that it’ll sound like 3 separate things, so I try to choose source material that fit well together or sometimes (often) I wrestle the sounds into submission by using EQ, compression or other effects like tremolo to make them play nice and “glue” them together.



That’s all I can show and talk about…for now!

I enjoyed writing this diary and I enjoy working on this project. Both the devteam and paradox are treating me well and I feel lucky to be part of it all!

Lastly we want to let you know that once these sound changes has been implemented you'll be given a toggle in your options allowing you to choose if you want to use the old sound or the new! You can change this setting at any time!

The world is a turbulent place right now and I hope you’re ok. Take care /Magnus


Play the Lunar New Year Challenge and Earn a Unique Cardback!

Greetings all!

We just released patch 1.3.1 which activate the Lunar New Year Challenge!

The year of the Dragon is almost upon us (or it may already be if you read this later)! Let's celebrate it with a new exciting challenge.



Not only will you be able to earn a unique Lunar New Year Cardback by reaching the third act. You will also be able to play with Amelia and Navalea within the challenge without the need to own any additional DLC's.



Good Luck!

We wish all players an auspicious Year of the Dragon! May the new year bring exciting opportunities and happiness!

祝玩家们新春快乐!龙腾虎跃,步步高升!

Dev Diary #1 2024 - The Team is growing and Lunar New Year is coming!

Greetings to everyone, we hope you have had a good start of the year.

This is the first Development Diary that will span over the next months. To begin with we’ll be publishing one a month!

In this first one we want to start by announcing that this year the Across the Obelisk team is growing! With several additions.

A new artist who will help us to produce graphic content faster and also, who knows, will allow us to make some of those skins (Magenus ;)), something that we've been wanting to do for a long time. While still allowing our main artist to keep prioritizing new content.

A new Sound Designer! We have always known that the sound section of the game is one of its weak points, but being a small indie team of three we’ve done the best we could in this aspect. Now we will be able to improve the game’s sound in general, adding new sounds where we feel they have been missing, improving on existing ones and adding more variety.

A new Narrative Designer! We want to keep adding new events and content to the game, for both existing and upcoming content. We know that some heroes have less event interactions than others over the course of the adventure. Our intention is to add many new unique responses for all heroes, and new events throughout the game.

So we are very happy and excited about the new additions to the team, and in the future we will go into more detail about their work.

All these improvements will take some time and will be implemented progressively, so while you wait we encourage you to participate in a new weekly challenge!

Lunar New Year Challenge
This event will be active from February 8th to February 22nd 2024.

Play with Amelia and Navalea in this new Weekly Challenge! You will be able to test both characters (within the Weekly Challenge) without the need to own the DLCs.

You will also be able to unlock a Lunar New Year exclusive cardback if you manage to reach the third floor!!




We are very excited for what is to come, and we believe that 2024 will be a great year for Across the Obelisk.

As always, thank you for your support and feedback.

- The AtO Team.

Across the Obelisk 1.3.02 Hotfix is now LIVE!

[h3]Bug fixes[/h3]
- Fixed a problem that prevented playing in offline mode.
- Fixed a problem with the extended information of the corrupted version of the Eldritch Ring when clicking the right button over the card.
- Fixed a problem that didn't unlock the base characters when you create a new profile and try to create a new game under that profile.
- Fixed a problem with some card interactions in coop that desync the game, mostly when some items force the player to draw new cards (e.g Soul Harvest + Black Deck).
Besides that, this hotfix also fixes some of the small bugs that have been reported.
[h3]Quality of Life[/h3]
- Added the possibility to read the base information for every character in the Hero Selection screen, even if those are not already unlocked.
- Added a new button to remove a profile (be aware that it removes all information attached to that profile, including its saved games).
- Added a button to the launcher to resume your last played game. This will only work for single-player games and will let you continue your last-played game without having to select that game from the menu, speeding up the process of going back to the game.
- You can now disable the DLCs that you don't want to use through the launcher.
As always, thanks to all of you for your support, feedback, and understanding.

The Christmas Eve Weekly event is live!

Hello everyone,

We are happy to announce that the Christmas Eve Weekly event is now available - Christmas decorations and Special weekly Challenge are here to make these holidays even more enjoyable!



Participate in a Special Weekly Challenge between Dec 21st and Jan 4th and get a unique Christmas cardback - just look at this beauty!


Thank you so much for being a part of our community this year.

Merry Christmas and Happy Holidays!