1. HYPERVIOLENT
  2. News

HYPERVIOLENT News

7 DEMOs for you to play during the summer!

Hyperviolent is not the only game included in our SUMMER OF DEMOS event! Seven titles in total are involved, including both already released and upcoming games. Check out all of them and let us know what you think, and don't forget to wishlist the ones you like! The perfect place to talk to us is our Discord server or the Steam discussions!

[h2]Fulqrum Publishing Summer of Demos 2022 Trailer:[/h2]

[previewyoutube][/previewyoutube]


[h2]Featured games are:[/h2]

https://store.steampowered.com/app/1409200/HYPERVIOLENT/

https://store.steampowered.com/app/1521070/The_Pegasus_Expedition/

https://store.steampowered.com/app/1306970/Diluvian_Ultra/

https://store.steampowered.com/app/1182420/VED/

https://store.steampowered.com/app/1401400/Lovecrafts_Untold_Stories_2/

https://store.steampowered.com/app/1638140/Reverie_Knights_Tactics_Prologue/

https://store.steampowered.com/app/1399700/Kapital_Sparks_of_Revolution/

Brand new DEMO version of Hyperviolent is now available!

Hello everyone!

We have great news for you! You can now play a brand new demo version of Hyperviolent here on Steam for free! It will be available at least until August 15 but there's nothing to wait for, download and play the demo right now!

[previewyoutube][/previewyoutube]

We will be very grateful for any feedback you can provide, so feel free to join our Discord server or start a discussion here on Steam!

Enjoy the game, let us know how you like it!

https://store.steampowered.com/app/1409200/HYPERVIOLENT/

WE NEED A HERO - Art Sculpting Devlog

[ INCOMING TRANSMISSION.... ]


[ When creating the key visual art for HYPERVIOLENT, we were heavily influenced by the hands-on, practical effects of 80’s and 90’s horror films, as well as the clay sculpting techniques used to create the character art for many early first person shooters ]



To achieve this effect, we reached out to renowned traditional sculptor & 3D artist, Marcelo Boasso. Tasked with creating a physical, real life bust of our main character under siege from the hordes of Commodus.

Marcelo was instantly drawn in to the idea of creating the horror video game art by hand. After consulting earlier sketches of the art, he was ready to digitally sculpt, and then 3D print the resin base for our hero.







“My work was sculpting the art for the cover.
When I dug into the game, I realized HYPERVIOLENT had a powerful mix between new tech and old-school look and feel.

I wanted to keep the same feeling for the sculpture, so I mixed two
different techniques to sculpt it. One was more classic (clay sculpting)
and the other was more modern (3d resin printing) The whole process took me almost 2 months!” - Marcelo B.


When the 3D printed base was done, it was time to get to work, sculpting the scene with more traditional clay methods.







Highly detailed, posable monster hands were created, and made to enshroud the Hero, instilling a sense of hopelessness and dread in the final art.



We hope you enjoyed this closer look into the process of creating the key visual art for HYPERVIOLENT, stay tuned for more sneak peaks!

- Terminist Arcade

HYPERVIOLENT Update on New... Just about Everything!

INCOMING TRANSMISSION...

Greetings,
It's been a while since we've shared any news with the fans of our game, but rest assured, development is well under way and we really look forward to the moment you all get to play HYPERVIOLENT!

But proof is in the pudding, so without further ado, let us show you some of the new, well, everything we have been working on!



The Commodus Asteroid 27-C houses a varied range of environments. We truly hope they will provide many moments of awesome carnage that will become memorable for you and won't just be lost in time, like tears in rain.



As you might already know, you will not be engaging in the intense old-school combat of HYPERVIOLENT only on foot, but there are levels with a... Different approach as well. No less violent though, oh no.



But even on foot, you will not be facing just simple hordes of worthless grunts - some enemies are going to be truly formidable!



There will also come times when you need to sit down and think, do research and plan ahead. The game might be HYPER in its violence, but it is by no means mindless...



Well, that will be all for now. We hope you enjoyed this small peek into the ongoing development of HYPERVIOLENT and we will have more to share with you soon - don't forget to wishlist the game, so you stay up to date! And please share your feedback in a Steam discussion or on our Discord server, it really helps us make the game the best that it can be.

- Terminist Arcade



https://store.steampowered.com/app/1409200/HYPERVIOLENT/

The Art of Hyperviolent

[h3]INCOMING TRANSMISSION.... [/h3]


Drawing from it's retro-inspired roots, HYPERVIOLENT takes great care to maintain a faithful 90's visual experience as much as (in)humanly possible.

[h3]C H A R A C T E R S . . . [/h3]

Character art & design is possibly the most important visual aspect of an interactive game. The art choices made here will define the personal and human elements in a game, as well as the adversarial presence.



In HYPERVIOLENT, our talented team of artists have worked meticulously to craft a horrifying & interesting array of foes for you, Our Hero, to disperse with vigilance.

True to form, HYPERVIOLENT uses 8 directional bill-board sprites for all of the inhabitants of the Commodus Mining Colony. NPCs, Players, & the many ruthless enemies are hand pixeled at each angle the player may see them from.

In the past, many games relied on 3D renders to create these directional sprites easily, but for HYPERVIOLENT, we wanted to do something distinct, and challenging.



Corpses have context sensitive directional pixel art, as seen here:



[ 2D Art by Dmitry Tsoy, Jose Gonçalo & JokJokov ]
[ 3D Art by Zane Batson & Niko Brizar ]

[h3]A R M A M E N T S . . .[/h3]

Weapons are truly a first-person shooter's best asset. The weapon art in HYPERVIOLENT comes from the creative mind of artist Jose Gonçalo, who carefully draws each frame by hand, sometimes employing a simple form of roto-scoping to achieve the unique look.



You can dual wield most of the game's 20+ weapons, giving you nearly endless combinations of carnage, or use Melee & Shield combos as well to swash-buckle your enemies.



Two-Handed weapons have secondary functions, such as the scope on the Catapult Rifle seen here:



Even the in-game pickups are 8-directional!



[h3]W O R L D B U I L D I N G . . .[/h3]

The world of HYPERVIOLENT is a sometimes gritty, often vibrant, sci-fi horror wonderland. Each of the game's nine sprawling levels has a unique look, rendered to life with lo-fi pixel textures, & old-school 3D meshes. Special care is taken to respect the pixel-density of the environments & interactable objects, giving the game an almost voxel-based look.



Levels will start with a base set of tile-like textures, created by pixel artist Jonathan Dodd. After this, the level geometry is constructed, and primitive 3D meshes are placed to flesh out & detail the spaces.




If you like the game, don't forget to wishlist it, so you stay up to date - there will be more updates from us coming soon! And please share your feedback in a Steam discussion or on our Discord server, it really helps us make the game the best that it can be.

- Terminist Arcade

https://store.steampowered.com/app/1409200/HYPERVIOLENT/