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Beyond Sunset News

We’re on Next Fest!

We have news! And, as you’ve probably already read in the title, we’re gonna be on Next Fest.

So if you haven’t played our demo yet, now is the perfect time to do it.



Download the demo and wishlist now!

https://store.steampowered.com/app/1665260/Beyond_Sunset/

Movie Games Publisher Sale!

Our Publisher is on sale! Well, their games are, obviously. And up to 90% off, too!

[h2]THEY HAVE IT ALL![/h2]
  • Drug Dealer Simulator 75% OFF
  • Gas Station Simulator Special Discount
  • Free DLCs and Game Samples
  • And much, much more!

The publisher sale is live from June 12, 2023, so grab anything you want!

Check it out here

Game? Retro. AI? Modernized

Hi all!

Beyond Sunset is a retro game at core, yes, but it can’t play like a retro game. Today, simplified AI behavior just wouldn’t fly. Enemies can’t stumble around half-randomly, with their only objective being looking for you. This “stumbling” is something you can notice easily in the original Doom. We wanted to avoid it. So what did we do?



[h2]We focused on changing the pathfinding and in general, on letting our enemies make decisions.[/h2]

Their choices are made via a behavior tree: a branching path of actions that an actor can take, resulting from each other. It’s a standard thing in gaming, but not in retro games, and not in games based on the Doom engine. We believe that we are the first to implement Behavior Trees in GZDoom.

Why is it important? Not just because the effect is visible: our enemies are smarter, react to your actions instead of following a simple pattern. Also, for us, their actions are much easier to program. We use a visual editor to create their branching behavioral paths. This makes creating their “personalities” much, much more convenient. See how it looks:



[h2]As a result, you can experience much more exciting (and vertical) combat scenarios than in older Doom-based games.[/h2]

We also use these trees to create the AI for non-combatants so that we can add life to our game world. Not everyone is your enemy, not everyone is there to kill. This design concept was first used in the underrated gem Strife many years ago, but we hope to take it to the next level.

If you’re a modder or a GZDoom game creator, here’s something important for you: we’ll make our behavior trees open source very soon. It’s one of the best things about Doom and GZDoom: we can share our knowledge and findings, and help each other create better, more amazing games!

Wishlist and follow us for more Beyond Sunset and GZDoom goodness.

https://store.steampowered.com/app/1665260/Beyond_Sunset/

Routastic event is here! 🔥

Hey, everyone! 👋

We’re happy to announce that the Routastic Event has officially started! Huge discounts, great bundles, a showcase of upcoming titles, and much, much more awaits you there! Go and check it for yourself ⬇️

https://store.steampowered.com/curator/35934053/sale/Routastic_Sale


With that in mind, make sure to check out the Gas Station Simulator - Airstrip DLC that our friends at DRAGO entertainment has released today.

https://store.steampowered.com/app/2137370/Gas_Station_Simulator__Airstrip_DLC/Release

Characters.png – What about these sprites?

As an RPG game, Beyond Sunset is ripe with NPCs. It’s time you meet some of them, no? Let us introduce you to Balthazar, an administrator at MetaCorp. He’s a competent guy but he can be quite a pain in the butt and his short temper is infamous.



The in-game characters are made in pixel art (inspired by the works of Josan Gonzales) but they all start as a painted draft. Thanks to that all sprites are faithful to the art you will see – just as the pixel art of Lucy looks just like the hero art from Steam.



Here is how Balthazar was made:

[previewyoutube][/previewyoutube]

Lucy and Balthazar are only two of many characters that will appear in the game. Do you want to see the others?