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Meet the shadows behind Cosmic! Devlog #3



[h2]Hello, shadowfolks![/h2]

It just occurred to us that we’ve been talking to you for a while but we haven’t even introduced ourselves, so in this devlog you will meet the team of King’s Pleasure - the shadows behind Cosmic. Before get to that though, a reminder that we’re in the middle of Next Fest and our Cosmic Demo is still available, so go check that out if you haven’t yet, and if you have, we welcome all feedback (and wishlists)!

Alright, let’s get into it!



[h2]Łukasz Wiśniewski - Art Director[/h2]
A perfect fit for a stylish game such as Cosmic. He has years of experience producing games, films, and animations. He graduated from ASP in Kraków and has led a creative team in a special effects department of a movie studio and has also worked on designing and implementing interactive scenes in AAA games for a game studio.

[h2]Sylwia Gaweł - Visual Artist[/h2]
She’s experienced in creating both games and animations and has actually studied animation at ASP in Kraków. Her final assignment movie has been played at many foreign film festivals so she’s more than qualified to lend her hand at giving Cosmic his flair. If that wasn’t enough, she’s also worked on visuals for many other animations and video games prior to her work at King’s Pleasure.

[h2]Kacper Ziembiński - Gameplay Designer/ Programmer[/h2]
IT specialist with a passion for games. His focus is on designing and implementing innovative gameplay mechanics and making sure our favorite critter’s moveset feels smooth as butter.



[h2]Adam Zadorski - Programmer[/h2]
Another expert with years of experience behind his belt and a graduate of Opole University of Technology. He specializes in Unity and C#, and is most at home implementing multiplayer solutions and working on multiplatform apps but that doesn’t make him any less prepared to ensure Cosmic runs like clockwork.

[h2]Jędrzej Ziembiński - Game/ Narrative Designer[/h2]
He studied directing at the Krzysztof Kieślowski Film School in Katowice and has many years of game design experience under his belt. Much like Łukasz, he’s worked on designing and implementing interactive scenes in AAA games but he has also had his hand in designing game mechanics and quests for smaller games. He has extensive experience with creating plots and narrative design, backed by many awards he’s received at film festivals.

…and that’s the team! Nice to meet you, shadowfolks! This is unfortunately it for this devlog, even though it feels weird to leave so soon after introducing ourselves. Before we go, however, we’d like to remind you to check out the demo, leave your feedback, and add Cosmic to your wishlist!

See you in the shadows,
King’s Pleasure


https://store.steampowered.com/app/1769100/Cosmic_A_Journey_Among_Shadows/

Try the Cosmic: A Journey Among Shadows demo!



Hello, shadowfolks!

As we have promised it is Steam Next Fest and we have released the first-ever Cosmic: A Journey Among Shadows demo! Join Cosmic on the quest to rescue his only friend - his own shadow, and if you enjoy the demo, make sure to tap that wishlist button to not miss any Cosmic news. We would also love to hear your feedback, so we’d be grateful if you could write down your thoughts about Cosmic on Steam forums.



[h2]Alright, that’s it, have fun![/h2]

See you in the shadows,
King’s Pleasure


https://store.steampowered.com/app/1769100/Cosmic_A_Journey_Among_Shadows/

Designing The World of Shadows | Devlog #2



[h2]Hello, shadowfolks![/h2]

We’re back with another devlog, and some good news! If you’ve been itching to try out Cosmic, you’ll have your chance very soon! We’ll be releasing our first demo at the upcoming Steam Next Fest (June 19-26). Make sure to hit that wishlist button so you don’t miss out on a chance to meet our favorite mischievous critter! Oh, btw, check out this new trailer! Cool, huh?

[previewyoutube][/previewyoutube]

Ok, but back to the meat of this post, which is of course the world of shadows that Cosmic inhabits. As is very apparent, we wanted to create a contrast between an atmosphere of dread and the cute cartoon aesthetic where the shadows flirt with the bright, vibrant colors to underscore the uneasy feeling that you’ll have to befriend while playing the game. We also wanted to differentiate ourselves from other horror games where dark and muted colors are the norm. We hope you’ll appreciate this choice and enjoy how our game looks.



To create this distinct, signature “Cosmic look”, we’ve looked for inspiration in a multitude of places but we can pinpoint the 3 most significant sources. Firstly, the extremely visually interesting film adaptation of Lewis Carroll’s Alice in Wonderland by Tim Burton that along with Duffer Brother’s Stranger Things gave us the tools to create the vibrant palette that peeks out of the pitch-black shadows. What gave those colors their shape, however, was definitely Genndy Tartakovsky’s Samurai Jack with its sharp lines and inspired designs.



When it comes to the inhabitants of the world of shadow, you never know what you’re going to get. Some of them might be hostile, some of them friendly, some others might need your help or straight up ignore you because they have more important stuff to do. All of them have their unique gameplay and narrative purpose, and that influences how they look and behave. To design this menagerie of critters, we first start with simple silhouettes, then once we know where we’re going we finish the design and give it a skeleton that will help us animate it. After that, we take care of its dialogue, sounds, special effects, and behaviors. During this process, we constantly check how our creation looks and behaves in our game engine, to make sure it fits in with other characters and the background, and that nothing breaks. It is, however, much more complicated to create the enemies. Every one of them has its own set of moves and ways it reacts to the player’s behavior. We have to iterate those for hours, to ensure that our players come out 100% satisfied. They have to pose a challenge and be terrifying, but at the same time be fun to fight because fun is what it’s all about.



To sum up, if we could describe the world of shadows, that Cosmic comes to inhabit, in 3 words we’d go with “dark”, “unsettling”, and “intense”. We hope you enjoyed this peek into the world of Cosmic and our minds, and we’ll see you at Steam Next Fest! Don’t forget to wishlist if you want to try the game!

See you in the shadows,
King’s Pleasure


https://store.steampowered.com/app/1769100/Cosmic_A_Journey_Among_Shadows/

Long time no see! | Devlog #1



Long time no see, shadowfolks!


We just wanted to make this short post to remind you that we are still here and hard at work, because… well, we are! It’s been a lot of joy working on Cosmic but we’d lie if we said there were no obstacles and challenges on the way. You know that feeling when you fix one bug and create 4 more bugs in the process? Yeah…



Anyway, this is more of an announcement of an announcement, as we will soon have a beautiful new trailer to show you, and we know you’re hungry for it, but, unfortunately, we don’t have it for you yet. For now, those 2 new screenshots will have to satiate your appetite for adventure but, as we said, more is on the way so keep an eye out!



Feardemic out,
may the frights be with you!


https://store.steampowered.com/app/1769100/Cosmic_A_Journey_Among_Shadows/

Cosmic | Developer Deep Dive



Hello, fearfolks!


Cosmic might've lost his shadow but we haven't lost our Developer Deep Dives from Fear Fest! Let's look behind for a moment before we will make next steps forward, and watch again a short interview with Łukasz Wiśniewski from King's Pleasure. Give us your hand and let us take you for a journey among shadows... in this case a little trip behind the scenes.

[previewyoutube][/previewyoutube]

Take care and stay tuned for more info about Cosmic: A Journey Among Shadows!

https://store.steampowered.com/app/1769100/Cosmic_A_Journey_Among_Shadows/