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Macabre News

🔴 Re-Stream: Post PC Gaming Show Development Q&A! 🔴

Hi Macabre community

We are thrilled to announce that we are now LIVE broadcasting the highly anticipated PC Gaming Show! We'd love for you to join us in watching and discussing the latest updates from the world of PC gaming.

But that's not all - today, we're unveiling something very special. For the first time ever, we will be showcasing the exclusive premiere of our latest game trailer! This is an opportunity you won't want to miss, so make sure to tune in!

What can you expect from the live show?

  • Exclusive insights from our passionate dev team about the game's development process.
  • An exciting first look at the new trailer for our game.
  • The chance to ask your burning questions and engage with the team.


We can't wait to share this exciting moment with you all!

See you in the live chat!

Team Macabre


Macabre's Journey to the Worlds Largest PC Game Showcase: The PC Gaming Show



Hello, Macabre community! We're back with another dev blog and have some thrilling news to share. It's been a journey filled with hard work, creativity, and a deep commitment to creating a unique game. We're excited to share our progress and give you a glimpse into what's coming next.

[h2]A Milestone Achievement: The PC Gaming Show[/h2]
Two years ago, two mates set out to make a video game. Something unique that we could be proud to show our friends and family. We'd work late into the early morning every night, trying to scrape enough together to convince people to join our team. If you'd told us then that our game would feature in the world's largest PC game showcase, we'd have told you to pull the other one. Alas, that's precisely what happened!

We're incredibly excited to announce that Macabre has been selected to be showcased at the PC Gaming Show! The anticipation is building, and we can't wait to reveal what we've been working on! This is a tremendous honour, as the PC Gaming Show is a prestigious event in the gaming world. Last year's show boasted over 4.5 million concurrent viewers, which gives you an idea of the scale we're talking about. We're incredibly humbled and grateful for this opportunity to share our work on such an epic scale.

Be sure to tune in to the PC Gaming Show and be the first to watch the Official reveal Trailer of Macabre.

  • 2023 PC Gaming Show start time: Sunday, June 11 @1:00 PM PDT / 4:00 PM EDT / 9:00 PM BST / 10:00 PM CEST

[h2]Our Journey So Far[/h2]
Over the past few months, our team has worked tirelessly to bring Macabre to life. We've been pouring our hearts and souls into this game and are thrilled to share more progress.
Development Progress

We've been hard at work enhancing the gameplay mechanics of Macabre, introducing new features like player IK animations for equipment, implementing new looting functionality and improving network transaction efficiency for our inventory system. These improvements are designed to make the gameplay smoother and more immersive, enhancing the overall player experience.


[h2]Concept Art: Bringing Macabre to Life[/h2]
Our team has been busy with concept art, working on lots of different items and environmental designs. Each piece of art is crafted with attention to detail, bringing the eerie world of Macabre to life. It feels so good to get our ideas on screen, and we can't wait to share more with you soon.

[h2]Game and Level Design: Enhancing the Player Experience[/h2]
Much work has gone into improving the player experience, particularly in level design, user flow and UI. For example, we've been refining the level design to ensure that each area provides a unique challenge and contributes to the game's overall narrative. We're still working towards our Demo, and much of the core functionality has been implemented. The next step will be to start testing!

[h2]Environment: Creating an Immersive World[/h2]
We've made various environmental dressing and optimisation updates, enhancing the overall visual appeal and performance of the game. This includes a new snow shader, which adds monster and player footsteps. These updates are designed to create a more immersive and atmospheric experience, drawing players into the world of Macabre.


[h2]3D: Bringing Depth to Macabre[/h2]
By manipulating Unreals Metahumans, we've created unique characters that fit our narrative. We've also finalised many more 3D elements, including equipment and quest items. Each asset is carefully designed and rendered to contribute to the game's overall aesthetic and atmosphere. There's plenty more to be done, but things are progressing well.




[h2]Animation: Breathing Life into Macabre[/h2]
We've added variable speeds to our monster with smoother transitions using blend shapes and IK between different animation sets, helping our monster move more realistically. We've also been doing a bunch of animation cleanup toensure that all movements in the game are as smooth and natural as possible. Each animation is meticulously crafted to bring the characters and creatures of Macabre to life, enhancing the overall realism and immersion of the game.

[h2]Audio: Enhancing the Atmosphere[/h2]
Primarily we've been working on the Demo level sound, adding audio triggers, voice-over and atmosphere to create a more immersive and realistic audio experience for players. The sound design is carefully crafted to complement the visuals and enhance the overall atmosphere of the game, making the world of Macabre feel more real and immersive.


[h2]Demo: A Sneak Peek into Macabre[/h2]
We've been making steady progress towards our Demo, integrating various components and refining the gameplay experience. As mentioned, much of the core functionality is now implemented, so it's really about testing. Getting the timing and game flow right to ensure we deliver on our horror tone is our top priority. We're so excited to get this Demo up so we can see people's reactions and gather community feedback. Expect a thrilling, immersive experience that offers a glimpse into the eerie world of Macabre.


[h2]Reveal Trailer: An Introduction to Macabre's Story[/h2]
As mentioned, we've been working on our reveal trailer for the PC Gaming show. It was honestly a surprise to hear we'd been selected, so it's been a mammoth effort for our small team to get it across the line over a month earlier than initially planned. We've been working tirelessly to create a trailer that captures the essence of Macabre, showcasing the game's unique atmosphere and tone. Everything you see in the trailer is operational in-game and indicative of the gameplay, giving you a taste of what you can expect from Macabre.


[h2]Looking ahead[/h2]
Our priority is getting our Demo up on the marketplace and into players' hands so we can start gathering feedback. We only get one shot at making a good impression, so it's all hands on deck to ensure that happens. We're particularly excited about continuing to refine the gameplay mechanics and introducing new, unique elements to the game. Stay tuned for more details about our showcase at the PC Gaming Show and further development updates.

We look forward to sharing more updates with you in the future. As always, remember to join our Discord and Wishlist and Follow Macabre on Steam.

Until next time, thank you for your continued support!

Dev Update 09

You probably noticed we've been a bit quiet the past few weeks. Something truly incredible happened. The PC Gaming Show selected us to showcase our reveal trailer at this year's event. Much of our effort shifted to finishing our trailer, and our dev updates fell to the side. We're thrilled about this opportunity and will share more exciting details in an upcoming dev blog. Thank you for your understanding, and stay tuned for more exciting news!

This week in macabre

Over the past few weeks, we have been hard at work implementing exciting updates. These include new fast monster animations, improvements to the equipment hand IK system, and the addition of a pause menu. We have also enhanced the snow shaders with realistic footstep effects and made significant updates to environmental dressing for a more immersive world. Additionally, we've introduced Banjo materials and clothes, along with a new UI for the phone, Atomic Space Shifter, and Seeker C.

Features
  • Added fast monster animations
  • Equipment Hand IK updates
  • Added pause menu
  • Snow shader update & snow topping material preset added
  • Player and monster footsteps now appear in snow
  • Updated Space shifter rig and materials
  • Added Banjo Materials including gold markings
  • Added Banjo Clothes
  • Modified atomic space shifter to use new UVs, and lined up existing screen textures
  • Added UI to phone, Atomic Space Shifter, and Seeker C
  • Integrated CRT effect into space shifter screen
  • EcoLodge & Carpark Environment Update
  • Added base radial menu functionality
  • Added various environmental VFX
  • Added Signal Flare
Bug Fixes
  • Various fixes to IK system when holding equipment
Other
  • Cinematics Animation Cleanup - Shot 01, 04a, 04b, 05, 06, 07, 08a, 08b, 09, 10, 11
  • Various location and dressing tweaks
  • Eco lodge & Reception environment update, along with some material enhancement
  • Reveal Trailer finalized and rendered ready for PC Gaming Showcase.
  • Revamped Steam store page, updated key art, and added new screenshots.



Dev Update 08

This week in macabre

This week, we improved our looting system by adding the take-all and swap functions. Additionally, we added new UI elements and added network replication. We also updated the snow shader for better footstep sounds and did some animation cleanup and environmental dressing.

Features
  • Added take-all functionality to the backpack system
  • Added all transaction screen close conditions (F, esc and walking away).
  • Added replication code to ensure only one player can loot a container
  • Added swap functionality
  • added looting UI elements
  • Modularised the interact-progress indicator code to be used in non-loot abilities.
  • Updated snow shader; player footsteps now appear in the snow.
Bugs
  • Fixed issue with KeyUp event routing in UI
  • Silenced warnings on first-person character example of luggage assets
  • Refactored alerts to be more flexible.
Other Various environmental dressing
More animation cleanup



Dev Update 07

This week in macabre

In this update, we've made significant progress on improving the game's UI and UX by transferring UI components to the backpack system and adding front-end UI/UX on the game menu and entry flow. Additionally, there were bug fixes to the backpack system, and loot container functionality was improved for multiplayer. Other additions included environmental dressing and animation cleanup, and the reveal trailer sound mix and composition.

Features
  • Transferred UI components to backpack system
  • Front-end UI / UX on game menu / Entry flow / Fonts
  • Revisited demo tooltips, Space shifter, Lodge and Flashlight.
  • Added Temp Radio Hud icon
  • Connected UI to backpack system
  • Added loot container outline pulsing based on LineOfSight check
  • Added Ctrl-LMB action for transferring single items
  • Added looting block functionality for multiplayer (to prevent two players from looting the same container at once)
Bugs
  • Fixed some backpack system edge cases (including duping you cheeky devils)
Other
  • Various environmental dressing
  • More animation cleanup
  • Reveal Trailer sound mix and composition complete.