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Demon Spore News

An update on Demon Spore

To our players,

This year, Demon Spore traveled the world through events like PAX, IGN Live, GDC, and SXSW Sydney. It’s been thrilling seeing so many people play together and hearing all the positive feedback. We’re really feeling great about all the progress we’ve made since our journey with Demon Spore began.

We also found opportunities to make Demon Spore a fuller experience with deeper progression and narrative. As a result, we’re keeping Demon Spore in the petri dish a little longer and shifting the release date to 2025.

This will give us enough time to meaningfully expand on the game in ways we think you’ll all appreciate.

Keep an eye out for more updates in the new year. Can’t wait to show everyone what we’ve been up to!

Happy Halloween from Demon Spore!

Hi there!

Since it’s Halloween I thought it would be fun to share a few of my favourite 80s monster movies that inspired Demon Spore.

[h2]Alien (1979)[/h2]

I was so terrified by this film the first time that I actually stopped watching it after 30 mins! But when I finally was brave enough to sit through I just was completely absorbed into that world of absolute terror. I just love how every moment of the film you never know what to expect as you’re learning bit by bit what this creature is, how it evolves through its lifecycle, its defence systems, its strengths and weaknesses… I also like that it’s a bunch of completely unarmed nobodies trapped inside a single space and totally unequipped to deal with this deadly unknown organism.

[h2]The Fly (1986)[/h2]

One of the greatest body horror films ever made, I still squirm whenever I remember the scene in the bathroom where now-useless bits of his body are coming off like nails and teeth. I also think it’s cool that the science experiment is actually about teleportation - no one was trying to create a monster! It’s just a total accident that a fly got in there.

[h2]The Thing (1982)[/h2]

Absolutely zero surprise this is on the list, it’s by far the film that impacted me the most in terms of atmosphere, creature design and premise. The way the creature is desperate to survive at all costs makes it feel so real. It will morph, transform, imitate, detach parts of itself to escape - you never know what it will do next. What also makes this film so amazing is the paranoia of the characters - not only do they not know what the hell they are dealing with, they also don’t know who to trust.

[h2]Predator (1987)[/h2]

It’s a testament to the quality of this movie that no matter how many sequels, prequels and spin-offs there have been, none of them even come close to the original. I love how simple and focussed this film is - it’s just a bunch of mercenaries trying to get out of a jungle while being hunted by a deadly enemy. It’s also unique in the sense that it’s not some weird monstrous creature that’s after them, it’s just a humanoid enemy, although one that hunts for fun and has the most sophisticated technology in existence.

[h2]The Blob (1988)[/h2]

Ok I’m slightly cheating here because I only got round to watching this movie once I’d already started working on Demon Spore. But the amount of similarities are insane - it starts small and gradually grows to a bigger and bigger menace, it spreads organically sliding through the small gaps, it has no agenda - it just wants to consume, heck they even use fire extinguishers to freeze the creature! It’s not quite as polished as the other films on this list but it has some great moments and some of the close up creature effects are incredibly well done.

[h2]Game update[/h2]
Recently the big focus has been on getting a version of the game together for the indie showcase at SXSW Sydney. Lot’s of positive feedback from those who played, people were really getting into the strategic side of choosing the best route on the map to avoid the creature. A lot of people said it reminded them of a board game, but one where you had to fight for your life between moves! The new stealth mechanics also really came together with people having more time to plan their first move, distract enemies and choose the right moment to attack.

We’re currently busy working on a full tutorial for the game that introduces the story of the game and the mechanics in a really clear way as well as adding bunch more experimental weapons to the game - more on that soon!

Ok it’s back to tentacle slicing for me, until the next time!

Ed
The Dino Boss

Demon Spore is coming to SXSW Sydney!

Null is heading down under! We’re bringing Demon Spore to sunny Australia, and will be in attendance at SXSW Sydney from October 16th to the 20th. If you’re interested in catching some Demon Spore and live nearby, feel free to swing by the Games Showcase and find our booth to get your hands on this roguelite inspired by sci-fi horror films of the 80s.

In addition, Ed Kay, developer of Demon Spore, will be participating in a stage talk about the development of the game with AJ Lamarque, conference curator for SXSW Sydney. Join them in the Alienware Arena inside Fortress Sydney on Thursday, October 17, from 8:30 to 9:00 PM.

Here’s the current schedule for the game’s public availability:

Demon Spore - Booth #28

- Thursday 17th - 10am-2pm
- Friday 18th - 10am-2pm
- Friday 18th - 4pm-8pm
- Sunday 20th - 11am-5pm

We hope to see you there!

How To Escape From Grabbing Tentacles In Demon Spore

Hi there!

Just wanted to share a quick update on some of things that we’ve been working on for the last few months.

First of all is the new keyart for the game which you can see below. Jeanna at Null Games did an amazing job at really capturing the feel of the game and getting the tentacles to look as gross as possible! The work that goes into an creating something like this is huge, and it takes a massive amount of patience to get every detail correct and also ensure that the image can be cut up to work for various different aspect ratios. I’m super happy how it turned out!

[h2]TAKING MORE THAN ONE HIT[/h2]
After playing the Steam Next Fest demo, people gave some amazingly positive feedback but there were also a few complaints of how unforgiving the demo was. Dying in a single hit can create a lot of tension in a game, and tension is super important for the horror genre. For this reason, I always wanted the game to be hard, but when you failed I wanted you to feel it was your fault. I didn’t want you to be shouting at the game for being unfair and throwing the controller at the screen in a fit of rage :)

But no matter how well you telegram that a creature is about to attack you, players can still make small mistakes. And when death happens out of nowhere after you’re already deep into a run, it can be pretty frustrating. We’ve been spending a lot of time addressing this over the last few months by adding a health system to the game.

[h2]A HEALTHY CHANGE[/h2]
Adding health to the player is actually quite a huge change. Previously, a lot of creatures would just move toward the player, touch them and instantly kill them, ending the game right away. Now they don’t instantly kill, and the game continues, and so they need to do something interesting instead when they reach the player!

For the growing tentacles, I decided to have them send mini tendrils to the player to latch onto them and drag them towards the main tentacles. Not only does this feel absolutely terrifying, it also slows down the player momentarily to allow other creatures to take advantage of them being trapped, making it feel like the enemies are working together.


A big benefit of scrapping one-hit-death is that we can now allow hazards like acid or fire to damage the player also. Previously I didn’t want those things to cause damage to the player because accidentally throwing an exploding barrel at a doorframe in front of you and instantly dying would not have been fun! Now you have to be careful and really think about where you throw that vial of acid, but if you do accidentally walk into it, it won’t be game over.

Another advantage of having player health is that it can feed into the progression system. To gain health you have to find lab personnel that can heal you. But it isn’t as simple as just finding them - you also want to make sure you pay attention to any creatures trying to eat them. If the person is killed, they won’t be able to heal you!

The health system has also fitted into the map navigation gameplay in an interesting way. Now the player has 3 distinct choices when trying to navigate to the exit - aim for a better weapon, aim for a piece of equipment or try to get a health upgrade. With only one of those available per floor, it’s a very precious upgrade and something that requires careful consideration.


On reaching the room with the health upgrade, the player can permanently increase their maximum health, which is a benefit that will last the entire run.

[h2]PAX WEST[/h2]
The health changes were put in just in time for the demo shown at PAX West, and those players that had already played before gave a huge thumbs up! Also Demon Spore even got selected by Kotaku as one of the best games of the show, which is an amazing result! You can see the article here.

There’s been a lot of other great updates but I’m running out of space and really should get back to work! Until the next time.





Check Out Demon Spore's New Key Art!



Demon Spore was inspired by horror movies of the 70s and 80s, such as The Thing and The Blob, which makes Friday the 13th the perfect day to reveal our new key art! You’ll be seeing this art in a lot of places as Demon Spore continues its development. It features our main character, Alex Livins, as he witnesses the horrors that have been unleashed in the Protagenics laboratory after his genetic modification experiments have gone awry. His co-workers Bob Mason and Rani Visani are also in peril as the Demon Spore spreads and attempts to consume anything in its path!

We recently took a new build of Demon Spore to PAX West, where it was well-received by hundreds of people who swung by the Null booth. Knowing that the couch co-op was a hit at IGN Live and PAX East, we decided to double up the couch stations, allowing up to eight players to get in on the action at once. Even so, we had to make a path on the ground to queue people up to play as many of the PAX passers-by wanted to get their hands on the game. The couches were filled all weekend long, even to the point where we had a few people sticking around just past the closing bell on Monday to finish their run.


If the last time you played Demon Spore was in the last Steam demo, there have been some fun updates to the gameplay. Instead of dying in one hit, characters now have a health meter which allows for more survivability as you traverse the spore-ridden laboratory. There is also a new room type featuring an NPC that will allow you to increase your maximum health. The first floor is also somewhat smaller than it was previously, allowing for a quicker exit via the elevator, but successive levels are larger, meaning that you’ll have to scour more thoroughly for guns and equipment if you want to survive and eventually reach the rooftop, where a fearsome foe will be waiting to prevent your ultimate escape from the lab.

We’re looking forward to showing more of the game in the coming months, so please keep an eye on this space for more updates. And if you haven’t given Demon Spore a wishlist yet, please do so on Steam!