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Dev Blog 04 - The Architecture of Hell

The Architecture of Hell

We’ve already written about creating an endless ashen waste and its technical challenges in Dev Log 02 - From Hell with Love - but what about the structures that populated hell, or their insides, such as the thronerooms behind the Archfiends?

One of the most important aspects of creating a believable and immersive in-game world is designing the architecture. In Solium Infernum, we wanted to create a unique vision of Hell – one that was not born in endless infernal fires and torment, but rather exists as a daunting and abyssal lack of anything.

[h2]Pazazu Made Us Do It[/h2]
It’s tempting to lean towards Gothic or medieval religious architecture when setting your visual direction for a game set in hell. But we wanted to evoke something far more ancient and unknown. Players should feel like they're navigating through a world that had existed for eons, among edifices that vibrate with strange, infernal power.

Early on we made the decision to reference the look and feel of bronze-age aesthetics, straight out of the dawn of human civilization. I really liked the use of the ancient Assyrian statue of Pazuzu in the film, The Exorcist. It felt old testament, being from a darker and more unknowable place. So in much of the architecture, we took our cues from the brutalist shapes of those early civilizations’ ziggurats and temples, particularly around the ‘Cradle of Civilization’ (Iraq was home to ancient Mesopotamian peoples who developed the world's first writing, agriculture, and cities, between 10,000 and 3,000 BCE).

Old Mate Pazuzu

It was also important to reference historic sources to avoid our structures from looking like they belonged in a high-fantasy setting; they needed to feel adjacent to the real world, however ancient.

Adam Duncan, our master concept artist who set the visual direction for Solium Infernum, used this cue to develop the look of hell’s architecture, particularly evident on …

[h2]Great Pandaemonium [/h2]
Pandaemonium is the centre of evil in the underworld, the home of the Conclave, and the place where the parliament of the Fallen and their minions gather to deceive, argue, and posture.


Pandaemonium is found in Paradise Lost, which includes a long description;

Built like a Temple, where Pilasters round Were set, and Doric pillars overlaid With Golden Architrave; nor did there want Cornice or Freeze, with bossy Sculptures grav'n, The Roof was fretted Gold.

Our version varies a little in style, but still retains the generous use of gold and temple-ness, and throws in a pentagram for good measure. Black obsidian stone was picked because it’s volcanic, and it also conveniently stood off the lighter ash ground perfectly. If you look closely, an orderless city has arisen around the central temple! We felt the great sigil of the Conclave should be seen high above Pandaemonium, warning all, for as far as the eye can see, of its infernal might.

Concept Art for Pandaemonium, by Adam Duncan

Interesting hell-fact: Pandaemonium was built in 1 hour by the fallen angels under the guidance of Mulciber. While gloriously constructed from gold, it was reportedly smaller than expected, or perhaps the demons were too large, as they had to all be shrunk down by magic to fit in!

[h2]Chamber of the Infernal Throne[/h2]
We drew direct inspiration for our Infernal Throne, one of the more visceral images in our Solium Infernum marketing, from the piece “Satan Presiding at the Infernal Council”, by John Martin, which illustrated the circa-1826 edition of the poem. The orb ‘monolith’ is such an evocative, brutal shape underneath the throne, it demanded one’s attention.


The Infernal Throne uses simple shapes from pre-history cues. The detailing is reminiscent of the engravings found decorating ancient stone tablets, with a mix of the demonic thrown in. The engraving itself tells the story of the fall…

[h2]Places of Power & Strongholds[/h2]
Our main goal was to create a world that felt both vast and ancient, with splatterings of architecture that conveyed this sense of distinct personality and grandeur.

Our Senior 3D Artist, Steph, explores this idea in her favourite Place of Power, the Palace of Gluttony:
Palace of Gluttony In Game

Palace of Gluttony Concept Art

The Palace of Gluttony… It’s so good! It’s this big thing and he’s happy, and it’s got this big tongue… And then, at the back, because we only had concepts in the front, I did a big crack at the back with all his bumps hanging out … So it’s eating, but it’s just coming straight back out. Complete consumption waste.”- Steph, 3D Artist.

Our Places of Power are also all very distinct and impressive in their own right. Drawing influence from the artwork of the original, classic Solium Infernum, each location boasts a unique purpose and back story.

From the looming spires of the Tower of Pride, inspired by the Tower of Babel, to the dark and twisted Alter of Abomination, we wanted to clearly express the weight of history and power that these locations hold.

Below is some very early Concept Art for the Garden of Infernal Delights… you can also spy mockups of other Places of Power, and a Titan (on the bottom canton).

Garden of Infernal Delights, early visualizations (Bec Oborn, Adam Duncan)

Andromalius' Stronghold, early visualizations (Yuchen Wang, Adam Duncan)

[h2]The Throne Rooms of the Archfiends[/h2]
One of the most distinct areas of architectural focus is the Throne Rooms of each Archfiend. We've already shown the Throne Room of Murmur in our Archfiend Reveal, so you can imagine how each of these rooms is a personification of the Archfiend themselves. The focus for each room is always to be imposing and reflect the traits and power of its infernal owner.

Specifically, in a reveal ahead of its time, Nikkita, our Junior 3D Artist explains how Erszebet’s Throne Room was their favorite to work on.

It speaks to her sultry nature, her confidence in her sexual aspects since… That’s really what Erszebet is all about. The vibe was to emulate a space that is inviting and makes you want to stay, compared to most of the other archfiends that instead invoke power or fear.

Erszebet's Throne Room

Each Throneroom is a combination of 3D and 2D elements, sometimes referred to as '2.5D'. Typically, the far background is a 2D illustrated plate, the foreground Throne and surrounds being modelled and lit in 3D. This allows us to use particles and shaders to bring the scene to life. For example, each brazier has billowing incense thanks to our VFX extraordinaire, Stephen Jeal.

[h2]Concluding Thoughts[/h2]
Ultimately, the Architecture of Hell in Solium Infernum is a labor of love. Our vision was to create a unique and terrifying version of Hell that would immerse players in an underworld of darkness, power, and intrigue.

… And if YOU wanted to be captivated by its mysteries and challenges, you can hop into our Discord and join our upcoming Playtesting cohort.

Until then...

See you in Hell,
Ty

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If you've made it this far, thanks for following along. I intend to share more posts like this, detailing the development process as it unfolds and exploring the unique challenges the privilege of re-imagining a cult classic like Solium Infernum for new (and old!) audiences holds.

For now, you can join the League of Geeks Discord community for all the infernal news and discussion.

We're actively entering into our Playtesting era for Solium Infernum, so if you wanted to be part of that, we definitely encourage you to hop in the Discord. More information will come soon there!

P.S. You can support us and our re-imagining of Vic's "diamond in the dark" by Wishlisting Solium Infernum on Steam, if you haven't already. Wishlisting tells the all-great Steam algorithm that people like what they’re seeing and gets us in front of more eyes.

https://store.steampowered.com/app/1893810/Solium_Infernum/

Enter Murmur: Monarch of the Grave (Archfiend Reveal)

You might have already read the article by PCGamesN

… But in the circumstance that you haven’t, let us set the scene.

Welcome to the Depths of Hell.

You have entered into a world of darkness, where the Archfiends -- so alike and yet each strikingly different -- strive for power and dominion.

But beware, for there are those who lurk in the shadows, whose very presence sends shivers down the spines of even the most stalwart souls...

Today, we dare speak of one such being, an Archfiend whose name is whispered with dread and whose power is beyond measure. To gaze upon this being is to stare into the abyss itself, to feel the weight of despair and the certainty of defeat. For this Archfiend is a being of true darkness, a force to be reckoned with and feared...

It is with both trepidation and a sense of grim fascination that we reveal the name of this Archfiend...

[h2]Murmur[/h2]
[h3]Monarch of the Grave[/h3]
[h3]Deathlord[/h3]



[h2]Overview[/h2]
Allow your depraved sorrow to seep slowly into your enemies with the Archfiend, Murmur. The Monarch of the Grave is a favourite among the players who enjoy sorcery and destruction.

An ancient evil, damned! with such a hatred of life, Murmer, a Monarch of the Grave, foul necromancer, despises the living and would smother it all with his vast armies of the dead.

Discordant trumpets herald the arrival of the Deathlord -- a short blast of excitement that swiftly wanes, a taunting reminder of a life outside of Murmur’s dismal aura.

Upon arrival, Murmur’s ghastly figure is moulded only by their gloomy plate armor, wreathed in a heavy atmosphere of evil sorcery. The Eye Heraldry burns from their helmet, the only colour in an otherwise desolate world.

The only feasible threat is the sharp, obsidian black longsword in hand and the two skeletal, horned wings upon Murmur’s back. Their wretched aura leaves much else of what the Deathlord is capable of to the imagination.



[h2]Gameplay Style[/h2]
Special Abilities
Monarch of the Grave: Murmur's Special Ability will be revealed closer to the game, but has to do with Destruction... (We're taking guesses 👀)

Their initial stat distribution is…
1 Point to Wrath
1 Point to Prophecy
2 Points to Destruction

Murmur Lore: A vile necromancer, a collector of the dead and forgotten, who whispers through the veil, an abuser of ghosts, a shade-sinister, a ghoul, an eater of spirits, a crashing wave of bones. I have many more of these. I wonder from which destitute grave-womb they emerged?

Rumours hint that the Legions of Murmur are fuelled by the tolling undead. Those who face off against the Deathlord in the field have whispered horrific tales… Tales of the shambling mounds of bone and tendon who bear the banner of Murmur, forced to fight endlessly in the Monarch of the Grave’s Legions.

Then, once the battle is done… Did you think these bones would rest under the Vile Necromancer? These very vassals are forced to rise once again. There is no rest for the wicked, and even less for the wicked’s undead eternal armies…

The realisation of this haunting cycle is crushing, and it is this pure misery of the captured souls that fuels part of Murmur’s Sorcery.



[h2]Conceptualisation[/h2]



The primary focus here was to capture the imposing stature and otherworldly presence through nods to malevolence in shape and detail.

[h3]Shaping Vestige, Murmur's Stronghold[/h3]
I spent but a night within that sad manse, and walked its empty, unlit and cob-webbed halls, and heard the forlorn moaning of the infernal winds through its broken windows, as if the entire place heaved and cried of loneliness and despair. No other guests were seen, indeed not a single servant. It was only a place of ghosts I will never return to.

-- Letter from Bishop Xiat to his Unholy Reverence Anti-Pope XVII upon invitation to Murmur’s House.



[h2]Conclusion[/h2]
A wraith of shadow, ichor and fire, Murmur’s conquering ambition closely resembles their appearance: elusive and shadow-filled…

All eagerly lay in wait for their opening move to be revealed. Will their sorrow manifest aggressively? Sharp as a broken tooth, crushing all enemies in sight? Or will they be as slow and mournfully fervent as melancholy often is? Sinisterly analysing their opponent’s weakness and waiting for their opening?

It is for you to decide when you conquer Hell with…

Murmur




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If you've made it this far, thanks for following along. I intend to share more posts like this, detailing the development process as it unfolds and exploring the unique challenges the privilege of re-imagining a cult classic like Solium Infernum for new (and old!) audiences holds.

For now, you can join the League of Geeks Discord community for all the infernal news and discussion, as well as more information on Playtesting.

P.S. You can support us and our re-imagining of Vic's "diamond in the dark" by Wishlisting Solium Infernum on Steam, if you haven't already. Wishlisting tells the all-great Steam algorithm that people like what they’re seeing and gets us in front of more eyes.

https://store.steampowered.com/app/1893810/Solium_Infernum/

Dev Blog 03 - Behind the Archfiends



[h3]Fellow Disgraced & Cursed,[/h3]
In May 2021 I’d just broken my leg for the second time (achievement unlocked!) and was convalescing in a hire-bed in my study, at home (there’s a gotcha to putting all your bedrooms on the second floor). I was going to be stuck in that bed for at least a month because it turns out that the second time you break your femur, it’s a nightmare to fix. I had a new titanium rod right up the inside of it.

I wasn’t going anywhere, feeling particularly useless, and we had a project called Solium Infernum just kicking off I wanted to contribute to. So I opened my laptop and entitled a document, ‘Archfiends’.

Across the afternoon I proceeded to write out the profiles, backgrounds, and visual descriptions of all of our Archfiends in the game - eight in total, and a number of additional ones for future DLC. I wrote them all in one sitting, and they’ve largely remained the same since or provided the path for the designs that followed.

It’s important to know that at this stage I was on serious medication. I think that’s important to note.

But they hadn’t quite been born solely out of a drug-induced fever dream; I’d been brooding over the question "what could Archfiends be"? Since around 2012 when I first encountered the original Solium Infernum. I’d prototyped both a Solium Infernum card game and a tabletop role-playing game (apparently high on SI’s premise and drunk on game design) and already had considered the anti-heroes of the Solium Infernum underworld. Who would they be? What are their relationships? How would each one feel different? And my favorite question; if this was a cool anime (obviously from the 80's/90's), what would the story be?

[h3]The Eight Evil Thoughts of Evagrius[/h3]
The material I’d already written formed the skeleton of the new Archfiends. Each would represent a different sin. Evagrius Ponticus, a Christian monk in the 4th century wrote the “eight evil thoughts”; gluttony, lust, avarice, anger, sloth, sadness, vainglory and pride - which happened to be the perfect number of Archfiends we’d want to launch with. This surely was no coincidence (it was).

This sin was the kernel or essence of the character. For example, Andromalius was obviously a prideful Archfiend. They believed themself to be the ultimate divine creature, higher than the throne itself. They had to be a deadly beauty in hell. An arrogant and tantrum-prone tyrant.

There was an obvious overlap with the original Solium Infernum for inspiration. In the original game, there were no ‘characters’ to select but only fascinating avatars (which did have names, but weren’t particularly surfaced for the player). When designing the visuals of our Archfiends, we did borrow where we thought appropriate, if not directly then in spirit. For example, our Belial, the schemer, contract maker, and little-finger of Hell, borrowed loosely from the original artwork, but we added more Baphomet to the visual design. We still wanted to capture that same arrogance from the original. Sometimes, we combined a few ideas together to make something new.

Lastly, we wanted each Archfiend to convey a different angle in the whole ‘evil overlord’ genre and player fantasy. Murmur is a vile necromancer, Mammon a Baron Harkonnen, Beelzebub a wretched horrorshow. We wanted players to sense these fantasies and get into them. Each Archfiend would have a custom ability that would further amplify this, a clear break from the original that asked for total customisation.

[h3]Unleashing Hell...[/h3]
The final Archfiend product is something that we're immensely proud of. We hope that you love them, too.

Over the next few weeks, you will bear witness to Hell's Archfiends as we reveal them in full -- one by one.

Until then...

See you in Hell,
Ty

--------------------------------------------------------------------------------------------------------------

If you've made it this far, thanks for following along. I intend to share more posts like this, detailing the development process as it unfolds and exploring the unique challenges the privilege of re-imagining a cult classic like Solium Infernum for new (and old!) audiences holds.

For now, you can join the League of Geeks Discord community for all the infernal news and discussion.

For those who have undying questions about the future of Solium Infernum, we'll be hosting a Development Fireside Chat on March 20th @ 4.30pm PST.

P.S. You can support us and our re-imagining of Vic's "diamond in the dark" by Wishlisting Solium Infernum on Steam, if you haven't already. Wishlisting tells the all-great Steam algorithm that people like what they’re seeing and gets us in front of more eyes.


https://store.steampowered.com/app/1893810/Solium_Infernum/

Solium Infernum: We're Playtesting!

Fellow Abominations,

We have some very exciting news...

[h2]Solium Infernum is gearing up for Playtesting![/h2]
This means that you’ll not only be able to get your hands on Solium Infernum earlier than release, but your opinions, decisions and feedback will fuel parts of our development decision-making…

You get to play with what we’ve been working on for all this time. 😅



[h3]A few things to note![/h3]
We’re going to be conducting the Playtesting in multiple phases, targeting specific people with each Phase. We anticipate there will be multiple Technical Preview Phases – and if all goes to plan…. Public Beta! 🔥

Throughout the entire Playtesting Period, the Community Managers will be regularly scheduling Drop Ins, where people can come and chat in the Official League of Geeks Discord with LoG Staff, and ask any technical questions you may have!

We’re so excited for you to finally see behind the curtain and get your hands on this game that we all love so much. ❤️‍🔥

[h3]Want to be involved in Playtesting?[/h3]
Go ahead and Join the Official LoG Discord to learn more!


Excited to see you there!

See you in Hell,

It's better to reign in Hell, so check the trailer for a strategy game about conquering it




Hell-set strategy game Solium Infernum has a new trailer out, showing off the first look at gameplay in the upcoming strategy game remake about conquering your demonic rivals to become lord of hell. It's a world where the Great Dark Majesty has disappeared, so controlling an Archfiend you'll have to politick, fight, and cast magic until your rivals are defeated and you're the new lord of the bad place...
Read more.