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Soulstone Survivors News

Meme-Off Event!

Hello Void Hunters!

We thought it was about time we laid off the monster-fighting for a little bit and gathered around a campfire for a lighthearted

[h3]🎉Soulstone Survivors Meme-Off!🎉[/h3]
Ready to unleash your inner thoughts through your stand-up comedian persona? Ok, maybe not all of your thoughts… Then join us on our discord server to know more by clicking the link for a community meme event dedicated to all things Soulstone Survivors with a chance to get steam gift cards or a game key as prizes!


[h2]The Prizes:[/h2]
🥇 1st place - 20$ STEAM GIFT CARD

🥈 2nd place - 15$ STEAM GIFT CARD

🥉 3rd place - 10$ STEAM GIFT CARD

🎟️ 4th place - Soulstone Survivors Game Key, chosen randomly between all participants

🎟️ 5th place - Soulstone Survivors Game Key, chosen randomly between all participants

[h3]📅Event Date: Friday, 1 November 2024 - Friday, 15 November 2024
🔥Winners Revealed: Monday, 18 November 2024[/h3]

Devlog #9 - Sneak Peeks and Character Design!


Welcome to another Soulstone Survivors devlog! Today we got some interesting stuff to share. A sneak peak of a new character, a new debuff, new soundtrack and more!

[h3]As we progress further into development, we also invite you to sign up to our new mailing list and be among the first to find out when its released![/h3]

[h2]Sneak Peeks [/h2]
Colombo and Alex have been working on some new, interesting stuff. Lets just say that this one is a boney one… can you guess which character this will be? Let us know in the comments!
[previewyoutube][/previewyoutube]
We also thought it would be really cool to share another little secret. After working on this new feature, Lucas has reported he has been having some weird dreams… finding a lot of black cats on the street… we still have no idea why…


[h2]Options Reorganized[/h2]
Over time we have added a ton of options for you to play with in the Options menu and it was getting pretty cluttered, so for the next update Juan has worked on reorganizing and fixing a few minor issues with this panel, check it out:
[previewyoutube][/previewyoutube]
[h2]New Death Soundtrack[/h2]
We are also fans of Gama’s work here at the Game Smithing office and he has been cooking up a new soundtrack for the sad moment in the game where you get unalived, and he wanted to share a small sample of what he got in the works:
[previewyoutube][/previewyoutube]
[h2]Behind The Scenes of Void Hunters Design[/h2]
Since you all seemed to enjoy our beautiful sketch of the Unholy Cathedral boss and fight, we though of sharing even more sketches! This time around, we wanted to talk about how we approach character design! At this stage in the game, when designing a new character we generally start by first looking at what skill types and fantasies are under represented in the existing characters, to help us guide the theme and what sort of mechanics will be expected.

“What if the thing went around and as you move it keeps its distance…?”

Once those are defined, we make a high level decision about the theme and name of the class this Void Hunter will represent and what weapons it will use, but still subject to change. Once we are happy, the first thing we decide is the character’s ascension, which helps us nail down exactly what the general theme of the character will be both for gameplay mechanics and visuals. For the Demon Hunter, for example, we wanted a Void Hunter that uses ranged weapons but also dips into chaotic magic, so the class felt like an obvious answer. Our theme for the Demon Hunter is a Void Hunter that through his mastery of hunting the most corrupted demons of the void, learned to harness this same power and even control said demons to do his bidding, but still resists the temptation to become corrupted himself.

“… then maybe the thing makes these cross yellow lines (that I dont want to spoil what they represent) go that direction? / ah yeah, that would be awesome!”

After that is out of the way, we start talking about the skills themselves. At this point we already know what skill types each weapon will have, and these will have a big impact not only on the visual theme of the skill but also in what the skill does, mechanically speaking.

Designing skills is actually quite challenging, since we have to be mindful of our game’s limitations, such as the top down point of view, auto casted skills, crazy scaling over a match, performance implications and how often each skill gets used, etc. At this point we try to come up with unique mechanics that feel refreshing to play with, but that also can fill gaps in our huge roster of skills, thinking not only of how the skills will work but how they compliment the existing content in the game. This is usually a very long process, and in the end we hope it turns out to be a fun new character!

This was all we had for today! Hope you enjoyed what we had to show. Keep an eye out for news, I have a feeling you won’t regret it. Let us know what you would like us to talk about next!

We hope you all have a lovely day or night,



~Soulstone Team

New Soulstone Brigade Bundle!

Hello Survivors! :cozyroe:


We are happy to announce that together with our friends at Bolt Blaster Games we are making a Soulstone Survivors x The Spell Brigade bundle on Steam! We hope you will have a lot of fun playing both of the games!

[h3]Here is a link where you can find the Soulstone Brigade bundle and learn more about the games![/h3]

https://store.steampowered.com/bundle/46037/Soulstone_Brigade/

As always, thank you very much for your support!

Have a great day!



~Soulstone Survivors Team

Devlog #8 - New skills, effect optimizations and game design!


Welcome to another Soulstone Survivors devlog! Today we got some cool stuff to share with you about performance but also about how we work together as a team, so if you are curious about game development this might be a cool one for you!

[h3]As we get progress further into development, we also invite you to sign up to our new mailing list and be among the first to find out when its released![/h3]

[h2]Reducing quantity of particle systems[/h2]

Almost every special effect you see in the game, such as explosions, trails, slashes… are made out of multiple particle systems. We can create really cool visual effects with them, however they can really become a hit to performance.

Fellipe, one of our programmers has come up with a cool solution: normally if you want to play the same effect in two different positions, you will have two separate particle effects, one in each position, doing their own thing. However, there is a way that we can essentially “play” just one effect, in two (or many) different positions at the same time.

When you are talking about 1 or 2 particle effects this wont make much of a difference, but when you are talking about thousands of arrows hitting enemies such as in Storm of Arrows… we can convert literally dozens of thousands of particle systems into a single one that is played thousands of times, allowing Unity to perform additional internal optimizations to their rendering and processing. Check out the difference it makes with the two videos below:

Before
[previewyoutube][/previewyoutube]
After
[previewyoutube][/previewyoutube]
With the new changes, we have one single Particle System, and every time we need to play said effect, we can do so a lot more efficiently without changing anything in the visuals of said effects.

[h2]New Projectile Type[/h2]
Juan and Lucas have been working on a new projectile type, which we are internally calling “swarming projectiles”. Check out this video of the new projectile type in action! The skill in the video uses placeholder visuals but you can expect it to make an appearance very soon!
[previewyoutube][/previewyoutube]
[h2]Build Tools[/h2]
If you are a game developer or just interested in how the sausage gets made, this section will certainly be interesting to you.

As you may know, we currently support 3 versions of the game: Full, Prologue and the Demo. For each of these versions, we currently support 3 platforms: Windows, Mac and Linux. This means that we often have to make 9 builds of our project to test everything before submitting it to Steam. Each of these builds have a different set of configuration parameters. Needless to say, making a batch of builds is not only time-consuming but also error-prone.

To solve this issue, we’ve recently developed an internal build tool to help us manage and automate this process:

With this tool we are now able to configure and build many builds — all 9 configurations in fact — at once, with just one click. The tool takes care of the game configuration for the given flavor, distribution channel and flags. If you are interested in more behind-the-scenes stuff, do let us know, we’d love to share more of this stuff with you!
[h2]Behind the scenes of Mh’thaeus Design[/h2]
We thought it would be really cool to show the really simple sketch we made in our initial design discussion of how the Unholy Cathedral boss and fight would work. We gather the team together and we start throwing ideas out, thinking of how the arena must be shaped, how skills interact with each other, how the boss skills will interact with the different void hunters (such as the Death Knight that doesnt have dodge)… and then we start pulling back and filtering into mechanics that seem like will work well together! Check out the beautiful art below by Allan, our not artist! (please don’t bully us for our amazing drawing skills =P and don't mind the Portuguese!)

This was all we had for today folks! Hope you enjoyed what we had to show. Keep an eye out for news, it might be worth your while... Let us know what you would like us to talk about next!

We hope you all have a lovely day or night,



~Soulstone Team

Devlog #7 - New Character, New rune and New Models!


Welcome to another Soulstone Survivors devlog! Last week we released our latest update, Embrace of Chaos so right now you can see in-game some of the work we have been working on for a while, but there is still a lot of work in progress going on for the next few updates!

[h3]As a reminder we also wanted to invite you to sign up to our new mailing list, we haven't even used it yet haha but if you are interested in our games, thats the place to be![/h3]

While we continue to focus heavily on more performance changes, we are still not ready to show some of the cooler things we are doing, however there is more to the game than performance! Check these out!

[h2]New Character Sneak Peek[/h2]
We have been hard at work developing our next, upcoming character! We already have a lot of its functionality ready, still developing new code for some skills, new runes... and we think a lot of you will be excited for this one! We still want to make it a surprise though, so... can you guess what the next character is judging only from these props here?? Let us know your guess in the comments!
[previewyoutube][/previewyoutube]
[h2]Demon Hunter Behind the Scenes [/h2]
In the process of making the little videoclip intro for the demon hunter, Colombo, our 3D artists, faced some… unique scaling issues to make everything work properly, check out this behind the scenes of the process of making the intro for the demon hunter:
[previewyoutube][/previewyoutube]
We also thought it would be cool to show some amazing concept art of the Demon Hunter, done by Alex, our 2D artist, check it out!

And that's all we can show for this one! We have been putting a lot of work into the new content that will be coming to the game not only in this next update but a couple of future ones, so we don't want to reveal too much too soon!

We are working on a new State of the Game video to be published next week where we will discuss everything that is going on in more detail so if you are interested keep an eye out here and on our YouTube channel!

We hope you all have a lovely day or night,



~Soulstone Team