Dev Update #7 - New screenshots and media coverage
Hey scouts!
By the guardians, summer has finally hit us with all its strength, and we're longing to take a swim at Litore's beach. Who's joining us?
Another thing that comes with summer is usually a wardrobe update. Well, in our case we decided to go with a different kind of update, and give our Steam page a fresh coat of paint. We also have some exciting news to share, so let me tell you all about it 👇
[h2]We updated our screenshots, and here's why![/h2]
One of the things we had been meaning to do for a while is to update the screenshots on our Steam store to better show off how the game looks currently, much closer to what you'll see when it's released. The previous screenshots had been taken at a very early stage of the game's development, back when we launched the store around a year ago.
We've tried to keep the spirit of the previous screenshots, while also introducing new stuff that we've been implementing into the game. I think we did a pretty good job!

Our first enemy screenshot looked cool and dynamic, but the effects, posture, and even some of the items were outdated. We decided to take the opportunity to show a more exciting battle by implying higher stakes. We also know how important it is for the user to see what the game actually looks like when you play it, which is why we kept the interface.
You might also notice some post-processing effects on the old pic, which are not included in the new one. We added those manually for the placeholders, as we considered them for the final game, but we're still on the fence about it. Do you think we should still give it a try? 🤔

This is a funny one. Multiplayer has always been one of the top features we wanted to define our game, so we implemented it pretty early on. However, at this point in the development, there wasn't much to do! We definitely wanted to let you know about the resource gathering in the game, but our new screenshot also lets you know what you can do with those resources.
You can see one player chopping wood, while the other processes that wood at the lumber mill... also built with gathered resources! This was a neat chance to show off the buildable camp, different equipment, and other activities, like tending to your crops. 🌾
Narrative is a huge part of our game, bigger than it usually is for most survival games, so including some dialogue and characters was essential. Obviously, a lot of quests and storylines are dependent on the features that are included in the game, so at the time we didn't have a lot to work with. This was probably the most placeholder-y image of the bunch.
The dialogue, the NPC, and even the camera angle as you see them there are not present in the current version of the game. We also thought it would be a good opportunity to introduce, arguably, the most important character aside from yourself, our best boy Kay, and give a small glimpse of the main quest and the places it will take you to. 🏰

Last but not least, in spite of the BIG CLUB and all of the spiky rocks, it's hard to deny that almost any monster looks scarier at night. And you should be scared of them. It's a good moment to remind you that the game has a day and night cycle, displaying a more than appropriate enemy to haunt you in the dark. But also, it’s a very good chance to show off the different enemy types you'll be facing in the game, their effects, animations, and even their attached mechanics. See the chest they’re defending? That's your reward if you manage to get past them. Good luck! 💪
There are even more new screenshots on the store, so do go over there and take a good look at them. We’d love to hear your opinion.
[h2]We got some media coverage![/h2]
Yesss, we're pretty excited about this! We've been featured in a few articles from some big media outlets. Looks like Oppidum is getting some attention, and people are liking what they're seeing. PC Gamer was the first article we noticed, followed by IGN and 3DJuegos! Not gonna lie, I'm loving this kind of attention and hoping that it will only snowball from here 😁
If you take a look at the articles, do tell us what you think about them. Little-known (not really) secret about the video game industry: getting attention is hard, and you need to work hard for it, so of course we're pumped about this. Here's hoping you get to see us featured again in the near future!
By the way, we’ve also included a longer-than-usual gameplay video on our Steam page and YouTube channel, which we think might have helped make people notice us. In this video, we show a section of the game and how it feels to play it. Take a look!
[previewyoutube][/previewyoutube]
That’s our dose of exciting stuff for today. I hope you join us in celebrating achievements like this, and keep giving us your support!
See you for the next update!
By the guardians, summer has finally hit us with all its strength, and we're longing to take a swim at Litore's beach. Who's joining us?
Another thing that comes with summer is usually a wardrobe update. Well, in our case we decided to go with a different kind of update, and give our Steam page a fresh coat of paint. We also have some exciting news to share, so let me tell you all about it 👇
[h2]We updated our screenshots, and here's why![/h2]
One of the things we had been meaning to do for a while is to update the screenshots on our Steam store to better show off how the game looks currently, much closer to what you'll see when it's released. The previous screenshots had been taken at a very early stage of the game's development, back when we launched the store around a year ago.
We've tried to keep the spirit of the previous screenshots, while also introducing new stuff that we've been implementing into the game. I think we did a pretty good job!

Our first enemy screenshot looked cool and dynamic, but the effects, posture, and even some of the items were outdated. We decided to take the opportunity to show a more exciting battle by implying higher stakes. We also know how important it is for the user to see what the game actually looks like when you play it, which is why we kept the interface.
You might also notice some post-processing effects on the old pic, which are not included in the new one. We added those manually for the placeholders, as we considered them for the final game, but we're still on the fence about it. Do you think we should still give it a try? 🤔

This is a funny one. Multiplayer has always been one of the top features we wanted to define our game, so we implemented it pretty early on. However, at this point in the development, there wasn't much to do! We definitely wanted to let you know about the resource gathering in the game, but our new screenshot also lets you know what you can do with those resources.
You can see one player chopping wood, while the other processes that wood at the lumber mill... also built with gathered resources! This was a neat chance to show off the buildable camp, different equipment, and other activities, like tending to your crops. 🌾
Narrative is a huge part of our game, bigger than it usually is for most survival games, so including some dialogue and characters was essential. Obviously, a lot of quests and storylines are dependent on the features that are included in the game, so at the time we didn't have a lot to work with. This was probably the most placeholder-y image of the bunch.The dialogue, the NPC, and even the camera angle as you see them there are not present in the current version of the game. We also thought it would be a good opportunity to introduce, arguably, the most important character aside from yourself, our best boy Kay, and give a small glimpse of the main quest and the places it will take you to. 🏰

Last but not least, in spite of the BIG CLUB and all of the spiky rocks, it's hard to deny that almost any monster looks scarier at night. And you should be scared of them. It's a good moment to remind you that the game has a day and night cycle, displaying a more than appropriate enemy to haunt you in the dark. But also, it’s a very good chance to show off the different enemy types you'll be facing in the game, their effects, animations, and even their attached mechanics. See the chest they’re defending? That's your reward if you manage to get past them. Good luck! 💪
There are even more new screenshots on the store, so do go over there and take a good look at them. We’d love to hear your opinion.
[h2]We got some media coverage![/h2]
Yesss, we're pretty excited about this! We've been featured in a few articles from some big media outlets. Looks like Oppidum is getting some attention, and people are liking what they're seeing. PC Gamer was the first article we noticed, followed by IGN and 3DJuegos! Not gonna lie, I'm loving this kind of attention and hoping that it will only snowball from here 😁
If you take a look at the articles, do tell us what you think about them. Little-known (not really) secret about the video game industry: getting attention is hard, and you need to work hard for it, so of course we're pumped about this. Here's hoping you get to see us featured again in the near future!
By the way, we’ve also included a longer-than-usual gameplay video on our Steam page and YouTube channel, which we think might have helped make people notice us. In this video, we show a section of the game and how it feels to play it. Take a look!
[previewyoutube][/previewyoutube]
That’s our dose of exciting stuff for today. I hope you join us in celebrating achievements like this, and keep giving us your support!
See you for the next update!










