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Masks of the Void: Origins News

Devlog #11: The Tyrant’s Architects – April 29th, 2025

Hi, Gamers!

Tina here—Social Media Expert and Host at RolldBox Games. Today, I’m chatting with Cris, the Art Director of the studio at RolldBox Games 👋


We’re all set — Masks of the Void is just about ready for you to experience in its full version, and we want to show you what the enemy hordes are like. This roguelite was built for you, and trust us — you’re going to want to see what’s coming.

Ready to face them?


[h2]Inside the Development Process[/h2]

In our last Devlog #10, we gave you a sneak peek at Melee, one of the Sand Guards you'll encounter in the Vortex world. But he’s not the only enforcer the Tyrant has created to protect his domain.

We’ve got more defenders of the Vortex — more "enemies" for you to face, like the Dasher.
These creatures will charge towards the player with a dash and deal damage on impact. They’ll stay alive until you take them down or stun them.


The type of impact will depend on when Iret interacts with the Dasher.
Defining, creating, and animating them — it’s no easy feat to make sure they pack the punch we’re going for! 🔥





[h2]Sneak Peek of Upcoming Content[/h2]

How many more enemies will Iret face? How many more enforcers has the Tyrant created to protect himself?

When you dive deeper into the story, you’ll uncover much more about the Tyrant and his origins. But for now, the consequences of his actions are what you’ll see!

Another Sand Guard you’ll encounter is the Ranged — he’ll stare you down before launching an attack.

Can you neutralize him?



[h2]More to share[/h2]

We hope that, sooner rather than later, you’ll get to experience the full story of Masks of the Void in all its glory — we can’t wait for you to dive in and enjoy it.

Every corner and space where Iret will need to use the power of the masks!

In the meantime, we encourage you to make the most of the Vortex area you’re exploring in the Demo.


See you in the next Devlog with more and better!

Don’t forget to join our Discord server! Let us know what you’d like us to talk about next from there!


See you in the Void!


Devlog #10: Unmasking Iret’s World– April 15th, 2025

Hi, Gamers!

Tina here—Social Media Expert and Host at RolldBox Games. Today, I’m chatting with Ferran, one of our Co-Founders, as well as the Game Designer and Creative Director of the studio at RolldBox Games 👋

We like revealing bits of Masks of the Void slowly, and we’re almost ready to share the full version with you.

Today, we’re diving deeper into Iret and the world of the Vortex—where she’s down to her final 30 minutes.

Think you’re ready to see what she might uncover?


[h2]Inside the Development Process[/h2]

In our last Devlog #9 — we told you we’ve been working on a bunch of AIs just for you. And we’re hyped that you’re starting to discover and enjoy them.

Right now, you’ll get a taste in the demo... but the full game? That’s where things get wild!

What’s waiting for you? An AI that can mimic your behavior.
Can you imagine that? Ready to go up against your playstyle?

Here, you’re using both your basic and special abilities.

We’ll be waiting for you at full launch! 🌿




[h2]Sneak Peek of Upcoming Content[/h2]

Let’s talk a bit about the enemies Iret faces in the Vortex.

This one’s called Melee — one of the Sand Guards, a type of Servant. They’re constructs created by the Tyrant to defend his desert fortress.
Their bodies are built from armor plates, rocks, and bones, all held together by swirling air currents, forming these eerie bipedal humanoid shapes.

Melee will track you down… and it’s coming in for the hit.



[h2]More to share[/h2]

And don’t forget to play Infinite Waves and climb the Leaderboard.

🔹 Here’s today’s live snapshot:



Dare to take it on?


See you in the next Devlog with more and better!

Don’t forget to join our Discord server! Let us know what you’d like us to talk about next from there!


See you in the Void!


Devlog #9: Iret Uncovered– April 1st, 2025

Hi, Gamers!

Tina here—Social Media Expert and Host at RolldBox Games. Today, I’m chatting with Cris, the Art Director of the studio at RolldBox Games 👋

We love crafting these experiences with you in mind, aiming to make them as immersive as possible. Today, we’re diving deeper into the details behind our refined art. There are so many layers—literally! Here’s more about our protagonist, Iret, in this DevLog.

[h2]Inside the Development Process[/h2]

As mentioned in Devlog #8, Iret’s layers were meticulously designed to deliver the smooth, dynamic movement we envisioned. We defined and added plenty of bones to maximize flexibility and adaptability. You can see the result in this side-scrolling scene of Iret.



On top of that, our Technical Artist has taken the layer effects to the next level. We didn’t stop until every linked mask projected its corresponding effect onto the layer—crisp, powerful, and crystal clear.

What was the biggest challenge? Translating the concept art—with the exact color palette for each mask and outfit—into a final in-game effect that looks just right. This meant considering the camera’s perspective, the chaos of combat, and the overall game flow.

🔹 Here’s the Concept Art:



🔹 Here’s the layer effect with the Sand Mask:



🔹 And here’s the layer effect with the Blood Mask:



[h2]Sneak Peek of Upcoming Content[/h2]

Let’s talk about Iret’s interactions with NPCs, bosses, and enemies. Guess how many AIs we’ve set up? Over 50 unique configurations to ensure a diverse gameplay experience!

In the meantime, here’s something cool: the first AIs we created were the Soldier and Dasher, which you can check out in the image:



[h2]More to share[/h2]

Remember how to unlock the second Mask in the Demo?

At the end of the demo, once you've completed that section of the game, you can unlock the second mask – the ‘Blood’ Mask. Have you figured out how it works yet?

Each mask unlocks a new way to use telekinesis.

Which one do you think is the most fun to use?



See you in the next Devlog with more and better!

Don’t forget to join our Discord server! Let us know what you’d like us to talk about next from there!


See you in the Void!


Devlog #8: Art From the Inside – March 18th, 2025

Hi, Gamers!

Tina here—Social Media Expert and Host at RolldBox Games. Today, I’m chatting with Cris, the Art Director of the studio at RolldBox Games 👋

The art in a video game is insanely complex, and we have to consider many aspects to make sure it hits the mark on the story we want to tell, the game feeling we want to create, and that it fully matches the intended gameplay. Today, we’re pulling back the curtain to give you a closer look at the details!



[h2]Inside the Development Process[/h2]

As we mentioned in Devlog #7, we covered the throwable objects. Today, we’re diving into how we make them both “breakable” and “throwable”:

To give all throwable objects a realistic feel, placing their pivot point at the center of mass is crucial, considering their shape to figure out where the weight naturally balances. Blender came in clutch here, as it has a built-in feature to set the pivot point at the center of mass.



For breakable and throwable props, making sure the pivot is as centered as possible was essential. While using Unreal’s destruction system, the generated pieces would keep their pivot in the center. But not all objects used Unreal’s system—we crafted the pieces by hand, like bones, to make sure the way they broke into parts made sense.



[h2]Sneak Peek of Upcoming Content[/h2]

Iret's capes, the design, creation, and animation process, have evolved several times. Here’s how we animated them:

We’re all about showing that they have a lot of bones because we want their movement to be superfluid, and that meant animating the capes by hand for each animation, which took a lot of time. To optimize it, we decided to use Unreal’s physics system for most animations, allowing them to move more organically with Iret’s body. For some specific animations, like the basic and special attacks with the different masks, where we needed the capes to have more complex movements, we spent extra time hand-animating them to get the exact movement we wanted.




[h2]More to share[/h2]

Don’t forget to dive into the story or the Infinite Waves and discover the different types of relics!
Want to know the secret to survive longer? Grab and combine relics of the same theme to unlock powerful synergies! ⚙️

Think you’re ready to take it on?


See you in the next Devlog with more and better!

Don’t forget to join our Discord server! Let us know what you’d like us to talk about next from there!


See you in the Void!


Devlog #7: How Our Physics Work – March, 5th 2025

Hi, Gamers!

Tina here—Social Media Expert and Host at RolldBox Games. Today, I’m chatting with Ferran, one of our Co-Founders, as well as the Game Designer and Creative Director of the studio at RolldBox Games 👋

The #SteamNextFest just wrapped up, where our demo was available, and we're super excited that you enjoyed it! Thanks for participating!

Just a reminder, the free demo is still up, and you can dive into what we're talking about today — the physics in our game, based on telekinesis and the ability to throw everything around you.



[h2]Inside the Development Process[/h2]

In the early versions of the game, we were working in Unreal 4 without access to the Fracture Mode. This feature completely changed our performance and how we handled object breaking, making it more realistic.



That being said, we've used Unreal Engine's native physics system, making sure to implement CCD, a collision checker that's a must when dealing with high-speed objects.

In some cases, certain AI entities need collision response settings for throwables, depending on whether we want them to respond with their typical capsule or their mesh, like with the Void creatures.



[h2]Sneak Peek of Upcoming Content[/h2]

The art team has been crucial in shaping, creating, and designing all the objects you can find in Masks of the Void, which you can throw and break. In each zone, in every part of the game, you'll find various elements—different shapes, textures, and colors—all specifically crafted.

Here’s a sneak peek at some of these objects!




[h2]More to share[/h2]

Do you know what the dev team's favorite mask is? Well, we’ve got a tie between the different ones! In the demo, you can try out the Sand and Blood masks.

Which one’s your favorite? Share your opinion and have fun with them! And don’t forget to play Infinite Waves and join the Leaderboard. 🏆



See you in the next Devlog with more and better!

Don’t forget to join our Discord server! Let us know what you’d like us to talk about next from there!


See you in the Void!