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CONVRGENCE News

CONVRGENCE is OUT NOW!

Hello hunters, the day has finally come!

CONVRGENCE is launched into Steam Early Access with a 15% discount for a limited time!

If you like my work and would like to support me additionally, a Supporter Pack is also available for purchase:

https://store.steampowered.com/app/2925670/CONVRGENCE__Supporter_Pack


If you encounter any bugs, please report them here: https://steamcommunity.com/app/2609610/discussions/0/4356745470644169136/


And join our Discord - it's the best and fastest way to contact me and stay up-to-date on the latest news: https://discord.gg/9t79QCHvPc


CONVRGENCE is coming to Steam Early Access on April 22nd!

Hello, hunters!

I am happy to announce that CONVRGENCE will launch into Early Access on April 22nd!

[previewyoutube][/previewyoutube]

I am incredibly excited to put the game into the hands of the community, giving you the opportunity to help shape my next steps.

Additional details:

  • Full release date: April 22, 2024; 10:00 a.m. PST
  • PRICE: $19.99 + 15% launch discount for a limited time


Add the game to your wishlist to don't miss the launch and join our Discord!

https://store.steampowered.com/app/2609610/CONVRGENCE

Dev Diary #3

Hello, hunters!

CONVRGENCE is rapidly approaching its release, which means I have less and less free time. Nevertheless, I've managed to write a new diary for you, because I believe that today's topic is especially important for understanding the game's structure. Today, let's talk about locations.


[h3]World Structure[/h3]

Let's start with the main point: CONVRGENCE is neither an open-world nor a semi-open-world game. You will always explore relatively small locations, moving between them via loading screens.
However, unlike many other similar games, visiting the same location each time will provide a unique gameplay experience thanks to procedural generation. Entering what seems to be a familiar area, you still won't know where to go or where the extraction point is; how many enemies you'll encounter; or what loot you'll find.

Thus, even a single location can offer many hours of gameplay due to its endless replayability and sense of unknown (players of my previous game - Paradox of Hope - won't let me lie). In CONVRGENCE, there will be two such locations available at the start. Additionally, at least two more will be added during the early access phase.

And of course, players will have a safe place - a separate location where they can rest between their outings. Now, let's take a closer look at all these locations.


[h3]Garage Cooperative[/h3]

The Garage Cooperative is the first location that will be available to all players starting from the first reputation level. Its name speaks for itself. Here, you'll explore endless rows of garages forming a true maze where even experienced hunters can get lost. Bandits who have taken a liking to this place certainly won't contribute to peaceful exploration and artifact hunting.

Some players have mentioned that they enjoyed the gameplay of Paradox of Hope but found the game too scary. They couldn't handle the tight spaces and darkness of underground tunnels, especially the monsters unexpectedly jumping out from around the corners. The Garage Cooperative location is a perfect fit for such players. You can exclusively go on raids there, and then CONVRGENCE will play out somewhat like Escape from Tarkov, with only humans as your opponents.

Tip: Be sure to search the car trunks - that's where you'll find the most valuable loot!




[h3]Underground Facility[/h3]

The Underground Facility is the second location accessible upon reaching the second reputation level. And this is no coincidence. Raids to this location are much more challenging and require careful preparation. The abandoned underground has become a refuge for demons - mysterious creatures that have overrun Chernokamensk after the Zone formed. During the day, they hide there from sunlight and sleep in their improvised lair.

Those who enjoyed the claustrophobic locations of Paradox of Hope will feel right at home in the dark corridors of the Underground Facility. Although, perhaps, they have become even scarier... If you enjoy testing your nerves, you can exclusively go on raids here, and then CONVRGENCE will play out very similarly to its predecessor.

Tip: Stealth is your key to successfully completing a raid in the Underground Facility. It's better not to make unnecessary noise and awaken the demons.




[h3]Hunter's Base[/h3]

The Hunter's Base is a safe place - your hub in the Chernokamensk Zone, where you will spend time between raids. Here you can: sell the loot you found to the local trader - Zakharich, and purchase everything you need with the proceeds: guns, ammo, equipment, supplies, and much more. Practice your shooting accuracy at the shooting range and compete with other players. Relax in your personal room and maintain your weapons.

Unlike the hideout in Paradox of Hope, the Hunter's Base in CONVRGENCE is bustling with activity. Here you will encounter other hunters, each busy with their own tasks. You can even find a bar at the base! However, it's currently under renovation but will surely open its doors in one of the future updates.

Tip: Don't enter unfamiliar doors without knocking!




[h3]Future Plans[/h3]

As I mentioned earlier, during Early Access, the initial list of locations will be expanded by at least two more. They will also be procedurally generated, significantly increasing the gameplay hours in CONVRGENCE. The first of these locations is the Woods.

The Woods will be much larger than the Garage Cooperative and the Underground Facility, and of course, this location will be less "corridor-like". There, I will try to get as close as possible to the formula of a large semi-open location.

As for the second new location, I won't say anything yet, except that it will be about vertical gameplay. But as a developer, I can't wait to work on it, and I'm sure you'll love it too.


[h3]Conclusion[/h3]

That's all for today.

I hope the third diary gave you a complete understanding of how CONVRGENCE is structurally organized, what locations will be available at release, how they differ from Paradox of Hope, and how the game will evolve in terms of locations later on.

I also hope you enjoyed the new screenshots. If you want, you can compare them with the old ones and see how much the game has advanced graphically over the past six months.

Add the game to your Wishlist and join our Discord; the release of the game is just around the corner!



https://store.steampowered.com/app/2609610/CONVRGENCE

Dev Diary #2

Hello, hunters! It's Nik here, the dev of the CONVRGENCE, so it's time for the second development diary.

When designing any game mechanics, I strive to strike a balance between realism and fun of the game. Any system I create should not be overloaded and difficult to understand, while remaining as realistic as possible. I adhere to these principles when creating guns, which we'll talk about today.


[h3]Arsenal[/h3]

At the start of the Early Access of CONVRGENCE, players will have access to 9 units of weaponry: TT-33, PMM, APS, PP-9, PPSh, AKM, Saiga-12, SVD and Revolver.

Among this array of real firearm models, the revolver stands out as the only weapon in the game that lacks a specific prototype and is more of a composite image. It also stands out because every novice hunter starts their journey in the Chernokamensk zone with it. But don't be deceived by the seemingly outdated appearance of this weapon. The revolver has very high damage and, in skilled hands, becomes an unmatched tool for eliminating your enemies.

You may also notice that among the starting firearms there are no pump-action shotguns or bolt-action rifles. Fans of these types of weapons, do not be disappointed! They will definitely appear in the game in future updates.




[h3]Attachments[/h3]

Each gun in the game can be customized to your liking by adding various attachments: different sights, grips, suppressors, flashlights, laser sights, and so on.

Some attachments are specific to certain firearms, such as the revolver suppressor or the APS stock. Most others are compatible with almost all models within their class.

For players who are not familiar with firearms and are unsure where to install specific attachments, the game features a special visual cues system. Experienced players can disable it in the settings.

Installing attachments on weapons in CONVRGENCE can only be done at workbenches, so plan ahead which attachments you'll need for your expedition - you won't be able to replace them in the field.




[h3]Cleaning[/h3]

In the game, you need to keep your guns clean. With use, they get dirty, which significantly affects their shooting characteristics. You can judge the level of dirt visually - over time, dirt and rust will start to appear on the guns.

Gun cleaning in other similar VR games may seem tedious and monotonous, but don't worry - this cannot be said about this mechanic in CONVRGENCE. There's only the most pleasant aspect of the process - simplified cleaning with a special brush, which can be found at any workbench.

In one of the updates during early access, this mechanic will also be expanded to include malfunctions such as jams, misfires, and stuck casings, making the need for timely gun maintenance even more vital and the gameplay deeper.




[h3]Reloading[/h3]

A realistic reloading and refilling empty magazines system has already become a kind of standard for VR games of this genre and was already implemented by me in the previous game - Paradox of Hope. Now it's expanded even further with a new addition that players have been asking for - individually extracting cartridges from the pack/magazine by pressing a button.

I won't argue, manual mag loading can be very immersive and relaxing, but if speed is your top priority, you can always do it the old-fashioned way - just bring an open box of cartridges to the magazine.

In CONVRGENCE, you can also quickly transfer cartridges between two identical magazines or two identical boxes in the same way. This will be useful, for example, to quickly merge two half-empty packs into one and free up valuable space in your backpack.

Some additional conveniences that, in my opinion, are worth mentioning include: the ability to partially eject the magazine from the pistol by holding down the release button so that you can easily grab it with your hand without dropping it to the ground; and reloading cues, which experienced players can disable in the settings.




[h3]Interaction and Shooting[/h3]

Most Paradox of Hope players responded very positively to the guns in it. In CONVRGENCE, I've tried to raise the bar even higher. For example, all interaction animations have been improved - the hand no longer teleports to the bolt handle, foregrip, or magazine, instantly changing one pose to another, but does it smoothly.

Also, for a greater convenience, additional indicators (white dots) have been added, appearing when the hand is near a spot with which it can interact.

A few words should be said about recoil. In the new game, recoil has been refined, and the impact of attachments, particularly stocks, on recoil has become more significant.

Thus, seemingly minor changes have significantly improved the perception of interacting with guns in the new game and made it even more realistic, and shooting - even more enjoyable.




[h3]Sound and Attention to Detail[/h3]

When working on any system, I like to pay attention to details. Although undoubtedly working on them affects the development speed and potentially shifts the release date, from my point of view, it's these little things that differentiate a product created for money from a project the author puts their soul into.

Most of these details relate to the sound aspect, as I believe that good and well-thought-out sound accounts for 50% of immersion and enjoyment of the game. Here are just a few of such minor details related to guns in CONVRGENCE:

  • The sound of gunfire gradually changes depending on the number of rounds left in the magazine. Thus, only thanks to the sound, you can anticipate when you'll need to reload or do it in advance while the bolt is not on hold to speed up the reloading process.

  • The suppressor overheats during prolonged continuous shooting, which is not just a visual effect but also directly affects gameplay. Shots from a weapon with an overheated suppressor sound as loud as without it at all - remember this to avoid attracting unwanted enemies.

  • During abrupt movements, the gun makes a pleasant rattle sound, and if, for example, you shake a box of cartridges, you can hear them rattling inside.





[h3]Conclusion[/h3]

That's all for today. I hope the second development diary has provided some insight into what guns and interacting with them in CONVRGENCE are like for those who haven't played Paradox of Hope; and for those who have played it, now have a better understanding of how this system has evolved in the new game :)

Add the game to your wishlist and stay tuned for updates, there's still a lot of exciting stuff ahead!

https://store.steampowered.com/app/2609610/CONVRGENCE

Dev Diary #1

Hello, hunters! Excited to share the first development diary of CONVRGENCE with you.

Today, I'll be talking about the adversaries you'll encounter during your exploration of the Chernokamensk Zone and the allied factions working alongside you.

[h3]Military[/h3]



The massive wall surrounding the Chernokamensk Zone is guarded by the military. Their main task is perimeter patrol: preventing unauthorized access to the restricted area and containing entities of the zone to prevent them from breaching into the outside world. However, in special cases, they are deployed to work inside the perimeter.

During operations inside the zone, the military is divided into two formations, working separately. The Cleaners search and destroy demon nests - operations takes place during daytime while monsters are dormant. The Rapid Reaction Force (RRF) provide combat support and accompany operatives or scientists on secret assignments.

Rumors suggest that a significant portion of the military has 'gone rogue'. Corrupt personnel are believed to have allowed bandits and cultists to gain access to the restricted area, in exchange for financial rewards. Partly, these rumors are based on reality: in the last two months, around 20 military personnel have faced a tribunal for various abuses of authority.

  • Orders are received through a dispatcher from a unified control center
  • Hostile to the bandits, cultists, demons, and wild fauna


[h3]Hunters[/h3]



Volunteers are actively recruited for additional exploration of the Chernokamensk Zone and mainly for artifact hunting. Some are promised amnesty, others substantial financial rewards, and some - career advancement. The motivations vary, and the volunteer squads consist of specialists across a broad spectrum.

After brief training, rookie hunters are given free access to the closed territory, along with basic gear that, according to reviews, is 'not very trustworthy'. Nonetheless, newcomers have the chance to prove themselves on forays, earn from selling loot and artifacts, and acquire new equipment that better suits their needs.

Some call this approach to organizing expeditions 'natural selection to weed out the weak'. Others consider it 'corrupt, brutal, leading to inevitable doom'. Rumors suggest a high mortality rate among rookie hunters due to subpar equipment, but this information remains unconfirmed.

  • Hunters are authorized to eliminate anyone illegally entering the restricted area
  • Hunter actions are coordinated from the control center
  • Hostile to the bandits, cultists, demons, and wild fauna


[h3]Scientists[/h3]



Scientists are engaged in the study of the exclusion zone, exploring continuously emerging spatial anomalies and mysterious artifacts. Despite close collaboration with the military, scientists do not directly report to them. All directives come from scientific leaders who worked on classified projects in Chernokamensk long before the appearance of the anomaly zone.

Teams consist of employees from research laboratories that previously worked on classified projects. Unconfirmed rumors suggest that scientists are now not only developing weapons for mass demon destruction but also searching for parallel worlds. However, few believe these rumors, often dismissing them as 'science fiction from the TV.'

Scientists operate individually and in teams, accompanied by RRF. The goals of scientists and the results of their research are strictly classified.

  • Always work in the presence of the military
  • Pay hunters well for found artifacts


[h3]Bandits[/h3]



Despite the government's efforts to conceal information about the zone, rumors about its 'untold treasures' and enigmatic artifacts persist among the public. This is why opportunistic individuals illegally infiltrate the Chernokamensk Zone.

In pursuit of wealth or a new life, the anomaly zone has been overrun by criminals, escaped convicts, and military deserters who left service due to personal reasons or conflicting ideologies. All of them, for simplicity's sake, are referred to as bandits.

Bandits are often disorganized, acting alone or in small groups, but occasionally forming gangs and establishing makeshift camps. These gangs are led by 'bosses' who impose their rules and principles with an iron fist.

  • Despite their cruelty and lawlessness, there's a certain romance in the lives of bandits
  • Solo bandits try to leave the zone before sunset, while camp-based bandits live in it almost permanently
  • Hostile to the military, hunters, cultists, demons, and wild fauna


[h3]Cultists*[/h3]



Cultists - followers of Satan who worship demons and everything associated with them. They existed before the formation of the zone but strengthened their beliefs upon learning that 'demons have come to Earth' and headed to Chernokamensk.

Unlike bandits, they infiltrate the closed territory not for enrichment but to conduct Satanic rituals: sacrifices, flesh mutilation, and cannibalism. They believe these rituals will help them 'become one' with the zone and 'reunite with the underworld'.

A certain 'Initiator' leads the cult. Adherents call him the 'voice of Satan' and the 'first man nearby'. The identity of the Initiator is kept secret, even from the cult followers.

  • Initiator calls new cultists into the zone every day
  • For unknown reasons, demons do not attack cult members
  • Hostile to the military, hunters, scientists, bandits, and wild fauna


[h3]Demons[/h3]



Demons - creatures that have instilled fear throughout the Chernokamensk from the very first day of the zone's appearance. At night, they emerge from their nests with one goal - to tear apart all living things. Even an experienced hunter should not encounter them after sunset. It's better to find shelter or leave the zone before duskfall.

Demons have a weakness - sunlight. During the day, these 'interlopers' sleep in their so-called nests - underground facilities or abandoned buildings where sunlight does not reach.

The commonly used term might have been influenced by cultists and their blind faith that demons 'came from hell to herald Satan's arrival'. Scientists view the 'popular' name with irony and even laugh at it, but nevertheless, they use it themselves.

  • Fighting demons at night is suicidal
  • Demons can only be harmed by sunlight and UV lamps
  • Hostile to everyone except their kind and, strangely, cultists


[h3]Wild Fauna*[/h3]



After locals left Chernokamensk, nature began reclaiming its territories, and the zone was overrun by wild animals. In places where civilians used to live, aggressive fauna such as wild boars, wolves, and bears can now be encountered.

The more time passes since the catastrophe, the more uncontrollable wild animal populations become. Currently, scientists are studying the nature of this process, and among hunters, there are rumors that the zone's influence is to blame. Meanwhile, cultists believe that aggressive animal behavior and rapid population growth are 'clear signs of Satan's arrival'.

For a prepared hunter, wild fauna poses no serious threat.

  • Scatter when demons appear
  • Rumors circulate that animals are drawn to the center of the zone, but why is unknown
  • Hostile to everyone except their kind


[h3]Conclusion[/h3]

That's it for today. I hope the first diary has revealed a bit more about the world of CONVRGENCE and its uniqueness.

Add the game to your 'wishlist' and follow it to stay tuned for updates; there's still a lot more to come!

https://store.steampowered.com/app/2609610/CONVRGENCE



*Please note that the highlighted enemies are likely not available at the start. They will be introduced in one of the early content updates. In this diary, they are present for a complete picture and to form an understanding of the game world's structure.