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Mithra News

APRIL DEVLOG - WE BREAK NEW GROUND!

Hello beautiful people!!!

It's April and we're back with another DEVLOG. It's been a while since we last spoke. How are you? How's work and everything? How's the kids? The wife? The shaky financial agreement you made with your friend who told you to "trust me mate, the Papua New Guinean government are LITERALLY about to start mining for plastercine, we need to invest NOW" ? Oh really? I'm sorry to hear that.

Hopefully we can cheer you up with an update on ALL things MITHRA! We have been steadily working away on all aspects. The narrative of our opening slice is all fleshed out, though particular text & dialogue will get a redraft and spruce up before the NextFest release. It's really cool to see it all take shape though and we have almost two thirds of it in a rough build.

Although some other members of our DevTeam are more experienced in this, as a writer this has been my first time working on a game! It's seems obvious now but I remember being surprised that building a game is also quite similar to building a piece of filmic content - that is, it doesn't have to be made linear! Up until now, we've been zigzagging across parts of the demo, putting things together here and there but still feeling our game was just a bunch of separate pieces. HOWEVER, as we smash through into April, we seem to have taken a turn and lots of parts of our game seem to be coming together!

For example, look at this notification system. Cool, right?





Also, check this still from the build of the opening. Go on, if you're reading this, you deserve a sneak peek:




Across all aspects of the game, from the incredible music that being composed (honestly, I can't wait for you guys to hear it!) to the beautiful art being drawn (I get so excited every time I see our main character!) as well as building a game with mechanics that we hope are as intuitive as the games we love ourselves, we're really trying to create something that we would enjoy playing. And you too, hopefully.

That being said, we're entering crunch time. We're working all out on this but still, nerves remain as we push to get this thing ready for NextFest and whatever we can plan for beyond. So, my question to you, oh wise Steam community - how do you deal with nerves?!! Any top tips? Send help & calming thoughts to Seventh Disorder towers.

Anyway, hope you're well and all that financial stuff you got caught up in works itself out.

Lots of love,

SD

DEVLOG 3

Hello all,

Wherever you are reading this, I hope you're having a lovely day/night/morning/timeless void.

It is us, the devs, back once again to deliver you an update on our game, Mithra. Just because our comms have gone a bit quiet, doesn't mean that we haven't been working hard! We've been piecing together puzzles, creating an environment for you lot to explore, plugging it all in, writing fresh tunes to go with it all... it's been busy!

We're super excited about this game and the shape it's taking. As with any collaborative creative project, it shifts and turns in it's production period, becoming something bigger & ... bolder? than it's initial conception. The collaborative process has been fun too - while we typically work independently (using a myriad of technologcal platforms to keep each other in the loop), those of us that can will also try to meet once a month to smash out some work in person. Usually, we will also eat nice food on these days. This time it was a sandwich. What's your favourite sandwich? Anyway.

The puzzles themselves (& indeed the gameplay itself) has become more varied as we've been working on it. You've got some retro-style recreations (a cursed creature platformer who is searching for fish food as well as a blocky N64 style recreation of the protagonist wandering through a misty forest), cryptic cipher puzzles, logic puzzles as well some stylistically expositional stuff.

The music, art & gameplay mechanic are also endeavours that we want to be really proud of. As the resident Word Monkey, I can tell you - I've been absolutely blown away by all three. I can't wait to get you all involved!

Speaking of which, get involved. Email us at [email protected]. You never know what might happen ;)

Lot's of love, let's not leave it too long next time eh?

Dan oxoxoxoxox


Mithra Devlog #2

NOTE: My first version of this deleted. I don't know why I'm prefacing this Devlog with this but I want my frustration to be heard by the Void.

WELCOME TO MITHRA DEVLOG #2.

ALL ABOARD THE VLOG FLUME. KEEP YOUR HANDS INSIDE THE VLOG AT TALL TIMES.


Hello! It is us again, Seventh Disorder. We're here to bringing you an update from our upcoming game, Mithra, hot and fresh, right outta the oven. De-licious. (Can you believe this is my second shot at this?)

Usually our Devlogs will be filled with interesting development jargon regarding the building of our game world, unseen artwork & concepts and perhaps even unreleased audio tracks! For now though, you have to settle for me. I'm just the lowly word monkey. A box of adjectives and verbs that gets rattled around and occasionally spilled.

I have little technical knowledge, beyond being continuously impressed at our fantastic teams crafting of this game. I did recently learn what FMOD is though, so that's a start.


SO - AN UPDATE:


This weekend, 3/4s of our team met for a Mithra working marathon. Although we are constantly in contact, we typically work separate. We worked through some narrative points and sketched out a story roadmap for our beginning.

We then threw ourselves into working on what we excitedly called PUZZLE 4. I don't want to give too much away, but let me whet your whistle. You'll be introduced to a grotesque creature that can't stop crying and yearns to feed his gargantuan goldfish. Ding! Was that another Wishlist?

Being together was a really great way to flesh out some of the early ideas and from a writing standpoint, properly helped move the narrative forward in a way that felt satisfying. Sometimes a good chat is all you need, right? Being able to bounce ideas off each other from every perspective sort of dragged us forward to a collective vision. Plus, it just got me pumped about this game. I can't wait to play it.

So the weeks ahead look like us ploughing through the puzzle creation whilst trying to nail the tone/aesthetic we're aiming for. Building the world, finalising the narrative, plugging it all in, orchestrating some sounds, all that. Lot's of purples, weird happenings & good tunes, I'll post a playlist in the coming weeks on our socials so you can check out what we mean VIBE WISE.

FOLLOW US ON:

TIKTOK
THE GRAM
YOUTUBE
REAL LIFE

by searching Seventh Disorder, usually. I know I should post proper links here but sorry, I'm not. Next time, eh?

I hope you've all been having a good day. Sorry about all this.

Lots of love,

Dan

Mithra Devlog #1

We're currently in the process of developing our exciting new puzzle-driven adventure game Mithra. We'll be posting regular updates on Steam so you can keep track of our progress.

This week, our focus has been on enhancing the environmental lighting to create a more peculiar atmosphere. Why? In the opening act, you are rudely awakened by the glow of an enigmatic light emanating from your laptop. It's trying to speak to you?

In order to create our twilight-zone look and feel, we've set up lighting effects that actually removes natural green light from our level in order to create our mysterious purple glow. It's truly astonishing what you can create with just a few point lights in Godot, isn't it?



Don't forget to add Mithra to your Steam wishlist to join us on this incredible journey.