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Hello, Hell Governors!
It has been a long time since the team deployed a new build and even longer since it updated here!
The reason for the month-long build-freeze was that we are bringing new systems to further streamline the Souls, Sinners, Soldiers, and Sadist calculations! We want to introduce a system that is not too interdependent, yet interactive enough to feel like a dynamic ecosystem (in Hell, of course), and most importantly, a system that is easy to understand for the user. Thus, we have created a system we know internally as the Law System.
The Law system standardises all interaction on a single timeline where Souls, Sinners, Soldiers, and Sadists exist within.
Some examples;
More Souls = More Agitation = Faster Sadists Appears = Faster Sinners Death
More Soldiers = Faster Sadists Deaths = Slower Sinners Death
Hope this provides a general idea of what we have been up to, and it has been a big overhaul on our old calculation methods. There will be a whole document published on the Law System to get players up to speed!
For players in the Playtest build, Mission 2 - BROKEN VEIN and Mission 3 - WITCHING HOUR are now unlocked. As we prepare all three missions for Early Access, we would love to hear your feedback.
Weekly updates will resume starting now, focused on balancing, bug fixes, voiceover improvements, and more. If you have not joined the Playtest yet, you can request access on Steam and get early access to every change we deploy.
Thank you for staying with us through this rough, unrefined, but undeniably promising stage.
See you in Hell.
It has been a long time since the team deployed a new build and even longer since it updated here!
The reason for the month-long build-freeze was that we are bringing new systems to further streamline the Souls, Sinners, Soldiers, and Sadist calculations! We want to introduce a system that is not too interdependent, yet interactive enough to feel like a dynamic ecosystem (in Hell, of course), and most importantly, a system that is easy to understand for the user. Thus, we have created a system we know internally as the Law System.
The Law system standardises all interaction on a single timeline where Souls, Sinners, Soldiers, and Sadists exist within.
Some examples;
More Souls = More Agitation = Faster Sadists Appears = Faster Sinners Death
More Soldiers = Faster Sadists Deaths = Slower Sinners Death
Hope this provides a general idea of what we have been up to, and it has been a big overhaul on our old calculation methods. There will be a whole document published on the Law System to get players up to speed!
For players in the Playtest build, Mission 2 - BROKEN VEIN and Mission 3 - WITCHING HOUR are now unlocked. As we prepare all three missions for Early Access, we would love to hear your feedback.
Weekly updates will resume starting now, focused on balancing, bug fixes, voiceover improvements, and more. If you have not joined the Playtest yet, you can request access on Steam and get early access to every change we deploy.
Thank you for staying with us through this rough, unrefined, but undeniably promising stage.
See you in Hell.