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Steel Swarm: APOCALYPSE News

Steel Swarm: Apocalypse - Artist Interview #2

[h2]🎨✨ Our artist Yiğit Yalçın answers our questions![/h2]

Question: How did you get into game art? What motivated you to work in this field?
Yiğit Yalçın: Game art caught my interest because it involves many different branches of art. The idea of getting hands-on with everything—sound, visuals, and written elements of a game or model—excited me.

Question: What is your favorite design that you’ve created for Steel Swarm: Apocalypse?
Yiğit Yalçın: Guardian Drone is my favorite. Its noble color, alien-like organic curves, and melting machine gun make it special to me.

Question: Which character or design in the game is your favorite? Why?
Yiğit Yalçın: The shape, texture, and weapon design of the Guardian Drone make it the most special design for me.

Question: What is your art production process like? Can you explain the stages a concept goes through before reaching its final form?
Yiğit Yalçın: Most of the time, we follow general 3D modeling processes without much variation. The workflow is as follows:
  • Concept drawing is created
  • Mockup is prepared
  • High-poly model is made
  • Low-poly model is created
  • Final paint and texture are applied to complete the model


Question: What is your biggest goal or dream as a game artist?
Yiğit Yalçın: Improving the technical depth of what I’m already doing is enough for me. I don’t set massive goals, but I always strive to keep improving.

[h2]🚀 Stay tuned to see how the world of Steel Swarm: Apocalypse is taking shape! 🎮🔥[/h2]

SSA TEAM

🎥 Thank You, Luden Games!

Greetings, Rotnor residents!

Luden Games has created an amazing video for Steel Swarm: Apocalypse! They took a tour through the back streets of the city and explored our game's jungle world. Seeing such informative content makes us truly happy!

A huge thank you to the Luden Games team for making this video and continuing to explore our game! If you also want to dive into the depths of the SSA universe and uncover its mysteries, don’t forget to check out the video!

Watch the video here: Click to Watch

Stay tuned with Luden Games for more SSA content and share your thoughts with us in the comments!

SSA TEAM

Opening Tour D7 - Current Tournament Standings

📅 The tournament continues until Sunday, February 9, 2025, at 12:00 AM! ⏳🔥

🏆 The player with the highest score will take the lead! Fight your way to the top!

[h2]Top 10 Rankings So Far:[/h2]

1. onurovski - 30points
2. anil - 21points
3. frignate - 19points
4. karaca - 14points
5. korkurt - 14points
6. OrendaTR - 14points
7. kagrihan - 13points
8. areonakne - 10points
9. thenorthremenber -10points
10. karmate - 10points

[h3]🕐 5v5 Match Times (UTC +3):[/h3]

Monday: 21:00 - 23:00
Wednesday: 21:00 - 23:00
Saturday: 21:00 - 23:00
🔥 Other game modes are available daily from 18:00 to 24:00 (UTC +3)!

🚀 Last Call to Join the Tournament! Jump into the competition and fight for the top! 🎮🔥

SSA TEAM

Steel Swarm: Apocalypse - Patch Notes 2025_1_5

The new update is here! Steel Swarm: Apocalypse continues to evolve with a more balanced gameplay experience, new UI improvements, and enhanced sound effects!

[h2]🔹 UI & System Updates[/h2]
  • Leaderboard UI has been added.
  • Fixed an issue where reward windows overlapped.
  • Match history page has been added.
  • Match history is now visible starting today.


[h2]🎮 Gameplay Updates[/h2]
  • Vulcans now deal double damage to XBTs.
  • Fixed an issue where the suicide mechanic would steal the kill from the last hitter.
  • Pirate Mission 2 now grants drone damage power only to the Escort Drone.


[h2]⚖️ Balance Changes[/h2]
  • Insolence early-game damage curve has been reduced. It now scales at 3x instead of 2.5x.
  • Escort and Guardian Drones’ damage has been reduced by 25%.
  • The Xalium reward for killing a Vulcan has been increased from 300 to 600.
  • Sphinx’s Talent 3A now reduces charge time by 25% instead of 10%, lowering it from 2 seconds to 1.5 seconds.
  • Unstoppable talent now increases speed by 20% instead of 10%.
  • Tier 2 and Tier 3 gear prices have been increased by 1.5x.
  • Stun Immunity cooldown has been increased to 150 seconds.


[h2]🔊 Sound Effects (SFX) Updates[/h2]
  • New explosion SFX variants have been added.
  • New building collapse SFX variants have been added.
  • New XBT explosion SFX added.
  • Mission hologram ambiance added.
  • Pond water ambiance added.
  • General sound mixing adjustments have been made.


[h2]🎨 Visual Effects (VFX) Updates[/h2]
  • Fixed the size of Vulcan hit VFX.


SSA TEAM

Artist Spotlight

- How did you start your art career? How did you step into the gaming industry? "It all started when I watched Robin’s emotional moment in the Enies Lobby arc of One Piece. I thought, 'Wow, I want to create something this amazing too!' That’s when I began drawing in high school. Then came the art workshop, university, and now here I am."

- How did you become interested in game art? What motivates you to work in this field? "While working on animations, I realized that the works that influenced me the most were mostly video games. Even though I was initially hesitant about 3D modeling, I decided to dive in. Creating and playing games keeps me motivated."

- What is your favorite design that you created for Steel Swarm: Apocalypse? "Either the Stalker Jungle unit or the ground where the headquarters stands. I think I like the in-game version of the ground more."

- Who is your favorite character or design in the game? Why? "Queen. (At least, from the ones currently in the game :3) I generally prefer simple and elegant designs. Queen has an organic and graceful look, which makes her my favorite."

- What artistic approaches did you adopt while creating the world of Steel Swarm? "A mix of sci-fi with subtle Soviet influences. Most of my designs ended up having a slight cyberpunk aesthetic."

- What concepts inspired you when shaping the visual world of this game? "Star Wars, Patlabor, Ghost in the Shell, Overwatch... Honestly, the list is endless. I could name a few references for each model I worked on."

- What software do you use? "Most of our modeling is done in Blender, both for high poly and low poly production. I use Substance Painter for texturing and sometimes Substance Designer for environment textures. Lastly, when needed, I use Marmoset Toolbag for rendering."

- What is your biggest goal or dream as a game artist? "To work on a character that I feel emotionally connected to and that touches people’s lives. Right now, that seems like the most exciting idea."