LOG.01 // SHADE Protocol
Hello world!
[p][/p][p]We couldn’t be more excited with the overwhelming response from the community since we unveiled SHADE Protocol. From the flood of support on social media to the incredible energy on our Discord, thank you. Sincerely.[/p][p]We officially revealed our game to the world at the end of May, with a huge boost from the OTK Games Expo, where SHADE Protocol made its debut. Since then, we’ve been pushing hard to keep up with the immense reception and to share our development progress every step of the way.[/p][p]Today marks a special moment: our very first DevLog. [/p][p]Let’s dive into what we’ve been building so far.[/p][p][/p][h2]What is SHADE Protocol?[/h2][p][/p][p]In case you’re just joining us, SHADE Protocol is a 2D cyber-fantasy Metroidvania where tight, precision-based combat meets fluid movement and layered storytelling.[/p][p]Set in a decaying world corrupted by Elythium, a sentient metal that turned on its creators, you play as Zura, a prototype Replica capable of recompiling reality. As the last hope of both humanity and free-willed machines, she must uncover lost technologies, confront impossible odds, and challenge an enemy that’s rewritten existence itself.[/p][p][/p][previewyoutube][/previewyoutube][p][/p]Development Highlights
[p][/p][h3]1. Evolving Combat Tools[/h3][p][/p][h3]Guitar Axe[/h3][p][/p][p]Thanks to some great feedback from our community on Discord, we’ve made several improvements. Your input is shaping the game in real time! If you want to be part of the process, now's a great time to join us on our Discord![/p][p][/p][p]Recent Changes:[/p]- [p]Combat Flow: Reduced the delay between the first and second attacks for smoother, more responsive combos. [/p]
- [p]Axe Redesign: The Axe has been fully reworked (you may have seen an early version last time), and now features: [/p]
- [p]A new, larger model: About 20% bigger [/p]
- [p]An electric visual effect to match the sound cues [/p]
- [p]Axe: Further sound design and impact polish[/p]
- [p]Spear: Revisiting details and fine-tuning functionality[/p]
- [p]Shield: Enhancing sound effects and hit impact feedback[/p]
- [p]The first Spear input knocks enemies back a set distance, though some enemies may resist and only shift slightly. The second input recalls the Spear, or causes it to appear behind enemies, and pulls both the weapon and affected targets toward Zura. This pull functions like a short-range AoE "get over here" with a capped range. For example, if an enemy is 500 units away and the pull effect covers 100 units, they'll end up 400 units out. If an enemy is only 75 units in front of Zura, the pull won’t drag them past her.[/p][p][/p]
- [p]There’s an alternate version under consideration where the pull brings enemies directly in front of Zura instead of using fixed distance, but that needs playtesting to evaluate feel and balance. Pulling enemies completely off-screen is likely out, since it doesn’t align well with the intended design.[/p][p][/p]
- [p]Zura stays relatively stationary during this combo, which is intentional for now. We’re open to testing a light forward slide during attacks, though that may reduce the overall impact and weight of the moves.[/p]
- [p]Tier 1: Tiny and basic in behavior, but dangerous in numbers.[/p]
- [p]Tier 2: Medium-sized, more aggressive, and pack a stronger punch.[/p]
- [p]Tier 3: Big, tanky, and absolutely unforgiving if you’re not prepared.[/p]
- [p]Tier 4: Miniboss level of complexity and danger.[/p]
- [p]New sound effects have been added for weapon combos, giving combat a sharper and more responsive feel.[/p]
- [p]We've finalized the overall direction for both the soundtrack and sound effects. This is now reflected in the Game Design Document.[/p]
- [p]Currently mixing the latest build to ensure audio levels feel balanced and cohesive across gameplay.[/p]
- [p]Bosses: The first boss fight is nearly complete. Core behavior and mechanics are in place.[/p]
- [p]Level Design Tools: Ongoing improvements to the toolkit to streamline level creation and iteration.[/p]
- [p]Combo System: Introduced a new mechanic for one of the Spear attacks, along with updated visuals to match.[/p]
- [p]Enemies: Work is underway to add a new enemy type, the Snacklets, into the game.[/p]
- [p]Character Controller: General polish pass with various improvements and lots of minor fixes to improve responsiveness.[/p]
- [p]Enemy AI: Continued refining enemy behavior with a range of small improvements and bug fixes.[/p]
- [p]Animated Tiles & Backgrounds: Small touches like moving elements and layered animations are adding a lot of depth and atmosphere.[/p]
- [p]Destructible Objects: We added destructible objects. Yes, you will be able to smash certain parts of the environment, because breaking stuff is fun.[/p]
- [p]Loot Pickups: Various collectible items have been added to reward exploration.[/p]
- [p]New Biomes in Progress: We've started early work on a few new areas. Can't share too much yet… but things might be getting a little frosty.[/p]