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On the Highway to Release — 05/29/2020

Hello everyone!

May is coming to an end. We’d like to give you our final spring report before the summer comes into power! Today we are sharing new arts, screenshots, animations, and a piece of lore. Let’s go!
For starters, here’s something that’s still being developed.

Pneumatic elevators

Unlike conventional elevators, pneumatic ones can carry people and goods over very long distances at a high speed. We use them to quickly move around ARK.



It’s a pretty old technology, but it took us a while to make it safe for people to use. Nevertheless, the pneumatic network has existed for quite a while. Several Ark generations have can’t get around without it.



Hub gateway

The ginormous hub has a lot of separate rooms, connected by the gateway. Use it to get from one section to another.



In case of danger, the gateway can be used for isolating Hub sections. It’s fast, easy, and reliable.

Energy doors

The energy doors have a functionality similar to the Hub gateway, but they look completely different.
They’re ordinary doors that look like energy barriers, used just like ordinary doors. You can find them in all kinds of public places, but rest assured, you don’t want them at home.



The energy doors are used in warehouses and labs. They’re transparent, and yet they isolate rooms completely. The latest versions are also soundproof.

That’s all about the Ark’s high-tech lore. Let’s turn our attention to something truly spectacular now.

Creating monsters and interior elements

Let's take a look at the process of creation of ARK system terminal and Chameleon.
We begin the creation of the system terminal with a sketch in our design document. A sketch, along with a short description, goes to the artist, who comes up with a few concepts. After one of them gets approved, the artist continues working on it until the team reaches a final version. This is the version that the players will see.



When we created Chameleon, we used an almost identical approach. There’s just one peculiarity: it was the monster that needed animations. This was a painstaking but highly engaging process. We were to create a realistic animation, looking as naturally as possible in the game world (if a mutant monster can look natural at all).



What’s more natural than a Kamikaze explosion? Perhaps, your desire to run as far away and as fast as you can!



Speaking of which, don’t you think that the owner of the pincer is just too handsy? Although… who knows what this thing really is? Maybe, it’s just the correct amount of “handsy”.



And now to the summer! We’ll see you real soon.

On the Highway to Release — 04/17/2020

Hi everybody!

We’ve spent a month working remotely, like almost everyone else in the world. We must say, this is an unusual experience! Thankfully, our pipelines are good enough to keep the development process going at full speed!
Today we give you a quick word about our latest developments. Let’s go!

Our enemies could drop valuable items, such as armor, rage charges, etc. We added a clot of biomaterial, which you will need to collect. It’s an important resource, exchangeable for other needful things: weapons, armor, and other goodies.



We introduce arrowheads for Eileen arrows, allowing you to fine-tune her tactics.



Meet the new NPC, the Storekeeper, who arrived at the Barracks. He’ll gladly trade fun stuff for the biomaterial you collect from dead monsters.



The young Chameleon’s animations betray his eager wish to prove himself in ARK.



And this is our remote office, 24/7! We thought you might be curious.



Take care of yourself. Stay healthy, stay safe, stay home.

On the Highway to Release — 03/27/2020

Hi everyone!

Woah, has it been a whole month since our last post? It's gone by so fast!
It's time to review what we achieved! Are you excited? Let's go!

Spike Shooter is our biggest creation in more ways than one. He's hard to kill (and he's already nerfed, mind you!), but you just can't miss him!



We're happy to give you the first Lost in Sky's NPC ever: Ticola Nesla! The senior scientist around here, he has made hundreds of discoveries and inventions. He's one of the few survivors, who lived through the catastrophe in his lab. Who knows what other mysteries can be hidden in his safety locker!



We redesigned the City, and added new textures, posters, overhauled lighting, and parallax effects.





The representatives of the Kamikaze family have got new spine animations.



This one is ready to dive headfirst in battle: with the new animations, he looks more reckless in his bold attacks on the characters.



That's all for today! Stay home, and be safe!

On the Highway to Release — 02/28/2020

Hi everybody!

We've been pretty busy over the last few weeks, and now we're excited to show you what we've done!

Monster animations

Fresh, smooth, well-polished: the new monster animations look familiar—and scary, and impressive, all at the same time!



Flying enemies

Let's do some shooting! A sword will do, too.



Training site

We added a couple of new simulators:

Monster holograms, an engineering marvel.



If holograms are too tough, special weakened species are at your service. There's nothing to be ashamed of, you're still in training... kind of.



Some good old-fashioned bloody fight to finish!

Hot-blooded young Headgrabber is eager to fight.



Here's what happens if you sneak up on an elite ARK fighter from behind.



That's it for today! We'll see you around, folks.

On the Highway to Release — 02/07/2020

Hi, all!

We’ve been working hard to polish the Lost in Sky game universe based on your feedback. You can see the most obvious overhauls in our Developers’ Diary posts: the redesigned characters in cut scenes, new monster concepts, recolored locations.
It’s obvious that there’s a completely different way to show the Lost in Sky world. We can make it richer and deeper by adding more detail.

Today we want to show you the new concept art for the scenes we’re working on. Their atmosphere and mood are completely different, and you will feel it in every location you visit.

[h2]Menagerie[/h2]

This level begins with the Headquarters. The external appearance is solemn and concise, with distinctive military flavor, dominated by light colors.



[h2]City[/h2]

The city is divided into several very different districts.

Enclosed urban area

A corridor-type location, almost without windows. It features excessive artificial lighting, mainly in neon shades. The place is filled with screens showing bright videos.



Elite apartments

The uptown is the elite district. The architecture is concise and laconic, featuring huge spaces with hi-end furniture, home appliances, and decorations. The lighting is moderate. The information pollution level is kept at its minimum. This district hardly sustained any damage during the monster attack.



Lower class apartments

The downtown wasn’t as lucky: there’s destruction and dead bodies everywhere. Apartments are small and tense, and extremely minimalistic.



[h2]Industrial and military City districts
[/h2]
Barracks

The military premises with bare walls. No unnecessary or brightly colored items. Everything is designed strictly by the book. The discipline and order are in the absolutes. These are special technical facilities for research and development.

Presses

This is the industrial area with furnaces, smelter, and conveyor belt. The place is full of heaps of scrap metal and broken automatic manipulators. Tipped tanks with spilled hot metal create additional obstacles on your way.



This is just a small portion of our new concepts. We will continue with the new outlook on the Lost in Sky world and ARK. Share your opinions: tell us what you liked in particular and what you’d change. Your feedback is the fuel that drives us!