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Anima Flux News

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!

On the Highway to Release — 01/10/2020

Hi all!

The Lost in Sky team remembers the past year by the incredible show cases where players gave us a lot of useful feedback. We carefully evaluated and considered all the feedback we received and decided to go a completely different way with the game.

As you may have noticed on our social networks (by the way, sign up if you haven’t!), we’re constantly drawing, coloring, animating, and implementing many new monsters in the game. Why? It turns out, we don’t have enough different easy and intermediate enemies! We were overly fixated on bosses (but they’re good, aren’t they? Nothing was in vain) and forgot about the population of minor enemies.

The task isn’t as simple as it seems. It requires a comprehensive solution. For starters, we came up with a system for creating new monsters. All names, terms, and paragraphs you’ll see below are drafts and placeholders.

Firstly, we introduce a Family, which consists of up to ~4 species, for instance:
  • Larva
  • Tadpole
  • Youngling
  • Mature

Each Family will have a specific game mechanics (shooting, poisonous, flying, ground families, etc). The players can see how the Family members progress along the game: each next monster will be more dangerous than the previous. The older a family member, the more developed their unique family feature, the more difficult it is to defeat.

And now it's time to proceed to the color concept arts. Remember: appearance, name, and features are subject to change.

Spider Family


Die-Hard Family


Gas-Blower Family


Chameleons



Here’s an animation of the Mature representative of the Spike-Shooting Family for dessert.



The year 2020 is going to be highly productive. Stay tuned and good luck to all of you!

On the Highway to Release — 12/06/2019

Hi everybody!

Today we shall give you a brief review of the things we’ve done over the past couple of weeks.

Boss Tree

So far, you’ve seen the Boss Tree attack the characters in every possible way. It’s time we restored justice. Here are the fresh and crispy death effects of one of his eyes, followed by… let’s call them “consequences”.



Locations

Sometimes, the screen overflows with monsters, visual effects, and all kind of events. We completely overhauled the wall geometry on all levels, as well as the camera angle and perspective.
Because of the new contrasting volume and view depth, the visual effects and characters are now clearly visible.





Active space

Consequently, we tried our best at concealing all minor and unnecessary elements. They won’t be a distraction anymore.
Let’s take enemies, for example. Now the players can see only highlighted monsters and focus only on a current situation, without getting distracted by something outside the scene (building, room, etc).





New monsters

The ARK fauna has become even more diverse with the new tentacled creatures and spiders.
So far, they’re on the concept art stage, but it won’t be long till they appear in the game!





That’s all for today. We’ll see you soon!