1. DOOMBLADE
  2. News

DOOMBLADE News

🎮The DreamHack Beyond Gaming Awards🎮

GLOOMLINGS!


We are excited to announce that DOOMBLADE is part of the DreamHack Beyond Gaming Awards!



For those who might not know, DreamHack Beyond is a one-of-a-kind hybrid festival that merges the immersive world of gaming with a physical event. Taking place both on-site and virtually, this event is a fantastic opportunity for gamers and developers alike.

We are proud to be a part of DreamHack Beyond's Steam event, which runs from December 15th to 21st. We congratulate all nominees for their incredible Indie game projects. We are holding our breaths with anticipation!

Follow us on Twitter and join our Discord if you haven't already.

Until next time,
Muro Studios

Blog Post #9 - Enemy Design

Enemy design was the most enjoyable and challenging task in DOOMBLADE. This is because the interaction with the game’s enemies is fundamentally different from other games in the genre. Instead of approaching an enemy by walking into range for an attack while trying to avoid getting too close, in DOOMBLADE, the player simply clicks on the enemy to launch themselves at the enemy's face to perform an attack. This means that enemies have to be approached differently in terms of design.

For most enemies in DOOMBLADE, the design process started with the mechanical aspect. There was no visual look or lore in mind for the enemy - just boxes you would fight against. The design would begin with the enemy's purpose in mind. Is this enemy meant to help the player navigate the game world, or is it meant to be a challenge? Or rather, where does the enemy fit on this spectrum?

For example, we have Shadowfly - an enemy that hovers in the air and can't damage the player. This enemy serves purely as a navigational tool, allowing the player to reach different areas. On the other hand, we have something like Swarmstinger - an enemy that orbits the player and is only attackable when its defense is down. Swarmstingers don’t assist the player in reaching areas as they follow the player around, so they purely provide a challenge for the player to overcome.
Shadowfly

Swarmstinger

An example of an enemy that falls between the previous two is Murdersquid. Attacking the squid from the wrong direction causes the player to hit its shield, stopping the attack and causing damage. Murdersquids can be used to reach new areas, but they also present a challenge for the player. The biggest challenges in creating enemies for DOOMBLADE were in devising different ways to limit the player’s overly powerful attack mechanics from obliterating the enemies before any meaningful fighting could take place. Murdersquid exemplifies this well. It’s not a difficult enemy to defeat, but the challenge is still present.
Murdersquid

Designing the visuals of the DOOMBLADE enemy creatures was incredibly enjoyable and challenging. Due to the unique game mechanics of all the enemies, which stem from the core gameplay design, we aimed to make the enemies appear strangely chaotic while still fitting into the designed gameplay. An excellent example is the Subterranean Broodsmasher. It’s a slowly walking tank-like creature with heavy arms that it swings around when the player approaches. It also has toxic eggs growing on its back, which it hurls towards the player when the player is far enough away. In all the creature designs, gameplay took precedence, followed by the theme of the biome in which the creature was most frequently encountered in the game. With all these considerations in mind, we managed to create around 80 unique enemies for players to encounter.
Subterranean Broodsmasher

Having so many different and interesting enemies meant that we wanted to display them properly and provide a bit of lore as well. This is why we were eager to create a bestiary for the game, allowing players to delve deeper into the enemies they encounter. Although we weren't able to have it ready for the game’s initial release, we have finally completed the bestiary update!

[h3]You can read the full patch notes here.[/h3]



DOOMBLADE Iceberg Interactive

Patch Notes #2 - Bestiary Update

(Redacted parts contain spoilers!)

[h2]Bestiary:[/h2]
- The in-game menu now features a new page that displays descriptions of monsters you've encountered.
- Monster entries are primarily unlocked by damaging the monsters.
- There are over 80 entries available in the Bestiary.


[h3]Miscellaneous Improvements (some of these were previously implemented):[/h3]
- Unread Atlas entries (as well as Bestiary ones) are now highlighted with an exclamation mark until they are read.
- Added a "Mouse and Keyboard Recommended" text element in the main menu, which is displayed if a controller is being used, to guide players towards the optimal experience.
- Addressed a highly requested improvement by providing guidance in the late game for finding Gloomsouls. Once the Gloomsouls have been freed, speaking to Voidchild in the Chapel of Doom will reveal the locations where the souls can be found.

[h3]Bug Fixes:[/h3]
- In-game menus no longer extend beyond the screen when using an ultrawide monitor.
- Corrected an issue where burning all Dread Indoctrination tools without collecting all Gloomsouls would unlock the wrong ending.

[h3]Read some more about the update and the enemy design in DOOMBLADE in our blog post #9.[/h3]



DOOMBLADE Iceberg Interactive

Save & Sound - A celebration of music in games - Live Sept 11 to Sept 14

[h2]Get ready![/h2]

Join us September 11 - 14 right here on Steam for one of the largest digital expos about audio and music in games. Save & Sound features concerts, deep-dives, and mashups from 70+ developers from around the world!

Starting at 10am PDT / 7pm CEST, a 3-day live show from September 11 - 13 will showcase original content made just for Save & Sound.

Brian Skeel, composer of DOOMBLADE's soundtrack, has prepared an audio deep dive where he talks about the music of DOOMBLADE. He demonstrates how he perfectly blended the lush atmosphere and crushing aggression to fit the game. In DOOMBLADE, where innocence and vengeance form an unlikely pair, the music blurs the lines between organic instrumentation and synthetic sound design, reflecting an environment where ancient lands and advanced technology coexist.



[h2]Don’t miss out on updates![/h2]

Set a reminder to be notified when Save & Sound will go live!

The show will be streamed on the Save & Sound website, YouTube, and Twitch. Check out all the games part of the event on saveandsound.io



Blog Post #8 - The Void

The world of DOOMBLADE features a plane called The Void. It is a dimension integral to the story of the game and it also has a very important mechanical function: it is the realm of fast traveling.

Very early on in development, we knew we wanted the game to have an area called The Void. There was no particular reason for this - we just thought it would be cool to have a dimension of vast emptiness. At that point, we didn’t know what The Void would look like, we didn’t know how it would fit in the story, and we didn’t know how it would be used in the game’s design.

In the first drafts of the game’s story (which were pretty much scrapped as Andrew Adams, our game writer, got on board) The Void was the source of the game’s monsters. Somehow, it was also the source of power for DOOMBLADE, the game’s titular sword. The final story did retain some of those elements but in a very different form.

In an early demo of the game, The Void made its debut as a part of a boss fight which made it into the final game. Juha the artist drew inspiration from the Ultima series he had played in his childhood to create the outlook for the otherworldly plane. Having created The Void in the game we felt like it had to be used for more than just a boss fight.

The biggest breakthrough with The Void was the idea to use it for fast travel. Originally our fast travel points were just big black monoliths that teleported you around, but we came up with a much more organic way of traversing long distances.

The original fast travel point was just a black monolith. We later changed it into a machine that is activated with DOOMBLADE.

We had an enemy in the game we called the Escaper. Once you tried to attack it, it started escaping so that your attack would keep going until the Escaper finally stopped so your attack could connect. We used Escapers to lead the player to places otherwise out of reach or when we wanted to make traversal faster. So why not use a new version of The Escaper in The Void where nothing can get in your way to handle fast travel? And thus, The Voidborne was created.

On the left, the original Escaper later to be known as Feeble Fleebell. On the right, the Voidborne.

Traveling with Voidbornes worked great. As we tested the game and traversed great distances in The Void, one thing became clear quite fast: if we had another dimension at our disposal and we were doing a Metroidvania, surely this couldn’t be used just for fast travel and a single boss fight? So much space that could be used for plot points, secrets, and maybe even an additional power-up.

Things started to come together as Andrew got on board to write a proper story and lore for our game. The connection between The Void and DOOMBLADE was recreated in a much better way than we had originally envisioned it. Andrew also came up with The Locksmith - an important character in the story regarding The Void. I’d love to go into so much more about The Void, but we are reaching spoiler territory pretty hard, so I won’t expand on the lore more than this.

There was a point in development in which we had ideas for even more dimensions than two with all sorts of interdimensional mechanics involved. However, those plans turned out to be far too ambitious and that’s probably for the better - the game would have most likely become a huge mess if we went down that path. Extra dimensions would have also made The Void far less interesting. Instead, it ended up being quite a special place.


Stay tuned for further updates and we greatly appreciate all of your support!


DOOMBLADE Iceberg Interactive