DOOMBLADE - A Look Behind The Scenes
Greetings little Gloomlings,
It's been a little over a month since we revealed DOOMBLADE to the world together with Iceberg Interactive. That's why we wanted to let you all know that they've got a big sales event going on with up to 90% off on a bunch of cool games!

But that's not all, we also want to take you on a short trip behind the scenes of DOOMBLADE.
[h2]Developer Diary[/h2]
First, a little bit about us, and our vision for the game. We're firm believers in our motto, classic games, modern mechanics, so what better genre to tackle than the beloved Metroidvania? Check out our Dev Diary below to learn more about us, and what we want DOOMBLADE to be.
[previewyoutube][/previewyoutube]
[h2]DOOMBLADE's past[/h2]
Of course, we've gone through quite a few revisions while designing the game and its protagonists. Gloom Girl, for example, has gone through a bunch of make-overs.
This one is back from before she was even called Gloom Girl. Aptly named 'Tongue Demon', this thing was a little... well, tongue-ey. As you can tell, DOOMBLADE itself also looks quite a bit different here. We liked the look of the actual blade, but the hilt and grip were a little bland.

This is from a little later when we began experimenting with giving Gloom Girl tentacle-like appendages to grip DOOMBLADE with. Though this design didn't quite make it, you can still see its influence in the final version of Gloom Girl. DOOMBLADE also didn't quite work here. It was pretty, but was it DOOM-ey? Not really.

Speaking of DOOMBLADE, here's an older design of the blade itself. We liked this one quite a bit, but it lacked character -- like, literal character. DOOMBLADE is a sentient sword, and this one doesn't really shout "I'm a living sword" like DOOMBLADE should. Still, some parts of this design made it into the game, like the runes that show you the powers that DOOMBLADE holds.

That's all for now! We've got a lot more concept art to share in the future, though.

DOOMBLADE / Muro Iceberg Interactive
It's been a little over a month since we revealed DOOMBLADE to the world together with Iceberg Interactive. That's why we wanted to let you all know that they've got a big sales event going on with up to 90% off on a bunch of cool games!

But that's not all, we also want to take you on a short trip behind the scenes of DOOMBLADE.
[h2]Developer Diary[/h2]
First, a little bit about us, and our vision for the game. We're firm believers in our motto, classic games, modern mechanics, so what better genre to tackle than the beloved Metroidvania? Check out our Dev Diary below to learn more about us, and what we want DOOMBLADE to be.
[previewyoutube][/previewyoutube]
[h2]DOOMBLADE's past[/h2]
Of course, we've gone through quite a few revisions while designing the game and its protagonists. Gloom Girl, for example, has gone through a bunch of make-overs.
This one is back from before she was even called Gloom Girl. Aptly named 'Tongue Demon', this thing was a little... well, tongue-ey. As you can tell, DOOMBLADE itself also looks quite a bit different here. We liked the look of the actual blade, but the hilt and grip were a little bland.

This is from a little later when we began experimenting with giving Gloom Girl tentacle-like appendages to grip DOOMBLADE with. Though this design didn't quite make it, you can still see its influence in the final version of Gloom Girl. DOOMBLADE also didn't quite work here. It was pretty, but was it DOOM-ey? Not really.

Speaking of DOOMBLADE, here's an older design of the blade itself. We liked this one quite a bit, but it lacked character -- like, literal character. DOOMBLADE is a sentient sword, and this one doesn't really shout "I'm a living sword" like DOOMBLADE should. Still, some parts of this design made it into the game, like the runes that show you the powers that DOOMBLADE holds.

That's all for now! We've got a lot more concept art to share in the future, though.

DOOMBLADE / Muro Iceberg Interactive