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DOOMBLADE News

DOOMBLADE — OUT NOW!

UNLEASH DOOMBLADE


[h2]Greetings Gloomlings,
[/h2]

The big day has finally arrived.

Join Gloom Girl and free the long-imprisoned DOOMBLADE, a relentless weapon yearning for revenge. Dive into a vengeful quest and unlock extraordinary powers to annihilate the Dread Lords in this atmospheric 2D Fly&Slash Action Metroidvania.

[previewyoutube][/previewyoutube]
[h3]Innovative Movement Mechanics
[/h3]With the power of DOOMBLADE at your disposal, you can soar through the air with unmatched agility, launching lightning-fast assaults on enemies with precision. Master the art of aerial combat as you target foes directly, unleashing the full wrath of DOOMBLADE to vanquish them with ease. Seek hidden demonic shrines to regain strength, wield the fearsome arsenal of skills such as Doom Drop, Wicked Wind, or the Nightmare Onion, and instill paralyzing fear in your enemies.


[h3]Jaw-dropping Art Style and Mesmorizing Melodies
[/h3]
DOOMBLADE boasts a beautiful and unique art style that will leave you breathless. Each area has been meticulously crafted, bringing the dark and atmospheric world to life with stunning visual details. From the hauntingly beautiful landscapes to the menacing creatures that lurk in the shadows, the world of DOOMBLADE will draw you in and leave you wishing for more.

Accompanying the striking visuals are mesmerizing melodies that enhance the gameplay and atmosphere. The game's soundtrack features haunting and unforgettable tunes, epic orchestrations that perfectly capture the intensity and emotion of each environment.


[h3]Diverse and Engaging Game World
[/h3]Traverse interconnected realms, from the forsaken halls of Gloomhaunt to the treacherous New Wilderwood forest. Each environment will have a different feel and play style than the last, always keeping gameplay fresh and players on their toes. During your exploration, battle monstrous creatures while relentlessly pursuing the Dread Lords who imprisoned DOOMBLADE.

Gloom Girl needs you Gloomlings, join her and DOOMBLADE in their quest for vengeance today.


The game is available in English, German, Russian, Simplified Chinese, French, Spanish, Portuguese, and Dutch!

https://store.steampowered.com/app/922050/DOOMBLADE/

[h3]You can pick up DOOMBLADE for $14.99 / € 14.79 / £ 12.79 NOW!
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DOOMBLADE Iceberg Interactive

Bringing DOOMBLADE to the Steam Deck!

Our Goal: DOOMBLADE Steam Deck Verified!
[h2]The Path to getting there...[/h2]

We’re huge fans of the Steam Deck and because of that we wanted to make sure that DOOMBLADE was playable for all our fellow fans from the get-go. Hence our announcement: Our Fly & Slash Metroidvania DOOMBLADE is striving for Steam Deck Verification as close as possible to its release on May 31st!

We're thrilled to announce that after creating the controller support and internally testing DOOMBLADE on the Steam Deck it has been performing exceptionally well, delivering a seamless and immersive gaming experience. 🎮

We are doing everything we can to make sure you will be able to soar through the skies and unleash your slashing skills out of the box and with ease. ⚔️

So for the more technically interested people around us that want a peek behind the curtains, we would love to take you on the journey of how we work hard to get verified a.s.a.p.!


[h2]Deck Compatibility Checklist
[/h2]
[h3]Challenge 1: Controller support is mandatory!
[/h3] As you might be aware, we’ve worked very hard to capture the same unique feeling when playing DOOMBLADE on either a keyboard or with a controller. This did cause us to get creative with the button layout due to the unique movement system, but we truly believe that if you give our layout a chance, you’ll end up loving it! Hence the reason why we’ve created a controller layout for you to use, to play the game as the developers intended.

Default controller configuration is in use (Generic Gamepad). This allows all the actions of the game to be used via controller and sets controller as the default way of playing on Steam Deck.

For in-game visuality of buttons we are using generic glyphs in our tutorials. Some of them have no text in them so they are very neutral and could represent many different standard controllers. Others have Xbox controller button names.

As a cool little addition, the game is playable using the Steam Deck gamepad controls AND touch screen simultaneously because the game seamlessly swaps between gamepad and mouse controls!

[h3]Challenge 2: Screen resolution & readability
[/h3]Screen resolution was a bigger challenge for us as we’ve designed the game specifically for a 16:9 aspect ratio. As a result, the native 1280x800 resolution was not an option for us. In the end we default to 1280x720 on Steam Deck. This gives us some letterboxing, but we believe this to be the favorable option over stretching the game itself.

Readability always takes some QA work since readability differs for each language font. Interface text must be easily readable at a distance of 12 inches/30 cm from the screen. Meaning, the smallest on-screen font character should never fall below 9 pixels in height. But, after some tinkering with various language packs there should be no places where the text is too small.



[h3]Challenge 3: Playability & convenience
[/h3]Of course the game must ship with a default configuration on Deck that results in a playable framerate. For this purpose we tried out various settings, leading us to take the following actions: By default on Steam Deck, VSync is off. Additionally, Player Trail Quality is set to low. Both give us a few more FPS. For the majority of our testing, which covers most of the game, we got around 35-50 FPS, which in our testing was a nice playing experience. Then for convenience we realized people might want to bring their game anywhere anytime. Even if they played parts on their PC, and wish to continue on Steam Deck. For this purpose we’re happy to report that offline mode works well, and that swapping between your PC and Steam Deck will be conveniently done via cloud saves!

[h3]Challenge 4: Proton
[/h3]Most people that have tinkered around with their Steam Deck will be familiar with proton by now, a set of tools that will automatically take your current Windows executable and game data and run them on Steam Deck's Linux-based OS. When testing the game on Steam Deck you have to be careful to check if running the game through proton does not cause issues, and we believe that we achieved this. We did run into some video processing issues which we’ll dive into later – but we believe this to be unrelated to proton.

[h3]Challenge 5: So what about those nifty Steam Deck features?
[/h3]No text input, no Gyro, no Trackpad modifications. A lot of the games for Steam Deck require some form of these elements, resulting in various API’s having to be implemented to allow for these Steam Deck functions to work. However, none of these features will be required to play DOOMBLADE. Since we implemented native controller support all adjustments/movements in game will be able to be done directly with controller inputs. Of course Gyro would be very cool to have, but is unfortunately not relevant for DOOMBLADE as we don’t have mouse or gamepad camera movement.



[h3]Challenge 6: Vulkan
[/h3]Valve recommends targeting Vulkan as the primary graphics API for best performance and battery life, a term you might be familiar with since Vulkan shaders are often being downloaded on your Steam Deck.

To make sure the game was optimized best for Steam Deck, we tested a separate depot for a Steam Deck build using Vulkan. The performance of the game was largely unaffected and a separate depot would lead to a lot of work and maintenance (thus making the game more prone to errors). In our testing we could additionally safely conclude that performance with DirectX is pretty much the same. On the other hand, using Vulkan in Windows would cause major performance loss, so based on those two elements we have opted to not use it as the Graphics API in our main depot.

[h3]Challenge 7: Final Adjustments
[/h3]As mentioned before, we ran into a video issue, which we believe to be related due to video/audio codecs.

There is one video used in our game which is used in the background when receiving a new power-up. To avoid the issue that we encounter, we have decided to simply not use the video for Steam Deck. Getting it to work proved to be too laborious: We would have to use a different video codec, which is not supported in the Windows build, meaning we would need an independent Linux build for this. As the project has plugins that don’t support Linux, this would be a huge workload we can't afford at this point. Hence why we realized that simply replacing the video with a slightly simpler visualization on Steam Deck was the easiest solution for all, especially as noticing the difference requires a very keen eye. Of course we only adopted this solution since in our opinion both visualizations work very well, otherwise we would’ve dug further.

[h3]The End?
[/h3]So as you can see, we’ve put our best foot forward to get this working nicely out of the box, and we hope to greet you soon with the highly coveted verified badge. In the meantime, if you have questions, let us know!

[h3]And stay tuned for more updates as we continue our quest for Steam Deck verification!🔥
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DOOMBLADE Iceberg Interactive

Blog Post #5: The Music

Omnipotent Music Wizard


[h3]Introduction
[/h3]When it comes to music in DOOMBLADE, the most important thing we wanted was to bring the music to the foreground. We didn’t want the music to just be a supportive element in the back, instead we wanted to have the music take the player’s hand and lead them on an adventure. And for this, we found the perfect man for the job: veteran music producer and composer Brian Skeel.


[h3]Brian's Style
[/h3]Brian has been making sounds and music for DOOMBLADE from very early stages of development. We are quite thankful that he has been able to be a part of this journey for such a long time. While Brian is a total omnipotent music wizard in our eyes, he is particularly skilled in creating heavy sounds of rock and metal. This isn’t to say that the game’s soundtrack is a constant mosh fest, but when the gameplay gets heavy, so does the music.


[h3]Across Oceans
[/h3]It’s pretty amazing that technology is at a point that allows the kind of remote collaboration we have with Brian. As we are based in Finland and Brian in the US, we have never physically met (hoping that will happen one day though!). But this hasn’t stopped us from efficiently working together. Of course it would have been more convenient at some point for us to physically hop on to Brian’s computer whenever there was a problem with version control or something, but these kinds of issues are pretty easy to take on via video call as well.

We used FMOD as our sound engine and it was a great tool for connecting the work Brian was doing to the game itself. Brian is much more well versed with FMOD than us, so we’ve hardly had to touch anything in the FMOD editor ourselves. Within the editor, Brian was able to set up logic for the music he created. Our different biomes for instance each have an adventure music loop from which we can seamlessly transition into the biome’s fight music loop once the logic is done in FMOD. All we have to do on our end of the actual game logic is to ask FMOD to kindly start the transition once needed. Easy as pie!


[h3]The Soundtrack
[/h3]Now that all the music is done, we couldn’t be happier with the game's soundtrack. There are so many wonderful songs it’s hard to pick favorites. There’s a certain track that always hits us right in the feels, but we can’t really name names here because it might spoil things. But you’ll know what we’re talking about once you get to the track in the game. The Power Sector biome’s adventure music is another great one. It really has the mood we were looking for: it perfectly invites the player to explore the biome deeper and deeper while at the same time keeping up tension and danger. And the soundscape of the track is perfect for the biome as well so that the gameplay, visuals, and music all combine in a beautiful harmony.

We’ve been rocking to the soundtrack for far too long just amongst ourselves. We are STOKED to be so close to releasing the game and the soundtrack along with it!

Wishlist DOOMBLADE on Steam and give this blog a thumps up if you liked it, and if you have any questions you would like to see answered in later blogs leave us a comment below.

https://store.steampowered.com/app/922050/DOOMBLADE/

And if you are interested in Doomblade's soundtrack, check out the page for it here🎵:

https://store.steampowered.com/app/2380260/DOOMBLADE_Soundtrack/

[h3]Stay tuned for next week for the surprise final blog before release! 😉
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DOOMBLADE Iceberg Interactive

DOOMBLADE - Coming May 31st!

[h2]Attention Gloomlings!
[/h2]

We are thrilled to announce that DOOMBLADE, our highly anticipated atmospheric Fly & Slash Metroidvania, will be released on Steam on May 31st!

DOOMBLADE is a game like no other, combining the thrilling action of Metroidvania with a sleek and innovative movement system.

[previewyoutube][/previewyoutube]
Journey through a mysterious world teeming with danger and intrigue, as you wield DOOMBLADE to guide and protect you. As you progress through the game, you'll uncover new abilities and weapons, unlocking new areas to explore and uncovering the secrets of the game's world. The gameplay is challenging but rewarding, with a variety of enemies and bosses to face off against.

DOOMBLADE features stunning graphics and an immersive soundtrack that will draw you into the game's world. The art style is distinctive and breathtaking, creating a truly memorable and visually stunning experience.

We can't wait for you to experience the game for yourselves on May 31st.

Add DOOMBLADE to your wishlist now and follow us on social media for updates and behind-the-scenes peeks. We still have a lot to share with you before release!

[h3]Thank you for your all of your support and get ready to dive into the exciting world of DOOMBLADE! ❤️⚔️
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DOOMBLADE Iceberg Interactive

Blog Post #4: Why a Metroidvania?

We Made a Metroidvania


[h3]Introduction
[/h3]
DOOMBLADE is a Metroidvania. This is realized via a large interconnected game world which keeps opening more and more as the player finds new power-ups that allow them to access new areas. But why make a Metroidvania in the first place?


[h3]Kim's Experience
[/h3]I, Kim the Coder, was first introduced to Metroidvanias in an ancient time in which the term was still to be coined. In elementary school I got to experience the most influential Metroidvania ever made: the 8-bit Nintendo Metroid. The game really stuck with me. All the secrets to be found and the atmosphere of the unknown. Something about this combination was absolutely magical.

Naturally, I kept playing Metroidvanias throughout the years with Metroid Dread being the latest of the bunch. My favorites in the old classics are probably Super Metroid and Castlevania: Aria of Sorrow. Of the modern ones, I love Hollow Knight, Ori and the Blind Forest, and Yoku's Island Express. This is a genre I just can’t get enough of.



[h3]The Team Coming Together
[/h3]Fortunately, Juha the Artist also loves Metroidvanias and it wasn’t hard for him to convince me to start making our own entry to the genre. We knew that we wanted to do something new related to movement and combat in platformers, so we figured Metroidvania was a great fit for us. A lot of the games of the genre we love have abilities like double jumping that give the player more range in movement as well as more and more powerful attacks that make you feel like nothing can stop you in combat. We felt right at home.

One of the things I love about Ori and the Blind Forest is that it has a bit more focus on the movement part when it comes to power-ups compared to other Metroidvanias. This means that the backtracking you have to constantly do in the genre becomes less tedious and way more fun. With the ideas we had, we knew that we could take a movement-focused approach much further while integrating the movement power-ups fluidly with combat.



[h3]Gameplay
[/h3]We knew we wanted to make the gameplay unique pretty much from the get-go. This is why already in the very first fight the core gameplay mechanic that is introduced has you fighting in a completely new way. Enemies aren’t there just to try to kill you, they are also there for your convenience. They help you move around by being targets for your flight-attacks.

Combining movement and attacking with our mechanics has made backtracking in DOOMBLADE really fluid and fun. Another thing I really like is how we managed to integrate fast traveling into the game in a very organic way simply by using attacking as a way of traversing long distances fast. And we had so much fun designing the game’s bosses since we could do so many new things with them.

So, little did I know when playing the very first Metroid on the 8-bit Nintendo that I was one day going to make a game of the same genre. Or that it would even become a genre in the first place! And while it would be magical to backtrack to those days of childlike wonder, I think the magic of making a Metroidvania myself more than makes up for not being able to do so.

And oh, I almost forgot! There is another aspect in Metroidvanias that is super important to me and Juha. We want the music of the game to accomplish certain things. But that is a story for another blog post…😉

Wishlist DOOMBLADE on Steam and give this blog a thumps up if you liked it, and if you have any questions you would like to see answered in later blogs leave us a comment below.

https://store.steampowered.com/app/922050/DOOMBLADE/

[h3]Stay tuned for next week, where we will dive further into the music in the game and the producer behind it!
[/h3]



DOOMBLADE Iceberg Interactive