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Shadows of Doubt News

Closed Alpha Sign-up!

Hello everyone, I’m very pleased and excited to announce we are launching a Closed Alpha for a lucky number of participants! The game is coming together now, but we’d really like some feedback on where we’re heading with the game, so we’ve come to you. If you’re interested in getting involved, keep reading…

The time has finally come for you to get your feet wet and investigate some sci-fi noir detective goodness yourselves. The Shadows of Doubt Closed Alpha has been announced and recruitment is happening RIGHT HERE, RIGHT NOW:

Closed Alpha Sign-Up - Discord



The test will run through the second half of May and we will be looking for your general feedback on the experience and how you are getting along. Suggestions, likes, dislikes and all the in between are welcome! Testers will have access to a special Discord channel to discuss their investigative findings and thoughts.

Here's a little taste of things to expect within your Alpha experience if chosen:
    Nearly an hour of Sci-Fi Noir, mystery filled story gameplay.
    A hand-crafted, robust neon city full of living, breathing citizens.
    Two polished and complete side missions to show the procedural aspect of the gameplay.
    Use your sleuthing skills as a detective by: monitoring security systems, hacking computers, lock-picking doors and much, much more.
    Utilise an arsenal of investigative technology and equipment will be at your disposal including codebreakers, fingerprint scanners and more.
We’re only able to provide a limited number of slots, 250 to be exact. Signing up below will enter you into a pool, and 250 players will be selected at random and given a steam key to playtest. We value everybody who’s interested in playing, but this way everybody can get a fair shot.

As this alpha is purely for gathering feedback, we’ll ask you not to share it online at this point. We’ll get to that point in the future, but for now, we’re just looking to shape the game into being the best it can be!

This is a very exciting and important step for Shadows of Doubt and we are really looking forward to hearing from you. Make sure to not miss this opportunity and get involved over at the Discord now:

[h3]Closed Alpha Sign-Up - Discord[/h3]

[h3]This is one case you don’t want to let go cold! 🔎
[/h3]

Shadows of Doubt DevBlog #24: Roadmap 2021

2021 is here! It’s that time where I look back on the previous year to see how badly I missed my targets! I’m going to avoid being too harsh though, the game is going well and we’ve achieved a lot this year: The game has been signed by Sold Out, Featured in the PC Gamer PC Gaming Show, and we’ve had Stark Holborn and Miles join the team as writer and voxel artist respectively.

Year In Review

Polish up the game with the goal of presenting it at Rezzed in London at the end of March. This means fixing bugs, adding a couple of smaller features and brining stuff that’s ‘half-way done’ up to ‘pretty much done’. Get some more content in there, hopefully, some new characters models and animations along with more environmental items and at least 1 new building to make the city more varied.


Well… EGX Rezzed didn’t happen, so there’s that. I did get a playable version ready for this, and RPS kindly made a nice video about it. In retrospect though, the game was still too early to show at this point. Sans COVID I would have taken it to Rezzed and probably would have been a little stressed by the number of technical issues. B+.

Hack computers to access CCTV records.

Flesh out the gameplay features. CCTV, hacking, tracing phone calls. Foundations of the skill systems and progression. Cool detective stuff that opens up the gameplay.


I did a good chunk of this, and I’m really pleased with the way the CCTV system is going. Nothing is ‘complete’ standard yet, and won’t for a while, but we’re getting there. The skill system is something new I’ve been working on since Xmas so I missed the target date here. B.

The fingerprint system and fingerprint reader is one of the most significant gameplay additions.

Quarter 3 2020

By this point, I should know if early access by the end of the year is feasible. If it is then it will be a case of adding content throughout this quarter until I feel we have something that’s worth your time and money.

If we are able to hit early access this year, the first build will likely feature the first story mission (already done but not polished), or 2 plus a nearly-complete sandbox experience. By that, I mean enough varied side missions and incentives to progress skills/items. There’s a couple of cool ideas that I’ve kept under wraps in terms of what the player can progress towards, but I’ll write about that another time instead of spoiling it here.


Quarter 4 2020

Gearing up for EA. Polishing, fixing bugs and adding minor content. Playtesting. IF we don’t hit EA this year, we should by this point at least have a pretty solid date in mind for when that’s achievable.

At Q3 and 4 we still weren’t ready for any kind of public playtest. I’m not quite as free as I once was to talk about this kind of thing due to now working with a publisher (I now have to coordinate with professionals!) All I’m going to say is: Stay tuned in 2021, I will be sharing news when things are ready. C+.


The diner is one of many new locations added this year.

What about the stuff we did get done though? There’s been a decent amount! The game is starting to look more and more together. We’ve added the first story chapter, weather system with rain, fingerprints, much improved AI, alarm systems and security turrets, in-game computer systems, big improvements in the simulation, first-person objects and huge numbers of props.



There is still significant ground to cover though. This is a big, ambitious game and although it feels great to now be fully confident in its scope and the boundaries of that, it’s a rough, complex beast that will take time to hone and perfect. So what do we want to get done this year?

2021 Goals

  • Citizen visual improvements with various builds, clothes, better detail and faces.
  • A range of to-be-revealed first-person gadgets to aid you in stealth and investigation.
  • Functioning skill system.
  • Revised side missions with more twists and turns.
  • All story chapters fully implemented.
  • Side missions fully implemented.
  • Continue with AI improvements.
  • Expanded world: More things to discover, explore and find.


We’re going all out on awesome-looking rain!

There’s actually a fair chunk more that I could add to this but I’m going to reveal that when the time comes. I’ve hope you’ve enjoyed following along this year, here’s to another great year of progress!

Shadows of Doubt DevBlog #23: Generating Citizens (Video Update)


Hi everybody, there's a fresh video update for you today! This is part one of two, and it's about how I'm going about creating the simulated citizens in Shadows of Doubt.

[previewyoutube][/previewyoutube]

This is the first part of a dive into the way I've chosen to generate a simulated citizen's personality within the game world. It's been a challenging process, and often for little immediate gain. However, as the game comes together more and more, I'm finally seeing the fruits of this prior hard work.

The real goal of all this is to create a world with procedural characters (and environments) that aren't just window dressing. I'm super excited about the potential of all this as we continue to flesh out the game. In the next video, I'll talk some more about the tools we're using to do this, and show how everything talked about in this video manifests within the game world.

Shadows of Doubt DevBlog #22: Doors Galore

Doors! What are they good for?! Breaking and entering!

Everybody knows doors are the bane of every game developer’s life, so I thought I’d write about how I’ve been handling them in Shadows. This post may contain what I would consider some mechanical spoilers; that is, a few cool things it may be fun to discover in the game without reading about them first. If that bothers you then it might be best to skip this one.

The reason doors are difficult to get right is that by default, their real-life movement can be fundamentally incompatible with slick feeling first-person movement. The prime culprit is which way they open; in real life double-swinging, doors are pretty rare outside of a western saloon. In games though, we always expect them to open away from the player, so we don’t suddenly have a big wad of box collider coming towards us. If you’ve ever played a game where the doors open towards a player then you may have noticed just how awkward that feels. It’s a pretty easy fix though, just make them always open away from the person that opened them.

On the technical side of things, the doors in Shadows also act as my ‘culling portals’. As the game is procedurally generated, I had to come up with my own system for handling culling. The game has a lot going on, and there’s no way we can render everything in the game at any one time. The solution to this is only to render what the player can see. To help with this, Shadows of doubt breaks everything down into rooms connected with doors (even the streets are behind the scenes treated the same as rooms). Doors act as the portal between them and allows the game to create trees or groups of rooms that should be visible to the player. To cut a very long, quite boring technical explanation short; doors in shadows help me narrow down what can be visible to the player at any one time. Useful!


The game isn’t rendering a whole lot behind closed doors.

After getting the basics right it was time to move onto the fun stuff. Film noir loves doors. It loves passing notes under them, listening through them, and even peeking through their dirty keyholes. I wanted this game to celebrate the door too. Here are some cool mechanics and design decisions that I’ve put in the game to help achieve that:

Opening and closing are pretty simple, but when trespassing your character will automatically do it much more quietly.

You can knock on most doors, and if someone is home they should answer. Unless they’re asleep of course, in which case if you keep knocking your character will automatically knock louder until you’re banging on the door!



A lot of doors can be locked. If you have the key, you can interact with the handle to lock or unlock it. If you don’t have the key, after trying the handle you’ll get the option to lock-pick it!

Before you do that though, it’s always worth checking around; there might be a hidden spare key under the welcome mat or in a nearby plant!



Lock-picking is fairly straightforward, you just need to focus on the handle to increase the progress bar. You can look away to check if anybody might see you (it’s classed as an illegal activity), but the progress bar won’t fill. Super cool idea to add in future; brass doorknobs featuring real-time reflections so you can see behind you while lock-picking!



Lock-picks will run out and this display shows you how many you are going to need. They are easily found, however; both paperclips and hair clips can be used as lock-picks and are easily stolen without anyone noticing.

You can peek under doors too! Luckily most doors in the world of Shadows of Doubt are poorly-fitted and have enough of a gap underneath for you to see through! Useful for seeing if someone is home. This actually started as me getting the scale of the actual door a little off, I then realised it would make a cool feature.

More importantly, though, the gap is big enough to pass notes under. What a useful trope!

Last but not least: Is a door in your way? Don’t like its flimsy poorly-measured craftmanship? If you sprint towards a door you’ll get the option to shoulder-barge it. It might take a few tries depending on its door strength, but it’s very cool and sometimes worth it. It may alert the neighbors though, and attract all kinds of unwanted attention!



That’s it! It’s amazing how much cool functionality you can build around something so ubiquitous. Got any more cool ideas I can put in? Give me a shout over on the Shadows of Doubt Discord Chanel. If you haven’t already, please wishlist us on Steam.

Shadows of Doubt DevBlog #21: How Voxels Saved the Project

EGX Rezzed digital is happening right now (26th-28th!) If you're a member of the press and want to get your hands on what was going to be shown at Rezzed, please get in touch!

From the confines of coronavirus lockdown, I bring you a brand new and over-due Shadows of Doubt development diary!

There have been points over the last 2.5 years in this project where I've felt like giving up; it's such a large ambitious project that at times it has felt like I had bitten off more than I can chew. I'll likely write about the challenges in more detail with another post, but for this one, I wanted to share with you perhaps the biggest saviour in terms of production viability: Voxels.



Back in the pre-art asset days of this project, when it was still a management game, I often wondered about what direction the art style would take. Realism was off the table due to workload, but I really wanted to explore a pixel art approach. As the game shifted to 3D, and then entirely to first-person, voxels started looking like the way to go.

This turned out to be perhaps the biggest decision in actually making this ambitious project actually somewhat do-able with a small team and small budget: The reason being that the turnaround of most art assets is minuscule in comparison to anything else.

It's arguable that the voxels are a little bit of a mismatch in terms of what people expect. They're associated with Minecraft and a general cartoonishness, which doesn't fit the tone of this project at all. On the other hand, they do effectively evoke a low-fidelity style, something which has recently taken off in some really, really cool projects that I adore. I think in an ideal world I would choose a low-fi, low ploy art direction over the voxels as it's more effective at conveying the atmosphere that I want. But crucially I also believe this would have resulted in increased turnaround time in regards to art assets. I'm happy with the trade-off.



When used in conjunction with the unity high definition pipeline it really pops. There's something about the use of voxels and modern render technology that makes something look really cool. I'm not sure how else to describe it, because logically the two should be at odds with each other? Maybe it evokes the way we remember old games of our past; always looking better than they actually did. As if they were brought to life, but not replacing that low definition that allowed us to fill the gaps with our imagination.

Voxels, then. After a bit of research, it became clear that the main contender of voxel software is MagicaVoxel, an extremely awesome bit of free software that pretty much all voxel artists use. Great, that's an easy decision then? Well no. Although it does a whole bunch of stuff really well unless they've changed it since I last looked at it, it doesn't do two very important things that I figured I needed early on in this project:

  • Be able to convert, or 'voxelize' traditional 3D meshes into voxels. This is important as I decided quite early on, to make this manageable I wanted to re-use some of the 3D building models I made for Concrete Jungle for this project.

  • Be able to output voxel meshes with traditional UV maps instead of an atlas. This was important as I wanted to make normal maps for my models, and not just have them all as a flat texture. This was important in order to move away from the cartoon flat visuals and towards the low-fi look.


Then office co-worker Nick Gunn, who works on Industries of Titan (which uses voxels to crazy-awesome effect) recommended looking at Qubicle. It can do both of these things and also has the added bonus of being quite good at optimizing meshes for use in Unity: Something which magicaVoxel at the time also lacked.



There was a short learning phase; at first, Qubicle being limited to isometric view really bugged me, but I soon got used to it. I also began to establish my workflow. What was the best way to go from nothing to a final in-game model? My original vision involved using a pixel-art setup in Photoshop to manually edit the outputted Qubicle texture maps. I would use a really cool colour indexing technique to make everything look more like pixel art than anything else. It kind of worked in practice, but it soon became clear that to produce effective art assets quickly, I really needed to be able to paint directly onto the model. Photoshop does have this capability, but frustratingly there is no option for using point filtering, so my pixel art was lost to a horrible soup of texture when projected onto the model in Photoshop.

I explored some other options, but frustratingly I couldn't find anything that allowed me to UV paint and that didn't force the texture to be blurred. In the end, out of ease more than anything else, I decided to import my pixel art colour palettes into Qubicle and just use that to make the texture maps too.

Actually, after a brief adjustment period, I grew to really like it. It's pretty simplistic — nothing fancy. But it has the essentials, plus it's quick and easy to add noise, which is nice as it again makes it easy to avoid the flat surfaces that look cartoon-like. It was probably the tool I was looking for all along for both modelling and texturing. As I grew more used to using it, prop creation time reduced dramatically, and now most basic props can be created from scratch in under an hour, and for smaller things about half that.

[previewyoutube][/previewyoutube]
This sideboard took around an hour to go from nothing to working in-game model with wood colour variants and functioning cabinets and drawers.

Unfortunately, Qubicle doesn't let you output the texture map alone, so my workaround for creating multiple maps involves exporting my original model with a colour map texture, then duplicating it in Qubicle and turning it to greyscale and creating a heightmap with it. Then, I export this as a separate model (and along with it it's UV texture). I sometimes do this a third time to create a smoothness or metallic map too. Then it's a case of putting all these textures together into a unity material (unity can automatically create a normal map from a height map) and we're done!



The final bit of magic sauce I use is a special custom shader than can colour things without needing a whole new texture. I've talked about it in the past here, but what it does is allow another texture map to define unique colours to apply to the model. So for example, I can take a model of a bed and apply a special texture map to it that keys out the pillows in red and duvet in green, with the rest black. The shader will colour black areas with the base texture map, which will be the same for all bed model instances. The red and green keyed areas, however, will draw colours from my pre-defined colour pallettes which consist of 5 colours and are generated for each individual room. This is how the game can generate interiors with colours that are complementary to each other. With enough assets and this technique, I hope that we're able to move away from the cookie-cutter effect you see in many procedurally generated games.



At the moment you've probably seen the same few props hanging around in my screenshots, but over the course of development during the next year or so you should see this greatly expand. Not least because we're planning on adding a 3D artist to the team this year.

Anyway, that's my 3D asset workflow, I hope some out there found it useful and/or interesting. I'm really excited to see the game environments grow into more unique and interesting. Don't forget to wishlist, and join our Discord if you're interested in the project— it really helps!