[ R E D A C T E D] – Hired Gun ( a free game currently in beta)

This article will have a long string of images. If you are on mobile or have a weaker internet connection, give ’em a sec to load before you scroll down🙂

This is also a collection of articles I have previously written on this subject.

Redacted: Hired Gun is a free to play test game currently in beta. More information below!

A link to the indie DB profile is here.

This game has been conceived for 2 reasons:

1 I have not released a game for years and figured that I wanted to get something fun out in 2016, however small the project may be

2. There has been a lot of talk about stability and functionality issues when releasing a game made with the game guru engine. This game is mostly testing how fast I can make an acceptable looking game in guru, how stable it will run and, most importantly, how much fun the process is. These where originally test maps that will now receive enough polish to be considered a fully playable First Person Shooter. As you can most likely tell by looking at it, its leaning more towards early 2000’s shooters rather than anything that is new and hot right now. If you are down with all that, I invite you to play this game. For free.

Gameplay:

This is a straightforward shooter with a few interactive elements otherwise. These will be explained by in game narration. You can expect 2 high octane levels with plenty of enemies (I am testing performance and AI behaviour here) strung together by voiced narrative. It kinda goes down like a way less tactical project IGI if you want some kinda reference.

Visuals:

Yes, there will be AA (anti aliasing) in the final product my dear! Don’t worry😉 Other than that, the visuals are pretty much what is on display here. While its far from easy to get this kind of look up and running in GG I find the results to be rather rewarding considering how little time has been spent on this project. I’m aware how dated all of this looks but I find many “dated” game to be quite glorious.😀

All assets are modified, retextured or otherwise adjusted to fit my style. Only the foliage is mostly included in the GG packaged (a hint to all model collectors and people using other engines…buy game guru! The assets alone are worth the few bucks). I have also plenty of my own assets on display which can be purchased as part of the “Protogenetic Subculture” Asset pack available via private message or on CGTrader. Weapons are modded versions of old work by EAImedia (check him out! His work is amazing)

I was experimenting a lot with postprocessing to get a hazy “cyberpunkish” look with lots of complementing yet somewhat glaring colours.

I am, however, very open for criticism and suggestions.

Sound:

Music is me messing about with a synthesizer….and it sounds like it. Maybe you like it! Come and find out. Sound design and how well it plays is also being tested in this project.

Remember that this is not a full project and has a few rough edges.

But why no unity?:

Because the Unreal Engine 4 is way danker. All joking aside: I like GG, its fast, its fun and I’m used to its mechanic having released so many games on the previous engine: FPSC (few of which are on here, my best known ones being euthanasia and thanatophobia).

While the UE4 is always my engine of choice for contracted asset work or whenever I feel like having access to something madly powerful and polished but I have always been drawn to the underdogs! And it would be such a boring world if everyone would just use the same 2 or 3 game engines. I am aware that unity is just as accessible and easy to use by now as GG claims to be. I can also understand that many of you will not get my commitment and reason behind my choice. Let me just state that I am aware that there are better engines out there.

Setting:

You are a cybernetically enhanced agent hired by a federal agency to investigate illegal transhuman experiments on a remote tropical island.

GAME WILL BE RELEASED THIS DECEMBER

What follows are copies from the GG developer Forum in chronological order!

I have not posted in quite some time because I originally wanted to surprise you all with this.
I have taken a few gameplay and design elements from the larger “Acythian” whole and am pretty far into making a small 2 level game akin to the original far cry.
My motivation is that I really want to release a game this year! Seeing how fast I am making progress I’d say that I can ship this either late november or early december.
You’ll slip in the shoes of a cybernetic agent infiltrating a secret compound on a remote tropical island! I don’t have a title yet.

What I find particularly enjoable about this game is that it looks and feels almost identical on the lowest settings as it does on highest. Meaning that all of you should be able to play this at an acceptable frame rate

Onwards to some screenshots:



Sorry about posting so many screenshots at once but this is already pretty far in development and these turned out better than I expected which made me happy.

Please let me know what you think about it and I’ll also be happy to answer any questions!

************

Hey gang!

Most design work and the basic gameplay of this project are now finished. This means that I am currently held up with the advanced gameplay, soundscaping, bug fixing and of course: Good ol’ details. I’m also lacking plenty of scripts from my fpsc collection that I took for granted.

Icons for guns, glitches, fixes….things just keep piling up and none of it is fun.

However, I compiled some screens of random places from the (almost) finished maps of this game. The title will be: [ R E D A C T E D] – Hired Gun –
Been hitting up community members for thoughts and criticism and will apply those in a second do over. Then: RELEASE! zOMG!

Keep in mind that this is a test game first and foremost. I dont want to do anything brave, involved or particulary original. This game is what will decide wether or not I keep making games in GG.
News about terrible bugs after building a game come in from all around the boards after all.
Despite all of GG’s flaws…I WAS making this game in significantly short time and it was relatively easy to do.

Thank you for your patience…I know these are many screenshots that had to be loaded🙂

Please drop me your comments and criticisms…these are always appreciated.

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“Fathers Island” Review

Fathers Island can be purchased on Steam!

I have always reviewed the big titles back in FPSC days so I’ve recently picked up doing so too for Game Guru titles.

Fathers Island will be a tough one to review because I both like and dislike this game. I do however believe that a really great and unique game is buried under what appears to be a mixed bag of odd design choices, genuine talent and compromises. So lets get this part started:

First off, let me say that I find it hilarious that a game released in this day and age that openly mocks american ultra conservatives and nostalgic patriotism is entirely held in shades of orange. Get it? Orange??

When booting up Fathers Island you are immediately greeted with the distinct and stylized artwork of our resident Disturbing 13. I find this to be a very well made first impression. The current ReShade overlay is active in the menues as well…which is surprisingly more appealing than distracting.
I’m not sure if this is intentional but fathers island is starting off with the perfect introduction. You see, Homegrown won’t play a cutscene and throw you right on to the island. You’ll first have to get there.
The player will have to fill up the empty tank of a motorboat. Doing so will introduce you to the core gameplay of F.I. which is exploration, narrative, keyhunt and occasionally you’ll have to find an item (which is also a glorified abstraction of finding a key.) The entire concept is presented to us before we venture to the island and are greeted with a genuinely well made, though delightfully sappy, narrated intro.

Fathers island never tries to hide its GG origins. You’ll be introduced to an incoherent mix of styles in the assets used, effects blinking in and out of existence, objects clipping through other objects or floating pretty much right away. I can safely say that if the tutorial island, let me call it that, of fathers island does not spike your interest, you can shut the game of right there. While it will have its high moments n’ climaxes of oddness later on, most of the game will be what you just witnessed before you fill up the boat.

On the island we will be introduced to life action flashbacks with your father (In this case no other than the great Johann Ivanovitsch Ertlovski himself, alive and raving) who is obviously borderline or all out insane. These cutscenes are really entertaining and Ertlov is upping the anty with his acting the further you proceed throughout the game.
Exploring the island is calming and surreal. You’ll often trigger a narration which is usually well voice acted, however over the top it can get. Our protagonist used to be a teacher who was released from prison. I just hope he didn’t get his voice and attitude from chain smoking in a cell but rather sounded the same when he was still teaching class. His voice is delightfully rugged and would fit well in an early 2000’s action flick.

Visually, Fathers Island is, despite the now improved post processing, nothing to write home about. Its never bad and certainly notches above plenty of GG releases that currently plague Steam Greenlight like an infectious disease but its also not quite good.
Everything seems out of place and I was hoping for a bit better models from someone as experienced as Ertlov. Everything looks improvised and unpolished. You’ll find that many different models don’t complement each other at all and especially shacks or buildings end up looking like a thrown together mess. There is a lot of “chaos” on the screen. You also have to add that the game is constantly tinned in this extreme, surreal orange. Somewhere in between sunset and the surface of mars. Ertlov and team did try to add a certain logic to the game world though and from a gameplay perspective most of it made kinda sense. You can follow powerlines to find buildings so you are never truely lost and despite feeling quite open world, the game managed to lead me from place to place and I always had the necessary key! (despite one time towards the end)
I find this to be very important because right now, the game was not compelling enough to me for me to put up with excessive back tracking.
What I found appealing was that both in tone and in style the game reminded me a ton of HomeGrowns previous (visually superior) installment: Into the Dark.
I think the general layout of the game would have worked well if it went for different assets and maybe less dark red and orange light. Nothing ever looks quite right and from a visual perspective it always feels completely unpolished. Strangely enough, this kinda adds to its charm.

If you find yourself disagreeing with me while playing the game, visit the school. It perfectly well encapsules what I am talking about.
Fathers Island has competent map design. It really does! However, I do feel like the assets they do use in said decent map design never quite fit. I feel allowed to say this because a large fraction of what they used has been designed by myself. If you walk through the school building specifically you will find that the layout is eerieely reminiscent of old “dark-engine” titles like “The Hunted”. You’ll also find a weird visual hotchpotch of models and media that clearly stems from different designers. (There is also a room with an odd door that just stands around in the middle of it. With frame and everything. I think finding something like this in an abandoned building IRL would be downright creepy
Now, the reason why I won’t shut up about this is because I feel like shutter island would be a whole different ball game if it simply had different models. If the school would look like a derelict hermit school (Wicker man comes to mind), if the island’d be overgrown and showing signs of decay (not mixed in with brand new furniture). I bet that his would be a hauntingly hilarious game if the visuals where not such an incoherent mess…unified by its extreme orange tint.

I won’t spoil the story of the game (altough I highly doubt many of you’ll be reading this far) as it is something you should experience by yourself. Especially the 4 different endings. Let me repeat that: Fathers Island has 4 different ending sequences all of which are very well done. (I feel like the hilariously extreme ones kinda come out of nowhere, but hey! Its a homegrown game.)
I do however have to mention that after completing a weird fantasy quest (sadly nerved due to engine limitations I heard from Ertlov) involving robbing a grave you will find yourself in an underground laboratory. Complete with 1980’s science fiction machinery that even has flat touchscreens. …I’m pretty sure that I am the only one who is bothered by this after all that has transpired on the island so far. Bestiality jokes included. Looking at most of the machinery in the lab, I’m pretty sure that whoever designed it was a complete dingbat. And yes, there are also nazis in this game. Don’t worry! Well..not as characters but as references.

Another thing with this game is that, apart from some wildlive…and sheep, it has no characters. Hence:

Quote: “the new game from Austrian indie veterans Homegrown Games simply doesn’t fit into an exact genre definition.”

Is incorrect. This game is a pure-bred walking simulator.

You’ll be wandering the surreal landscape waiting for the either tragically comical or comically tragic narration to set in or for another ludachris acting performance by Ivan.
Into the dark was far more condensed and had shooting elements to keep the player busy…here I find myself walking long stretches of somewhat empty nothingness waiting for the game to humour me with narration. I doubt that many people outside the indie scene would put up with these huge stretches of “dead air”. I must however thank you…and I suppose its as good a time as any to start with the personal note:

Personal Note!

Playing the game triggered a childhood memory of mine. I now remember a vacation in the woods, a hut, feeding birds in the morning…serenity…stealing an old ski-stick they used to mark some terrain to build another vacation hut and playing knight. That was a magical vacation I had as a kid somewhere. Maybe I should book some lodge for an extended weekend with my lass next year. It would be affordable and romantic! Thanks for the idea.

Besides that: I have noticed you using plenty of my models and I’m sorry that they fit your setting so little. Especially the mystic library fantasy pack mostly shows up in games that are not medieval fantasy at all and they never fit. I think a “1930’s mystery adventure pack” would be a good idea for a project sometime next year
Despite me taking the piss out of it, I’m thankful for using so much of my stuff… now plenty of folks see it.

End Personal Note!

While the game managed to always lead me to the right places, even when I was exploiting the terrain for short cuts, I didn’t have the necessary key for (what I assume to be) the last door of the game. Blin!
No matter… while wandering through the area I did come across the suicide ending…and accidentally triggered it. By the way, was it intentional or a lucky coincidence that after the ending video you can see the player character drowning??

Fathers Island would be a dozen times better if it where not such a drown out to walk this huge island. If Homegrown decided to go with smaller, better designed levels rather than this huge walk-a-ton I bet the game would be something odd for the ages and way more entertaining. As it is, it is only held up by the novelty of its weirdness, the charismatic narration and the weird humour.
Some gameplay, bet it simple shooter mechanics, be it deeper exploration and gathering mechanics would have added a lot to what is otherwise rather uneventful.
I might sound harsh but I do have a softspot in my heart for this game. I would not have finished (kinda finished) it otherwise if I felt like it was a waste of time.
F.I has the typical homegrown underdog charm and I really value what it has done for GG early on where almost all other games where complete and utter dung.

What would I have done / attempted to have done differently:

F.I. is a game that has very little gameplay at all and lives off its visuals and narrative. Sadly the visuals aren’t all that great. It also suffers from long, uneventful walks through nothingness.

If I had designed this game I’d have put stark focus on grapics and aesthetics as well as having it divided in several levels. Events and key places would be closer together and while I’d not completely remove wandering the woods, I’d keep that to a minimum. The music was good and gave everything this sense of calmness and serenity, I’d keept that. Foliage and environmental props would be way more coherent and I’d try to add more exploration to it (being able to browse through lockers and having the character comment on items and so forth.)

While I don’t think that F.I. would be all too interesting to the general publich I do believe that indie developers, game guru users and fans of previous homegrown games should get a copy.
To Ivan I can only say: Keep it up!

Sheepish regards

-Wolf

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Law of Gamedesign!

A comprehensive list of universal laws that apply to the art and science of video game design.  Observe:

Law of Completion: Once you have built the final exe and test it, you will find out that you have overlooked one crucial element and have to fix and build it again.

Law of Inevitability: At least one feature you where really proud of will have to be cut from the final product.

Focus Rule: The more time you invest in a certain feature or level, the less your audience will notice it or care

Law of the LetsPlayer: After release, you will notice at least one LetsPlayer on youtube do something or try something in your game that you never, in a million years, would have even thought about or considered. This can have positive or negative side effects.

Schrödingers Loadingbar: An immobile loadingbar during build/test/play or installation actually means that the software is both: crashed and still running.The only way to find out is to use control/alt/delete which may or may not cause a crash that may or may not have been present before.

Law of Gathering: Whenever you think you have all the assets to tackle your new level/idea. You will find out that you miss that one crucial item/character/script.

Law of Futility: Attempts to rival AAA studios are not only futile, but also often attempted by people who know that they are futile.

Reviewer Theorem: No matter how easy your game is, some reviewer will complain about it being too difficult.

Law of the Playstation: No matter how good you think your art direction is, someone will compare your game to “playstation 2 graphics”.

Scripters Law: The moment you have a script up and running, you’ll find a better version either on the store or the forum.

Bambers Law: Lee will add a feature at the precise moment you have planned your game around its absence.

Law of Presentation: The probability of your project crashing increases with the amount of people in the room you wish to present it to.

Law of the Industry Standard: The more expensive a tool is, the less convenient is its interface.

Rule of Visual Fidelity: The closer your graphics are to contemporary standards, the more people will scrutinize them as they no longer identify them as “indie”.
The Game Guru feature manifesto: The more important a feature is, the less people vote for its implementation

Law of similarity: No matter how unique or exotic your idea is…someone will say that it looks just like [insert well known title here]

Rule of Competence: the more able you are, the less epic and original are your ideas.

Law of Duration: Everything takes about three times longer than you think it does.

Twin Theorem: Even if you have 2 identical PC’s with identical specs, drivers and OS, your software will still inexplicably crash on one of them.

Wolfs Law: Even if you finish your project to your best knowledge, you still have a 40% chance of not being able to get the full experience to run. If this occurs, you’ll only be able to run half of your game or in worst cases only the first level.

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Oblivion: Retextured – TES:IV Oblivion Mini Mod released

Hi! I have recently released this mini project of mine. Oblivion Retextured!

You can download it here.

This mod aims to replace certain textures of oblivion with higher resolution versions as well as recolor some of the them to resonate better with the look of the other elder scrolls games. My aim is to remove the blurry and plastic look from the game. This mod assumes that you already have qarls texture pack III aswell as a face and body replacer installed. It will tackle the textures these mods have not touched. Especially the clothes and armor aswell as the realms of oblivion.

Below is an archive of development articles!

Introduction:

A wise man once said that no one reads the introduction. Well, you seem to be the exception of the rule then😉 Oblivion is among my favorite games…it has a sense of depth and maturity lacking from Skyrim (brilliant game aswell, don’t get me wrong.) What has always rubbed me wrong however, was the visual style of the game.

Everything looked washed out, blurry and the colors often seemed out of place. This was especially true with the higher level weapon and armor design. A lot of it just looked like plastic or otherwise odd.

While the modding community has done great improvements to oblivion already not everything has yet been done or done to my taste which is why I started this modding project. Textures go a long way and can give a game new live (thinking about the great Thief 3 texture mod here.) I hope that these textures will be part of many players future elder scrolls experiences and add to an already fantastic game.

This mod assumes that you have qarls texture pack 3 and some kind of head/body replacer installed and will not touch the material already modified by these mods. It will tackle anything not yet improved/changed instead.

What is planned:

NPC Clothing will be slightly improved and recolored so it fits in the TES universe and no longer is looking ridiculous or shining like a Christmas tree when HDR is turned on. Some color combinations are changed.

Armor will be retextured to look more used and worn. It will also be adjusted visually so you can wear parts of different sets without them looking out of place. I will also add higher-resolution versions where needed (especially gloves, as these are seen in first person). Some armor might have less of a “knight in shining armor” flair when I’m done with it which is why this mod might not be for everyone.

Weapons will get higher resolution textures and recolors. They should look less like toys once I’m done with them…especially the glass and steel set.

Creatures will get higher resolution textures and will be adjusted to look less like cartoons. In the original games creatures like the ogre or xivilai looked very non-threatening…I aim to change that. Making things look more “visceral”, vicious and organic.

Clutter, Items and architecture will be adjusted where needed.

Oblivion (the realm) will get a new and more somber look. I try to stray away from the pastel colors it is held in now and cover it more in rust and ashes.

Part I : The empires new clothes

I started with the clothes, doing quick fixes and changes, especially the colors as seen above. I also had to learn how the oblivion engine renders the normalmaps so some mistakes are still present. Here are a few screenshots:

Hello community!

I’m happy to see that the initial responses to the mod where positive🙂 I was able to get some more work done on the textures. So far I have replaced 90% of the interior textures for the plains of oblivion. The new textures are only slightly different in design…they look a little more organic for the energy membranes and otherwise more like volcanic stone/cold lava which is prevalent in oblivion. (assuming the daedra actually build their architecture like we do and not just will them into existence.)

While I often increased resolution and detail of the textures up to 2048² the results where less visible than I hoped. The reason for this is that the normalmaps have a pretty strong effect in oblivions engine so I have to replace them aswell. So far I have refused doing so because the way the gamebryo engine requires these maps is a chore to do. I have to save the specular map in the normalmaps alphachannel (at least that is how it looks) and this is the exact kind of fiddlework I had to do for an earlier version of Shavra. I hated it then and I still hate it now.

Either way, I believe the results are at least servicable and oblivion does look more hellish now than in vanilla:

A lot of textures look crisp and detailed even when standing right in front of them.

This diffuse map has a resolution of 2048²…the normalmapping does obscure this.

Darker and more infernal oblivion interiors.

I’ll get back to working on the realm of oblivion soon and comments as well as suggestions are welcome.

Below is a simple retexture of the scamp. As they stroll the dark planes of oblivion rather casually which is literally surrounded by lavalstreams, I figured that having them look greyish and burnt would be more suitable:

The Dwarven Armor and Weapon Set

Lorewise, the dwarven equipment should look like bronze…however, it has always been displayed looking more like pale gold. I always liked the look in both Morrowind and Skyrim…in oblivion however they looked as if they where made from solid gold, polished gold at that and very recently. Dwarven equipment is supposed to be ancient. I have increased the resolution of the textures, added some small ornaments and changed the colors to at least look more like in the other games as well as blend better with other sets.

My character is wearing leather greaves as the game refused to take the texture for the dwarven one. An issue I’ll solve soon, I’m sure.

High resolution and adapted colors.

Thank you for reading, please leave some comments below if you’re already here and you’ll hear from me next time.

Hello and welcome to a small update!

I’m done with the realms of oblivion! However, there is some tweaking that still needs doing so you’ll see screenshots of the oblivion plains in the next update. This update will focus on the caves. I gave them darker, more broody textures so they have the appearance of volcanic rock which seems most appropriate. Lit section glow in dark red and you might need a torch for the unlit sections. All in all I’m happy with how it turned out, but lets take a look at minor tweaks first:

Minor Tweaks

I have adjusted the leather shield to go better with the regular leather armor. The stark color difference was because there is another leather armor set in the files that seems to be unused in oblivion. (its active in some mods) The shield belongs to this set. The actual leather armor as seen on this screenshot was originally intended to be used as the thieves guild armor (at least so it seems). The new shield has higher resolution and detailed as well as darker leather.

Here you see the amelion-gloves with high-res chainmail aswell as a dirty Kvatch armor. Seeing how Kvatch was reduced to nothing but rubble, it felt appropriate to add some dirt and blood on the guard armor, seeing how they likely fought very hard before the players arrival at the scene.

I gave the palace guards armor a more metallic and less glittery appearance.

Mithril Armor

The Mithril armor needed only minor tweaks, in my opinion:

The new texture mostly differs in tone. Its less affected by the HDR rendering and goes better with the new chainmail, elven and glass sets. It also looks more like armor made of shiny metal rather than some kinda synthetic fiber. (the original always had that vibe for me).

Other tweaks include:

* High-res steel arrow quiver that fits better with most armor sets!

* No more neon-yellow Bruma guards

* Starting a mod to replace vanilla paintings with higher resolution, more alluring yet still lore friendlly paintings

And the Oblivion Caves:

DOWNLOAD HERE!!

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New Low-Poly 3D Assets

I usually don’t make individual posts about new 3D Models. Normally I just hoard them in the 3D Bazaar. But since I don’t have that much new to pen just yet and am in the middle of reorganizing a lot of my online presence, here are some of my recent models to keep things flowing on here:

I am back to modeling. Took some time off where I was either painting or working on Shavra as I decided that it was time for a new generation of models.
As I mentioned a few times above, my modeling has not improved all too much since I made the Mystic Library Set in 2013.
I am currently working on new packs and will be delighted to present them here. To get back into it, here is the first mesh since quite some time:

Ornate Pocketwatch

I am particulary fond of how the normalmap acts on the photograph…making it stick out. I think this item has a lot of soul to it and am pleased to have it usher in a new and (even if only slightly) improved aera of modeling.

Ornate Pocket Watch and alternative version

Here is the watch with correct normalmapping! You’ll also see it from different angles and the version without the lid.

Wooden Bow

A wooden bow with some decorative ornaments on the metallic parts.
This model didn’t live up to what I wanted to do…but oh well! I guess its fine.

temple plinth

Always useful for fantasy or jungle scenes. Its the kind of model I never seem to have enough off.

RsX Modulation Unit (version with and without screen will be available)

Scifi Prop in the style of the abandoned terraforming plant pack.

Female Cyberpunk/SF Noir mercenary

Here are some minor additions I have recently crafted:

Triple screen terminal.

Absurdly large Satcom unit. The presentation does not really show how big it is in Guru…I’ll add a screen of that later

 

Cyberpunk – retrofuturistic advertisment signs/billboards…err what do you call these actually?
Here are some less fancy items I have made that are just very useful to me.

Metal bars. Includes a fancy version for modern architecture.

Large pipe

Set of pipes and wall accessoires.

Not the most interesting of stuff but I’m still pretty happy with how they turned outThank you for your visit!

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Nox – Free Game

Hey folks!

Just dropping a note that “Nox” is free on origin now.
Its an old fantasy-action game that I liked a lot back in the day. It has a certain goofy charm to it and its a fun challenge without all too much depht.
While its certainly a child of its time with its Diablo inspirations, it adds its own spin to it and keeps it fresh. I can’t stand clicking endless hordes of monsters to death and this game freshens it all up with traps, hidden areas, breakable objects, lots of loot and pretty neat leveldesign.

If you are willing to take the pain of their system you can get it for free on origin. (its on GoG otherwise)

Running it on modern systems might require you to use NOXGui which can be found here.
(if your character is too far away from your PoV you might need to use a lower resolution)

Party on!

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Shavra – Renaissance : IndieDB Profile being updated again.

Hey there!

I am leaving this short post as a note that I am posting updates and am responding to feedback on IndieDB again. You can visit the profile for my upcoming project “Shavra – Renaissance” by clicking this link.

Thanks for checking by!🙂

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