News & notes
Announcements, devlogs and new looks at every world, straight from the teams making them. RSS
New surfaces for the office tower
The office tower interior now has its own materials: two office carpets, drywall, lobby marble and elevator steel. The work includes an upper tenant floor. This before-and-after comparison comes from the actual interior. Both shots use the same cameras and lights, with neutral ambient light. These are fixed-camera checks, and the texture work is still under review.
The Dead Don’t Rest
New surfaces for the hospital interior
The hospital interior now has its own materials. Floors, walls and ceilings use authored linoleum, surgical tile, clinical paint, wall tile and acoustic ceiling panels. This before-and-after comparison uses the same camera angles and lighting in both shots, with neutral ambient light so the surfaces are easy to compare. The new texture work is still being tested.
The Dead Don’t Rest
Inside the office towers
The office tower floors are no longer bare. They are now furnished as working offices. This screenshot shows an open-plan floor at night: desks with old CRT monitors, a chair pushed back from its desk, and glass-walled private offices along the walls. In one of them, a dark stain runs across the floor. The interiors are still being refined, and lighting and set dressing may change.
The Dead Don’t Rest
Magic from the first step
Wick now starts every journey already casting. Force Dart, a quick bolt of bent air, sits in the first spell slot, and Wick begins with a full magic meter. Ranged magic is your main weapon, and the staff is for emergencies. Each spell has its own button, with no cycling. The screenshot shows a Force Dart striking a Gravecap on the Barrowdowns. Next up: Lanternfold after dark.
The End of Magic
Lanternfold after dark
Wick's home town now settles in for the night. A lamplighter walks the round and brightens each street lamp, a cat bolts when Wick comes near, and chimney smoke catches the moonlight. Cottage windows go dark one by one while the inn keeps its light on. The screenshot shows Lanternfold's street and well late in the evening. Next up: Wick learns to dodge.
The End of Magic
Getting hit now hurts
Taking a hit is now much easier to feel. Wick flashes red, the edges of the screen flash, and the camera shakes harder for bigger blows. A body-hit sound plays, the controller rumbles, and the lost heart floats up out of the heart bar and crumbles. The screenshot shows the moment of a hit on the Barrowdowns. The sound and rumble can't be seen in it, of course. Next up: the same clarity for Wick's own hits on enemies.
The End of Magic
Four spells, four buttons
Spells now sit in four fixed slots, each with its own button, so there's no more cycling through them. On a keyboard they're H, J, K and L; on a controller, A, B, X and Y. The bar at the bottom of the screen shows whichever you're using, and every key can be rebound in Options. Before the first dragon fight, a controls screen waits until you press anything. The screenshot shows the new bar on the Barrowdowns. Next up: playtesting the new layout.
The End of MagicBosses that come alive
Bosses now move with the same life as the opening dragon. Their heads track Wick and pull back before they strike. Light gathers where an attack is about to come from, and the big blows flash the floor and shake grit from the walls. Black Shuck, the Iron Reeve, Cairnback and several others are done, and the clip shows five of them in action. The rest of the bosses and mini-bosses are still in progress and are up next.
The End of Magic
The detectives' room at the police station
The police station's working rooms are now furnished. This screenshot shows the detectives' room: rows of wooden desks with old CRT monitors, office chairs pushed back, a case board on the wall and evidence shelving through the far doorway. Downstairs, the lobby has waiting rows and a corner where evacuees gathered. The interiors are still being refined, and lighting and set dressing may change.
The Dead Don’t Rest
Home field now matters
Every snap now has a home side and an away side. The away team commits first, and the home team picks last after seeing the away team's boosters, tactic and coach card. The play call itself always stays secret.
Deck Builder Football
Coach cards and tactics that change the play
A new kind of card has joined the deck. Coach cards work the sideline rather than the field: draw extra cards, dig through your deck for the one you need, stretch or squeeze the play budget, make the other coach discard, or lock out their tactics and boosts. Some set up a game plan that pays off across a whole drive.
Deck Builder FootballA two-man booth calls every game
Games now have a full commentary booth: a play-by-play voice who tells the story of each snap, and a colour analyst who jumps in on big plays and momentum swings. The booth has hundreds of lines, and none repeat within a game.
Deck Builder Football
The mall after the power went out
The shopping mall has been dressed for the night the power failed. Shutters are down on half the storefronts, a few ceiling panels still run on emergency light, and the sale banners are still hanging over an empty concourse.
The Dead Don’t Rest
Friday night atmosphere
Games now sound and feel like a Friday night. The crowd is there from kickoff, cheer squads work the sidelines, and between plays the game cuts away to the band and the cheerleaders. A commentary booth calls the action, and the goal posts have been rebuilt in the classic gooseneck style. The game also now supports controllers.
Deck Builder Football
Two decks, one roster
Your team now takes two decks into every game: one for offense and one for defense, each built from your collection in a new deck builder. Card text has been rewritten in plain language, the top two tiers are rarer, a pack never gives you the same card twice, and new Coach's Pick packs let you choose one card out of three.
Deck Builder FootballYour boosts now show on the field
When a snap runs, the play panel at the top of the screen now lists the boosts each side spent, so you can see what you're up against as well as what you paid for. As soon as the whistle blows, the game cuts straight back to your hand for the next call.
Deck Builder FootballDrag a card to make the call
You now play cards by dragging them up out of your hand. Each one shrinks into a stack at the side of the screen, so you can see your whole call build up: the play first, then any boosters and a tactic. A booster that doesn't fit the play you picked bounces back. When you're happy, one End Turn button runs the snap.
Deck Builder Football
One hand for every call
Plays, boosters and tactics now share a single hand, fanned along the bottom of the screen like a real card game. Pick your play, stack boosters and a tactic from the same hand while your budget lasts, and set a backup play in case the defence takes your first one away.
Deck Builder FootballRare pulls now get a walkout
Opening a pack is now an event. You tear the pack, the cards deal out face down, and you flip them one at a time. When a top-tier player is inside, the screen goes dark and builds the reveal piece by piece: first his position, then his school's crest, then the card itself.
Deck Builder FootballThe lights are out at the high school
The buildings around town are being dressed for the night they've had. This clip creeps through the high school lobby toward the main stairwell. The power is out, the walls and floors are stained, and a banner for a Halloween party that never happened still hangs over the stairs.
The Dead Don’t Rest
Your choices show on your ship
Shattered Rift now tracks how you play. Civilian haulers cross many worlds, and you can raid them for their cargo, but every raid pulls you toward the enemy you came to fight. Your gold hull drains, cold enemy thorns grow across it, and locals start refusing to trade with you. Push it all the way and enemy fighters fly as your escort.
Shattered Rift
That is not a moon
Some of the worlds beyond the rift are not what they seem. A quiet grey moon can wake as you approach, open up into a turret fortress and start firing, and it will not go back to sleep until you have taken its systems apart.
Shattered Rift
Carriers have arrived
The enemy now fields carriers, 420-metre warships that launch waves of fighters while you close in. Their core stays shielded until you knock out the hangar and both engines, so every carrier fight is a matter of picking it apart in the right order while its fighters harass you.
Shattered Rift
Rebuild your home, one trip at a time
What you bring back through the rift now goes into rebuilding a home station at the Cradle. It grows in tiers as you invest in it, adding a vault ring, refinery stacks and a drydock, and the vault keeps your stored elements safe even if your ship is lost.
Shattered RiftNothing posted here yet.