DevLog #15 – How to find the right path
Hello everyone! After last week’s post on weather events, it’s time for another devlog! Let’s get back to our more technical series on level generation and talk about pathfinding. Where should we go? In...
Hello everyone! After last week’s post on weather events, it’s time for another devlog! Let’s get back to our more technical series on level generation and talk about pathfinding. Where should we go? In...
Hello everyone! Last time, we talked about our leveling system in project “Stasis”. Today, let’s get back to the fast-paced fighting with a short post! We will present another mechanic we introduced: weather events....
Hello everyone! Last week, we talked about the fast-paced fighting in Project “Stasis”. As your progress through the different archipelagos, you will encounter deadlier traps and stronger enemies. If you are very good at...
Hello everyone! Last week, we gave an overview of the core gameplay loop of “Project Stasis”. Today, let’s talk about the fast-paced aspect of the game: fighting. We will present the main mechanics, and...
Hello everyone! Last week, we talked about how we generate procedural sky islands and we got a lot of positive feedback on Reddit, so thank you for that! Today, let’s give an overview of...
Hello everyone! Last week, we explained the recent changes in our game Project “Stasis” and turned it into a shooting roguelite with resource management aspects. In this game, you will explore a total of...
Hello everyone! It has been a while since last devlog and the release of our tech demo. I’ve been busy with some writing projects and I also enjoyed a nice summer break. Now that...
Hello everyone! We are very happy to release today a new technical demo for version v0.2 of our game Under Stasis! It features 15-20 minutes of gameplay and is available for download for Windows,...
Hello everyone! We talked last week about jumping in project “Stasis”. Today, let’s show another important gameplay mechanic: shooting! You will get a special gun very early in the game. It constitutes one of...
Hello everyone! Last week, we talked about how we make levels using a 2D data structure. Now, let’s dive a bit more into the different gameplay mechanics! Since we built maps with floors of...