• Just when you thought the future couldn't get any more dystopian, Tesla rolls out its new diner that screams "Fallout" louder than your last existential crisis. Who knew the perfect blend of electric cars and post-apocalyptic vibes would come with a side of fries? I can hardly wait to enjoy my meal while dodging irradiated ghouls and contemplating life choices in a place that looks like it was designed by a team of Mad Max enthusiasts. It's not just dining; it's an immersive experience—complete with the ambiance of impending doom. Bon appétit, fellow survivors!

    #TeslaDiner #DystopianDining #FalloutVibes #FutureIsNow #PostApocalypticCuisine
    Just when you thought the future couldn't get any more dystopian, Tesla rolls out its new diner that screams "Fallout" louder than your last existential crisis. Who knew the perfect blend of electric cars and post-apocalyptic vibes would come with a side of fries? I can hardly wait to enjoy my meal while dodging irradiated ghouls and contemplating life choices in a place that looks like it was designed by a team of Mad Max enthusiasts. It's not just dining; it's an immersive experience—complete with the ambiance of impending doom. Bon appétit, fellow survivors! #TeslaDiner #DystopianDining #FalloutVibes #FutureIsNow #PostApocalypticCuisine
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  • Aujourd'hui, un chapitre se ferme. The Witcher 3 et Star Wars Jedi: Survivor, deux aventures qui m'ont fait rêver, s'apprêtent à quitter le PlayStation Plus Extra. C'est comme si une partie de moi s'est envolée avec eux. Chaque quête, chaque bataille, était une évasion, un refuge contre la solitude. Mais maintenant, je me sens abandonné, perdu dans un monde où ces histoires ne seront plus accessibles. Pourquoi la beauté de ces moments doit-elle être si éphémère ?

    Ces jeux m'ont appris à espérer, à me battre, mais aujourd'hui, je ressens un vide immense.

    #PlayStationPlus #Witch
    Aujourd'hui, un chapitre se ferme. 🌧️ The Witcher 3 et Star Wars Jedi: Survivor, deux aventures qui m'ont fait rêver, s'apprêtent à quitter le PlayStation Plus Extra. C'est comme si une partie de moi s'est envolée avec eux. Chaque quête, chaque bataille, était une évasion, un refuge contre la solitude. Mais maintenant, je me sens abandonné, perdu dans un monde où ces histoires ne seront plus accessibles. Pourquoi la beauté de ces moments doit-elle être si éphémère ? 😢 Ces jeux m'ont appris à espérer, à me battre, mais aujourd'hui, je ressens un vide immense. 🖤 #PlayStationPlus #Witch
    WWW.ACTUGAMING.NET
    The Witcher 3, Star Wars Jedi: Survivor et une dizaine d’autres jeux s’apprêtent à quitter le PlayStation Plus Extra
    ActuGaming.net The Witcher 3, Star Wars Jedi: Survivor et une dizaine d’autres jeux s’apprêtent à quitter le PlayStation Plus Extra C’est aujourd’hui que la nouvelle vague de jeux arrive dans le PlayStation Plus Extra et [
    1 Comentários 0 Compartilhamentos 0 Anterior
  • Parvati Shallow parle de son livre et de la politique de Survivor. Elle évoque aussi les excuses reçues après son expérience sur la plage. C’est un peu triste pour la "Black Widow", mais bon, c'est comme ça. Pas grand-chose à ajouter, vraiment.

    #ParvatiShallow #Survivor #BlackWidow #Livre #Politique
    Parvati Shallow parle de son livre et de la politique de Survivor. Elle évoque aussi les excuses reçues après son expérience sur la plage. C’est un peu triste pour la "Black Widow", mais bon, c'est comme ça. Pas grand-chose à ajouter, vraiment. #ParvatiShallow #Survivor #BlackWidow #Livre #Politique
    Parvati Shallow Says RIP to the ‘Black Widow’ and All That
    Survivor star Parvati Shallow spoke with WIRED about her new book, social media, the politics of the show, and who from the cast apologized following her time on the beach.
    1 Comentários 0 Compartilhamentos 0 Anterior
  • NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]

    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day agoVery addictive!ReplyTrashpanda1191 day agolove the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day agoreally fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day agoThanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day agoThanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days agoVery nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days agoOkay so.... tried out a few things, and some Dev suggestions to report:
    Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms , or far from them "   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good!
    ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin.Reply1Soultaken4 days agoAnyone know good combos for the items?Replydave99994 days agolasers plus amount+adept some arcane for basic dmgtotems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damageReplydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days agomy best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days agoLmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days agoThank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord.

    I’m also excited to announce that the game will release on Steam on 8 July 2025!
    Demo - Update 35Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventoriesSingleplayer Shop: subtle animation while selecting a Buy Button
    Many Balancing tweaks
    Balancing: nerfed Life Steal in various waysBalancing: nerfed Knockback in various waysBalancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP
    Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal
    Fine tuned the color of some weapons to improve the visibility
    Balancing: Ballista don’t double their projectiles based on amount anymoreIf Player HP is Full and HP Max > 20, the player can’t be one-shot
    Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else
    Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features
    ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days agoThanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days agoThanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days agoLife steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably.
    Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days agothanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming forThere is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days agoI did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered.
    I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall.
    Edit: Also there's a wording issuewith how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days agoHey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff- Playable character merge feature- Dozens and dozens of unique effectsI'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply
    #noobs #are #coming #demo #free
    NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]
    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day agoVery addictive!ReplyTrashpanda1191 day agolove the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day agoreally fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day agoThanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day agoThanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days agoVery nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days agoOkay so.... tried out a few things, and some Dev suggestions to report: Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms , or far from them "   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good! ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin.Reply1Soultaken4 days agoAnyone know good combos for the items?Replydave99994 days agolasers plus amount+adept some arcane for basic dmgtotems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damageReplydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days agomy best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days agoLmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days agoThank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord. I’m also excited to announce that the game will release on Steam on 8 July 2025! Demo - Update 35Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventoriesSingleplayer Shop: subtle animation while selecting a Buy Button Many Balancing tweaks Balancing: nerfed Life Steal in various waysBalancing: nerfed Knockback in various waysBalancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal Fine tuned the color of some weapons to improve the visibility Balancing: Ballista don’t double their projectiles based on amount anymoreIf Player HP is Full and HP Max > 20, the player can’t be one-shot Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days agoThanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days agoThanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days agoLife steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably. Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days agothanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming forThere is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days agoI did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered. I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall. Edit: Also there's a wording issuewith how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days agoHey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff- Playable character merge feature- Dozens and dozens of unique effectsI'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply #noobs #are #coming #demo #free
    OVERBOY.ITCH.IO
    NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]
    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day ago(+1)Very addictive!ReplyTrashpanda1191 day ago(+1)love the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day ago(+1)really fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day ago(+1)Thanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day ago (2 edits) (+1)Thanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days ago (1 edit) (+1)Very nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days ago (1 edit) (+2)Okay so.... tried out a few things, and some Dev suggestions to report: Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms (instant win), or far from them (oh no)"   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good! ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin. (i.e. the spike ball)Reply1Soultaken4 days agoAnyone know good combos for the items? (I just pick randomly.)Replydave99994 days ago (1 edit) (+2)lasers plus amount+adept some arcane for basic dmg (its instable to setup and only overboy starts with one) totems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy (realized in the end that all size was wasted on this) soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damage (I understand that the more gimmicky things like pets and kickables give the game versatility but to min max they are not that competative)Replydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days ago (1 edit) (+1)my best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days ago(+2)Lmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days ago (1 edit) Thank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord. I’m also excited to announce that the game will release on Steam on 8 July 2025! Demo - Update 35 (06 June 2025)Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example) Singleplayer Shop: subtle animation while selecting a Buy Button Many Balancing tweaks Balancing: nerfed Life Steal in various ways (lower values gained from items) Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value) Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal Fine tuned the color of some weapons to improve the visibility Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount) If Player HP is Full and HP Max > 20, the player can’t be one-shot Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days ago (1 edit) Thanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days ago (1 edit) (+1)Thanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days ago (2 edits) Life steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably. Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days ago (2 edits) (+1)thanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming for (minus some issues like you pointed out, and of course some balancing required on specific builds and items)There is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days ago (4 edits) I did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered. I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall. Edit: Also there's a wording issue (or a bug) with how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days ago (2 edits) (+1)Hey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns (active skills you can trigger by picking orbs on the map)- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff (you can even play soccer with your minions or other co-op players)- Playable character merge feature (get the effect of 2 different characters or more at the same time)- Dozens and dozens of unique effects (turning enemies into Sheep, or Golden Statues, or both?)I'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply
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  • AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES

    By CHRIS McGOWAN

    Images courtesy of Warner Bros. Pictures.

    Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbellhas a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes, inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors.

    “I knew we couldn’t put the wholeon fire, but Tonytried and put as much fire as he could safely and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.”
    —Nordin Rahhali, VFX Supervisor

    The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed.

    “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.”

    “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.”

    Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots.Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor.

    “The Skyview restaurant involved building a massive setwas fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.”

    The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical.“We got all the Vancouver skylineso we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.”
    —Christian Sebaldt, ASC, Director of Photography

    For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wallwe could change the times of day”

    Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed.“We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineeredwhile we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots.some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.”

    Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbellas he’s about to fall.

    The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful locationGVRD, very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosionwas unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.”

    The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbelland drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producercame up with a great gagseptum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.”

    Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell– with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils.

    “ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.”
    —Nordin Rahhali, VFX Supervisor

    Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire linewhen Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.”

    To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result.A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.”

    Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine.

    Erikappears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard.

    A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws itare all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.”

    Approximately 800 VFX shots were required for Final Destination Bloodlines.Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films.

    From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris.Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.”
    #explosive #mix #sfx #vfx #ignites
    AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES
    By CHRIS McGOWAN Images courtesy of Warner Bros. Pictures. Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbellhas a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes, inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors. “I knew we couldn’t put the wholeon fire, but Tonytried and put as much fire as he could safely and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” —Nordin Rahhali, VFX Supervisor The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed. “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.” “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.” Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots.Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor. “The Skyview restaurant involved building a massive setwas fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical.“We got all the Vancouver skylineso we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” —Christian Sebaldt, ASC, Director of Photography For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wallwe could change the times of day” Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed.“We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineeredwhile we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots.some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbellas he’s about to fall. The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful locationGVRD, very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosionwas unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.” The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbelland drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producercame up with a great gagseptum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.” Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell– with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils. “ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” —Nordin Rahhali, VFX Supervisor Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire linewhen Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.” To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result.A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.” Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine. Erikappears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard. A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws itare all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.” Approximately 800 VFX shots were required for Final Destination Bloodlines.Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films. From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris.Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.” #explosive #mix #sfx #vfx #ignites
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    AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES
    By CHRIS McGOWAN Images courtesy of Warner Bros. Pictures. Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbell (Brec Bassinger) has a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes (Kaitlyn Santa Juana), inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors. “I knew we couldn’t put the whole [Skyview restaurant] on fire, but Tony [Lazarowich, Special Effects Supervisor] tried and put as much fire as he could safely and then we just built off that [in VFX] and added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” —Nordin Rahhali, VFX Supervisor The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed. “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.” “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.” Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots. (Photo: Eric Milner) Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor. “The Skyview restaurant involved building a massive set [that] was fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off that [in VFX] and added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical. (Photo: Eric Milner) “We got all the Vancouver skyline [with drones] so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” —Christian Sebaldt, ASC, Director of Photography For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height [we needed]. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wall [so] we could change the times of day” Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed. (Photo: Eric Milner) “We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineered [them] while we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots. [For example,] some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paul [Max Lloyd-Jones] as he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbell (Max Lloyd-Jones) as he’s about to fall. The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful location [in] GVRD [Greater Vancouver], very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosion [of Iris’s home] was unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.” The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbell (Richard Harmon) and drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producer [Craig Perry] came up with a great gag [for the] septum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.” Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell (Richard Harmon) – with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils. “[S]ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paul [Campbell] as he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” —Nordin Rahhali, VFX Supervisor Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire line [for] when Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.” To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result. (Photo: Eric Milner) A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.” Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine. Erik (Richard Harmon) appears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard. A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws it [off the deck] are all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.” Approximately 800 VFX shots were required for Final Destination Bloodlines. (Photo: Eric Milner) Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films. From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris. (Photo: Eric Milner) Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.”
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  • Build Something Cool Using ASCENDANT's Assets In This Jam With $50K In Prizes

    This is quite a unique type of jam: PlayFusion's team, the developers behind the upcoming squad-based FPS ASCENDANT, is giving free access to their game assets, including 3D models, concept art, and more, to build something amazing or completely unhinged.ASCENDANT takes place in a gritty biopunk future shaped by '80s aesthetics and a deep narrative exploring humanity's relationship with technology and nature. With fast-paced squad combat, unpredictable objectives, and a unique spin on the capture-the-flag genre, the game challenges players to battle against both rival squads and mutant wildlife in pursuit of three biocores to survive.Centered around the theme "The Last Biocore," the ASCENDANT Jam invites you to compete across four unique categories, giving every kind of artist a chance to shine:Best Cinematic: Using the game assets, create an animation set in the world of ASCENDANT. Focus on quality, creativity, and a strong connection to the game's lore;Best Gameplay Video: Make a stream, edit, fan trailer, in-game machinima, etc. It just has to incorporate game footage in some way;Best New Take: Bring ASCENDANT to life in a new medium. Create a game of your own, write a story, draw a webcomic, do whatever, with bonus points for creativity;Best Filth: Just full-on chaos. Shock the devs.ASCENDANTASCENDANTASCENDANTASCENDANTLike many jams, this one offers beginners a great chance to get noticed and build their portfolios, with the added bonus of winning real rewards. PlayFusion is giving away in prizes, with each of the four categories awarding three grand prizes:1st place: cash prize plus in-game feature and credit;2nd place: cash prize;3rd place: cash prize.From the four category winners, one Best in Show will be selected and flown to PlayFusion's studio in Cambridge, UK, along with a friend. You'll meet the team, get a behind-the-scenes look at the studio, and celebrate at their very own pub, The Side Quest.While the Best Filth first-place winner might not have their creation fully featured in-game, the developers will find a way to pay tribute to it. Not one of the 12 grand prize winners? PlayFusion is giving away over in cash prizes for a variety of cool achievements, with more to come:Tier 1: eachBest New Idea: Suggest a game feature so smart the devs wish it was theirs. If it's added, you'll get full credit;Best Newcomer: For newcomers showing great potential and heading in a thrilling direction.Tier 2: eachBest Lore: For the submission that shows the deepest understanding of the game's lore;Best Comedy: For the funniest entry;Best Action: For the submission that kicks the most ass;Best BioPunk: For the submission that radiates GreenTech vibes;Best Twist: For the most surprising submission.Tier 3: eachBest '80s Tribute: For the entry with the best throwback style, after all, it's an '80s-infused dystopia;Best Music: For the submission with the catchiest original song or soundtrack;Best Aesthetic: For the most beautiful, high-def, ultra-sexy creation;Best Totally Original: For the submission unlike anything else, no examples, just pure originality;Best Multi-Media: For the entry that spans multiple formats, like a comic with an embedded video or an animation paired with an original song.Tier 4: eachBest Use of Gorlizard: For bringing the might and horror of this bioengineered beast to life;Best Use of Biocore: For the most creative use of those iconic orange, amber-filled jugs;Best Use of Assault Rifle: For the entry that best uses or innovates on this gun;Best Use of Ascendants: For the entry that gives human survivors a bold new look and a unique twist on their lives.Best Use of Environment: For the entry that thoughtfully uses buildings and foliage to create a believable, lived-in world.General rules for the ASCENDANT Jam allow participants to work in teams and submit multiple projects across different categories, though the same project cannot be entered in more than one category. Please tag submissions as "mature" if they contain gore or strong language; more explicit content should be entered in the Best Filth category. Hate speech and discriminatory content are strictly prohibited. Submissions behind a paywall will not be accepted, and copyrighted material from other sources must be avoided.You can submit your entries anytime between May 2, 2025, at 7:00 PM and July 1, 2025, at 7:00 AM.Visit the game's Steam page, find out all about the ASCENDANT Jam, and use this exciting opportunity to show off your style, network with talented artists, get your work featured, and win.
    #build #something #cool #using #ascendant039s
    Build Something Cool Using ASCENDANT's Assets In This Jam With $50K In Prizes
    This is quite a unique type of jam: PlayFusion's team, the developers behind the upcoming squad-based FPS ASCENDANT, is giving free access to their game assets, including 3D models, concept art, and more, to build something amazing or completely unhinged.ASCENDANT takes place in a gritty biopunk future shaped by '80s aesthetics and a deep narrative exploring humanity's relationship with technology and nature. With fast-paced squad combat, unpredictable objectives, and a unique spin on the capture-the-flag genre, the game challenges players to battle against both rival squads and mutant wildlife in pursuit of three biocores to survive.Centered around the theme "The Last Biocore," the ASCENDANT Jam invites you to compete across four unique categories, giving every kind of artist a chance to shine:Best Cinematic: Using the game assets, create an animation set in the world of ASCENDANT. Focus on quality, creativity, and a strong connection to the game's lore;Best Gameplay Video: Make a stream, edit, fan trailer, in-game machinima, etc. It just has to incorporate game footage in some way;Best New Take: Bring ASCENDANT to life in a new medium. Create a game of your own, write a story, draw a webcomic, do whatever, with bonus points for creativity;Best Filth: Just full-on chaos. Shock the devs.ASCENDANTASCENDANTASCENDANTASCENDANTLike many jams, this one offers beginners a great chance to get noticed and build their portfolios, with the added bonus of winning real rewards. PlayFusion is giving away in prizes, with each of the four categories awarding three grand prizes:1st place: cash prize plus in-game feature and credit;2nd place: cash prize;3rd place: cash prize.From the four category winners, one Best in Show will be selected and flown to PlayFusion's studio in Cambridge, UK, along with a friend. You'll meet the team, get a behind-the-scenes look at the studio, and celebrate at their very own pub, The Side Quest.While the Best Filth first-place winner might not have their creation fully featured in-game, the developers will find a way to pay tribute to it. Not one of the 12 grand prize winners? PlayFusion is giving away over in cash prizes for a variety of cool achievements, with more to come:Tier 1: eachBest New Idea: Suggest a game feature so smart the devs wish it was theirs. If it's added, you'll get full credit;Best Newcomer: For newcomers showing great potential and heading in a thrilling direction.Tier 2: eachBest Lore: For the submission that shows the deepest understanding of the game's lore;Best Comedy: For the funniest entry;Best Action: For the submission that kicks the most ass;Best BioPunk: For the submission that radiates GreenTech vibes;Best Twist: For the most surprising submission.Tier 3: eachBest '80s Tribute: For the entry with the best throwback style, after all, it's an '80s-infused dystopia;Best Music: For the submission with the catchiest original song or soundtrack;Best Aesthetic: For the most beautiful, high-def, ultra-sexy creation;Best Totally Original: For the submission unlike anything else, no examples, just pure originality;Best Multi-Media: For the entry that spans multiple formats, like a comic with an embedded video or an animation paired with an original song.Tier 4: eachBest Use of Gorlizard: For bringing the might and horror of this bioengineered beast to life;Best Use of Biocore: For the most creative use of those iconic orange, amber-filled jugs;Best Use of Assault Rifle: For the entry that best uses or innovates on this gun;Best Use of Ascendants: For the entry that gives human survivors a bold new look and a unique twist on their lives.Best Use of Environment: For the entry that thoughtfully uses buildings and foliage to create a believable, lived-in world.General rules for the ASCENDANT Jam allow participants to work in teams and submit multiple projects across different categories, though the same project cannot be entered in more than one category. Please tag submissions as "mature" if they contain gore or strong language; more explicit content should be entered in the Best Filth category. Hate speech and discriminatory content are strictly prohibited. Submissions behind a paywall will not be accepted, and copyrighted material from other sources must be avoided.You can submit your entries anytime between May 2, 2025, at 7:00 PM and July 1, 2025, at 7:00 AM.Visit the game's Steam page, find out all about the ASCENDANT Jam, and use this exciting opportunity to show off your style, network with talented artists, get your work featured, and win. #build #something #cool #using #ascendant039s
    80.LV
    Build Something Cool Using ASCENDANT's Assets In This Jam With $50K In Prizes
    This is quite a unique type of jam: PlayFusion's team, the developers behind the upcoming squad-based FPS ASCENDANT, is giving free access to their game assets, including 3D models, concept art, and more, to build something amazing or completely unhinged.ASCENDANT takes place in a gritty biopunk future shaped by '80s aesthetics and a deep narrative exploring humanity's relationship with technology and nature. With fast-paced squad combat, unpredictable objectives, and a unique spin on the capture-the-flag genre, the game challenges players to battle against both rival squads and mutant wildlife in pursuit of three biocores to survive.Centered around the theme "The Last Biocore," the ASCENDANT Jam invites you to compete across four unique categories, giving every kind of artist a chance to shine:Best Cinematic: Using the game assets, create an animation set in the world of ASCENDANT. Focus on quality, creativity, and a strong connection to the game's lore;Best Gameplay Video: Make a stream, edit, fan trailer, in-game machinima, etc. It just has to incorporate game footage in some way;Best New Take: Bring ASCENDANT to life in a new medium. Create a game of your own, write a story, draw a webcomic, do whatever, with bonus points for creativity;Best Filth (18+): Just full-on chaos. Shock the devs.ASCENDANTASCENDANTASCENDANTASCENDANTLike many jams, this one offers beginners a great chance to get noticed and build their portfolios, with the added bonus of winning real rewards. PlayFusion is giving away $50,000 in prizes, with each of the four categories awarding three grand prizes:1st place: $7,500 cash prize plus in-game feature and credit;2nd place: $2,500 cash prize;3rd place: $1,000 cash prize.From the four category winners, one Best in Show will be selected and flown to PlayFusion's studio in Cambridge, UK, along with a friend. You'll meet the team, get a behind-the-scenes look at the studio, and celebrate at their very own pub, The Side Quest.While the Best Filth first-place winner might not have their creation fully featured in-game (thanks to legal constraints), the developers will find a way to pay tribute to it. Not one of the 12 grand prize winners? PlayFusion is giving away over $3,000 in cash prizes for a variety of cool achievements, with more to come:Tier 1: $500 eachBest New Idea: Suggest a game feature so smart the devs wish it was theirs. If it's added, you'll get full credit;Best Newcomer: For newcomers showing great potential and heading in a thrilling direction.Tier 2: $250 eachBest Lore: For the submission that shows the deepest understanding of the game's lore;Best Comedy: For the funniest entry;Best Action: For the submission that kicks the most ass;Best BioPunk: For the submission that radiates GreenTech vibes;Best Twist: For the most surprising submission.Tier 3: $100 eachBest '80s Tribute: For the entry with the best throwback style, after all, it's an '80s-infused dystopia;Best Music: For the submission with the catchiest original song or soundtrack;Best Aesthetic: For the most beautiful, high-def, ultra-sexy creation;Best Totally Original: For the submission unlike anything else, no examples, just pure originality;Best Multi-Media: For the entry that spans multiple formats, like a comic with an embedded video or an animation paired with an original song.Tier 4: $50 eachBest Use of Gorlizard: For bringing the might and horror of this bioengineered beast to life;Best Use of Biocore: For the most creative use of those iconic orange, amber-filled jugs;Best Use of Assault Rifle: For the entry that best uses or innovates on this gun;Best Use of Ascendants: For the entry that gives human survivors a bold new look and a unique twist on their lives.Best Use of Environment: For the entry that thoughtfully uses buildings and foliage to create a believable, lived-in world.General rules for the ASCENDANT Jam allow participants to work in teams and submit multiple projects across different categories, though the same project cannot be entered in more than one category. Please tag submissions as "mature" if they contain gore or strong language; more explicit content should be entered in the Best Filth category. Hate speech and discriminatory content are strictly prohibited. Submissions behind a paywall will not be accepted, and copyrighted material from other sources must be avoided.You can submit your entries anytime between May 2, 2025, at 7:00 PM and July 1, 2025, at 7:00 AM.Visit the game's Steam page, find out all about the ASCENDANT Jam, and use this exciting opportunity to show off your style, network with talented artists, get your work featured, and win.
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