If you’ve been following our news about Gamescom you know that we’ve prepared a new and improved demo for the occasion. We’ve also said that we will take that demo down when Gamescom is over.
Well… We changed our minds! In our humble opinion, this demo is too good to revert back to the old one. So, it’s here to stay!
What’s different about this version of the demo?
Removed platforming section from PRE00. Replaced with immediate drop into medbay.
Removed circular platforms from around south secret area of PRE06. Replaced with spiral staircase.
Merged commits from main to support longer item pickup range.
Added two additional suspended platforms to PRE06 over bottomless pit.
New katana graphics.
Have you played the improved demo already? Or do you plan to do it soon? Let us know!
We’re live on Gamescom!
Y’all, we’re on Gamescom!
Starting today until the end of the week Beyond Sunset will have a booth at Gamescom in Cologne, Germany. If you happen to be visiting the event, find us in hall 10.2, booth E040.
What’s more, during Gamescom, we will have a TOTALLY EXCLUSIVE demo available to play on Steam. Download it and play the improved demo of the game! Don’t wait with it tho, as that exclusive demo will be taken down when the event ends.
We have a true genre mix here now! David Jaffe, the magnificent creator of the equally magnificent God of War, played Beyond Sunset live on his YouTube! And we’re proud to say he liked our game. And one of the devs popped in for a quick interview!
Let’s not dawdle, watch it for yourself!
And if you want to see the entire livestream, you can find it here:
Episode 2 Initialized... Log in
Hi All!
Our game has an episodic structure, like most classic shooters, and every episode plays (and looks, and feels) a bit different. Episode 2 is titled Hostile Takeover! And we have a brand new, super fresh and crispy teaser just for the occasion.
Just as a reminder, as we've mentioned a few posts back, E2 takes place in a technological megastructure. It's more abstract and we designed it to function as a living and breathing organism, to make it not only more interesting for the player but to add more variety to the gameplay.
We can't wait when you'll be able to dive into it!
We also would like to wholeheartedly thank you all for playing the demo during the Steam's Next Fest. It was so amazing to see so many of you enjoying it!
If you want to support us further, add our game to your wishlist.
A big, no, HUGE thank you for accompanying us during Next Fest!
We’ve noted a massive convergence of street ninjas in our demo, you positively took over the system. We’re watched every piece of content you released: the comments, the videos, the streams, everything. And we’re very proud to see you had so much fun playing!
Thanks again and stay tuned!
P.S. This is how happy we are after this Next Fest.
We’re on Next Fest!
We have news! And, as you’ve probably already read in the title, we’re gonna be on Next Fest.
So if you haven’t played our demo yet, now is the perfect time to do it.
Our Publisher is on sale! Well, their games are, obviously. And up to 90% off, too!
THEY HAVE IT ALL!
Drug Dealer Simulator 75% OFF
Gas Station Simulator Special Discount
Free DLCs and Game Samples
And much, much more!
The publisher sale is live from June 12, 2023, so grab anything you want!
Check it out here
Game? Retro. AI? Modernized
Hi all!
Beyond Sunset is a retro game at core, yes, but it can’t play like a retro game. Today, simplified AI behavior just wouldn’t fly. Enemies can’t stumble around half-randomly, with their only objective being looking for you. This “stumbling” is something you can notice easily in the original Doom. We wanted to avoid it. So what did we do?
We focused on changing the pathfinding and in general, on letting our enemies make decisions.
Their choices are made via a behavior tree: a branching path of actions that an actor can take, resulting from each other. It’s a standard thing in gaming, but not in retro games, and not in games based on the Doom engine. We believe that we are the first to implement Behavior Trees in GZDoom.
Why is it important? Not just because the effect is visible: our enemies are smarter, react to your actions instead of following a simple pattern. Also, for us, their actions are much easier to program. We use a visual editor to create their branching behavioral paths. This makes creating their “personalities” much, much more convenient. See how it looks:
As a result, you can experience much more exciting (and vertical) combat scenarios than in older Doom-based games.
We also use these trees to create the AI for non-combatants so that we can add life to our game world. Not everyone is your enemy, not everyone is there to kill. This design concept was first used in the underrated gem Strife many years ago, but we hope to take it to the next level.
If you’re a modder or a GZDoom game creator, here’s something important for you: we’ll make our behavior trees open source very soon. It’s one of the best things about Doom and GZDoom: we can share our knowledge and findings, and help each other create better, more amazing games!
Wishlist and follow us for more Beyond Sunset and GZDoom goodness.
We’re happy to announce that the Routastic Event has officially started! Huge discounts, great bundles, a showcase of upcoming titles, and much, much more awaits you there! Go and check it for yourself ⬇️
As an RPG game, Beyond Sunset is ripe with NPCs. It’s time you meet some of them, no? Let us introduce you to Balthazar, an administrator at MetaCorp. He’s a competent guy but he can be quite a pain in the butt and his short temper is infamous.
The in-game characters are made in pixel art (inspired by the works of Josan Gonzales) but they all start as a painted draft. Thanks to that all sprites are faithful to the art you will see – just as the pixel art of Lucy looks just like the hero art from Steam.
Here is how Balthazar was made:
Lucy and Balthazar are only two of many characters that will appear in the game. Do you want to see the others?