Join our very own Krzysztof Wojdyła on an amazing trip through Low City and Yeti's Coming!
To celebrate Gamedec's presence at the DreamHack Beyond event, we would like to invite you to our Steam Page this Friday, 30th of July, where at 12:00 a.m CEST [3:00 p.m. PDT] we will sit down with you and talk about the Gamedec and its pre-release period to keep you up to date.
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Stay safe!
Gamedec showcase at Dreamhack Beyond
What is Dreamhack Beyond? Simply, it's both a free hybrid gaming festival AND an online game to complement and showcase the best of DreamHack in a fresh, new way.
[previewyoutube="9rOyf-HaVdY;full"]
You might be interested in the fact that Anshar Studios is teaming up with Digital Dragons to be a part of this exceptional event. After placing your first steps in the Dreamhack virtual venue, head to our booth, where we will be showcasing the Gamedec demo and some more stuff that you have to see with your own eyes. (Fun fact: Gamedec is a game about investigating other games, so we showcase games in the game inside the game. Inception!)
In addition to meeting us in the digital exhibition space, on 30th June at 2 PM, you can watch the panel discussion "Branching and parallel realities" featuring:
Marcin Sergiusz Przybyłek - Author of the Gamedec saga, Writer of the game
Agnieszka Mulak - Narrative Designer
Krzysztof Kurek - Narrative Designer
One of the existing and valid quantum physics theories is the multiverse theory. It says that there is an infinite number of parallel realities, and we access them by making choices. So there is an infinite number of You making an unbelievable variety of things. The problem is, you cannot see all the variants of your life. You see only one, based on your past choices. Pity, isn't it? Well, a similar problem is with game designers and players. The former see "the multiverse", and the latter - only one layer of it.
Panels will run daily ontwitch.tv/dreamhack and twitch.tv/dreamhackbeyond. It would be best for you to stay tuned for Indie Playground Trailer Showcase because you may see a certain detective investigating virtual worlds.
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DreamHack Beyond is an all-digital, at-home, interactive experience. Players/attendees can enjoy the festival in any way they choose: In the video game, players can:
- Create and customize your character - Collect limited edition pets and cosmetics - Explore the story of the Sleepers by completing the campaign - Cheer on your favorite teams with gear and custom animations - Participate in various side quests to earn XP and find exclusive loot - Many dynamically themed halls with their own lore
Or, attendees can skip the game and go right to a desired booth for a personalized, one-of-a-kind experience by attending panels, playing game demos, and taking part in the event through more traditional DreamHack festival activities.
So hop into your virtual outfit, take your friends and let's experience this year's Dreamhack together!
About Gamedecverse #5: Everyday life in the 22nd century [Part III]
In the previous episode of this article series, we introduced you to the routines and ceremonies conducting the marriages of the citizens of the Gamedecan poleis. Today, we take a look at the various holidays and celebrations kept in the Gamedecverse. Enjoy!
Giving Birth
In the Gamedecverse, people can be born in three ways:
By the forces of nature
That is, in the old, insidious way, where the forces of a child, mother, and blind chance fight for the survival of both the midwife and the newborn and that the baby is healthy. This is how the followers of old, orthodox religious denominations usually give birth.
By Caesarean section
The incision is small, the fetus is removed quickly and painlessly, there is no trace of suture because young mothers use "Scarstop." After removing from the uterus, the newborn baby undergoes a kind of delivery, namely, a particular machine (parturot) pushes the newborn through the birth canal, which presses the baby firmly from all sides, just as the birth canal does during natural childbirth. This creates the correct muscle tone (muscle tension). The babies do not have the urinary problems that babies had before the parturot era.
Extuter birth
This is still an exotic type of birth because the pregnancy is also different from what we see today. The exuter is an external artificial uterus, wavelike connected to the mother's body. Thanks to this, the fetus feels the mother's movements, hears her voice, feels her body, and the mother feels the baby in her belly, its movements, kicks, etc. The birth takes place in the presence of the family, and the mother waits right at the exit of the extuter for her baby, who undergoes a similar test of strength as in natural birth. The entire delivery proceeds as it would for a multiparous woman with a broad, "comfortable" pelvis. The fetus lands in the mother's embrace and immediately feels her warmth. The whole thing is filmed by the family. It would generally be a very joyful event if it were not for the groups of demonstrators who often gather in front of clinics with extuters. The demonstrators, usual followers of old religions, express their rebellion against the new kind of pregnancy (the so-called external pregnancy), claiming that it leads to the killing of the maternal instinct and, as a result, to the degeneration of humanity. In doing so, they ignore the fact that a mother with an external pregnancy receives an adequate dose of hormones before the birth of her child, thanks to which the breasts are ready for lactation. The body is flooded with oxytocin, or attachment hormone. An immediate, strong bond with the child is formed in the mother.
Birthdays
Birthdays are celebrated today, but one no longer wishes "100 years", as most people live to be 100 (one retires at age 70). Now one wishes "A planetary system to own," "A smooth beelbies," "Lots of Youngin and Youngout," "Quarters on Gaia," and so on.
Name day
Also being celebrated. There is a return to the celebration of name days. Celebrations like celebrations. Guests, drinks, swagger.
Network initiation
In many families, the first entry of a young person into a network is celebrated. The cut-off age recommended by doctors is seven, but as a rule, the web initiation takes place when boys and girls turn five.
Children experience their entry into the network very strongly.
Usually, after a visit to the virtual world that lasts several hours (always in the presence of an adult, usually in some network café), they go from the euphoria phase to the depression phase, feeling a strong need to enter the network again. This is a susceptible period, and psychologists insist that adults control the length of time kids spend in virtual spaces and block access to certain sites (such as the infamous "Twisted & Perverted" game).
As a rule, to reduce the urge to go online again, parents present the child with a cool, real-life toy, usually used for physical play. Recently, a trendy toy has been a jukebox. It is worth noting that online initiation facilitates the loosening of emotional ties with Chibot.
Zoenet Day - November 3
November 3. This is a fete in Brahma, during which huge parades are held featuring characters from many games. The parades in Brahma on the occasion of this festival cannot be compared with any other. On this day, the Brahma authorities allow unreal creatures to reside in this world, so no one should be surprised to see both spaceships and incredible animals next to each other. Fireworks take the shape of buildings, heroes, and monsters, and there are many illusions and projections. Whole towns in Brahma turn into amusement parks.
Neighbor's Day - first Saturday in May
An exciting holiday is Neighbor's Day, which is supposed to counteract the first cause of depression in Free Europe - loneliness. During this holiday, residents of a particular tower line the parking lots and air squares surrounding it, carrying refreshments, talking to each other, asking who is from which floor, what they do, etc. Holoprojectors, which participants mount on their shoulders, help to break the ice. Above the heads of the holiday participants, information can then be seen: "My name is Torkil Aymore, I live on the 324th floor, I'm a gamedec, I don't bite".
Thunderstorm Festival - First Saturday in July
Climates over the polis are moderated, and due to the destructive power of lightning, storms are not allowed. The festival of thunderstorms is no exception. Yes, a fair amount of nimbus (rain clouds) are gathered over the glade, but without storm potential. Lightning and thunderstorms are generated by special ilgens. They make such a powerful impression that experts on the subject unanimously claim that ordinary thunderstorms can hide next to the storms in Warsaw City. The festival takes place in the warmest month of the year, so it's normal for people to go out, dressed scantily, on airborne sidewalks and walking platforms, wait for the rain to wash over them, and enjoy the titanic lightning. As a rule, a lot of alcohol is drunk then, and it's easy to get pregnant too.
Warsaw City Day - September 1
The inhabitants of Warsaw City are overwhelmingly fond of this polis, so when September 1 comes, an important day for former Poles, they flock to the airways to celebrate. The main streets of the air are lined with aurocars dressed in a multitude of illusions and holoprojections, along with smaller walking platforms and other ships, all with decks on which dancers dance. Their enlarged silhouettes are projected above the lines of carts. The whole fiesta lasts a few hours, and afterward, drinks are half price in all Warsaw City venues.
Gifts
Walktel
It's always nice to get a new, more expensive model. Walktel is a portable device that performs all media functions. The screen is generated on the glasses synchronized with the device or (newer models) corner lenses, in which the transmitters stimulating the auditory, olfactory, and tactile centers (fingertips) are implanted.
Omnic
Gifts for the rich. It’s a wrist device, which performs any media functions. It is an upgraded, more modern equivalent of the older walktel.
Games
Mostly it's about a fee (semi-annual, annual) in some games, like Deep Past World. It belongs to a good tone to have constant access there.
Holms
If you buy someone a holm, it's only a virtual and interactive one, i.e., one where you influence the plot by making choices at critical moments. Imagine a 3D movie, where you are "in the middle" of it. You can watch it standing, sitting, or in VR. Holms are interactive - you can decide the main choices of heroes. It is impossible to see the whole holm at one seeing, as it is filmed by 360 degrees cameras.
ULM toys
ULM in the Gamedecverse is something of a Lego contemporary. Understanding Little Mind aims to not only entertain but to educate. This company's toys are always very complex and challenging. They often take on the appearance of apartment complexes, factories, or planets inhabited by communities of tiny robots.
Figures
Figurine and board games are thriving in an age of advanced aerial animation, advanced micromechanics, and electronics. Buyers of figurines and models in any scale can be found among adults and children (vide General Enrique Baczewski surrounded by World War I fighters fighting each other). The terrain boards for these games are richly animated and look remarkably realistic. The figures can move, fly, and fight. The games are either smooth or phased.
Even chess has been modified in games with an added random element (a pawn killed by a knight can win a duel in certain situations) and animation.
Chibots
Chibot is otherwise known as Child Bot. It is good for young parents to buy a droid to accompany their child's play and development. The best Chibots are made by ULM. The Chibot has numerous algorithms to stimulate the child's play, respond to the child's behavior, subtly reward desirable behavior and demotivate undesirable behavior. Chibots often look like plush toys: teddy bears, humanoid ducks, and hairy creatures with pleasant appearance. The child has something to cuddle with and someone to sleep with. Chibots have a permanent guarantee of safe use and durability (which is why they are pretty expensive). Their service technicians are never late with periodic inspections. Some parents trust these plush cuddly creatures so implicitly that they can neglect raising their kids, which psychologists criticize.
Although it is tough for a child to break ties with a Chibot, as a rule, network initiation helps a lot in this regard.
Jetboard
A jet board is a board with an advanced gyroscopic system that, if the user sets the options of this device, will prevent the child from falling over. The jet board allows flight at heights of up to one and a half meters, has an anti-collision system, and develops speeds of up to thirty kilometers per hour (it has speed limiters that can also be adjusted in the options). Together with jet boards are sold special modular shoes and overalls to protect critical parts of the body. In Warsaw City, there are unique trails for jet boarders, and if you want to really go wild, visit the Skate Park, where you can compete with the pros. If you want to practice online, play Skaters Chal.
Tours
A tour is always a good gift. Orbital tours organized by private companies with orbital propellers are within reach of almost every pocket. You can also take a trip to another continent, to another polis, or to a nature park in the Peeska Forest, where the ABB barrier system has been bent so that visitors can get an up-close look at dangerous species of flora and fauna.
How did you like the article? What gift would you most like to receive?
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Stay safe!
MONTHLY CHANGELOG – JUNE 2021
Hello! Gamedec's release is drawing near, all hands on deck and a tight schedule to fit all of the work that has to be done, but we're on the right track!
We're tweaking the final looks and 3D models for most of the characters and making sure all in-game mechanics are running smoothly. Mind that some of the assets are still in Polish – we’re working on the translation as we speak. So without further ado, let's jump straight into the bullets.
Worked on various game levels [including Paradise Beach]
Paradise Beach was one of the levels still waiting to be finished. You might have heard about it in the very first demo, the same where you've met Geoffrey Haggis and his son Fredo. PB is a sim-date world, where people meet for dating purposes. You can wear a skin that makes you look more beautiful, and you'll quickly meet a partner within a few hours. What will be its purpose in the game? You'll have to wait to see 😊
Tweaked the character creation feature
click the image to start video
We might be biased, but we really like the way we went with the character creation section. We don't want to dig deep into the whole system, but we can share a little sneak peek below. Remember, choosing the avatar's origin and backstory might affect the gameplay, so think carefully before making the final decision.
Reworked the final look of the avatars and 3D models for gamedecs and NPCs
Our art team sat down and made sure the avatars shown during the dialogues and visible in many places in the game are even better than before. "It's in the details" – they said, and we couldn't agree more.
New models are more detailed, and the avatars will better prepare you for what to expect, trying to guess the attitude and characteristics of the NPCs you're interacting with.
Reworked the Codex and its UI
One of the most common feedback about our Codex was about the readability and UI. So naturally, we analyzed the issue, agreed, and focused on tweaking these two to make them more pleasant to read and easier to navigate through. So what do you think about the results?
As you can see, we really appreciate valid feedback because, at the end of the day, we all want Gamedec to be the best experience possible. This is why we're…
Adding the support of accessibility features
No doubts about it – Gamedec has to support some accessibility features. We want people to play Gamedec without control barriers. One of the assumptions was to make it as simple to operate as possible, but that's not all we could do. We added the options to change the interaction UI size and font size and even change the font to better suit people suffering from dyslexia.
To make the gaming experience even more accessible, we now support different color schemes to ensure that everything important won't go unnoticed.
Last but not least – The Branching Narrative Trailer
[previewyoutube="4aw717x04vM;full"] How did you like the more crazy approach? Would you dare to check the trash bin to find the clue you’re looking for? How did you feel about the whole being-a-cat feature? If you want to discuss, be sure to join our Discord server and share your thoughts with other gamedecs like you. 😊
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Stay safe!
Watch our newest trailer about Narrative Branching
Behold! Our newest trailer is here! This time, we focused entirely on the feature of decisions and actions that will branch the narrative during your gameplay session.
When will it occur? Why it’s essential to track your choices? Watch it closely, and you might find the answers you are looking for. And outcomes? There are plenty!
What’s new? We’ve shown new Gamedec models, brand new character creation scene, updated codex, and UI with tweaked avatars and 3D models.
[previewyoutube="4aw717x04vM;full"] How did you like the more crazy approach? Would you dare to check the trash bin to find the clue you’re looking for? How did you feel about the whole being-a-cat feature? If you want to discuss, be sure to join our Discord server and share your thoughts with other gamedecs like you. 😊
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Stay safe!
Gamedec - About the freedom of approach
We are constantly being questioned about "how much freedom a player will have" and "how extended the branching in Gamedec is".
Do you really want to know? Let's take a closer look at the mechanics and the complexity of the branching narrative in the game. Grab a seat and enjoy our newest video!
Gamedec launches on PC on September 16th this year! Watch the CGI trailer, download the demo, and dive into this unique, cyberpunk world of the future.
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Stay safe!
Extended demo available to download for limited time!
As a part of the #FutureGamesShow, we've decided to go public with the extended demo available previously only for our Kickstarter Backers.
In this demo, you will have a chance to further investigate the case, entering Yet's bar and... no spoilers! You will have to see it for yourself! We've read your comments about having no intro to the game mechanics, which made some of you confused. Guess what - fixed!
This treat will be available only for a limited time, so don't wait any longer, download it now and let us know what you're thinking!
If you already played the demo and you liked what you saw, consider adding Gamedec to your Steam Wishlist and tell your cyberpunk-pals about it :)
And as for the dessert, check the montage reel from @gamesradar and let us know if you saw a familiar Gamedec here and there.
[previewyoutube="SylK6nEfa3w;full"]
Thank you for your attention! ----------------------------------------------------
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Stay safe!
Monthly Changelog - May 2021
We've reached the end of May, which can only mean one thing – the monthly changelog is here!
We're entirely focused on getting the game ready for the launch, finishing some UI screens to make it more eye-candy and easier to use. Your feedback was invaluable, so thank you very much for being active on our Discord and Steam community page. Let's get into the news:
Character creation screen and more UI stuff
Since we reached many Kickstarter tiers, one was about adding more playable avatars and skins to the game. To make the process of choosing whom you will play, we've spent a lot of time creating an easy to use, yet great-looking character creation screen. We're not yet ready to show the final outcome, but it will be available in the near future.
New deduction UI
Game localization
We're starting to contact our translation agencies to secure the timing of localizing the game. Since the dialogues and codex descriptions are still a work in progress to assure the highest quality of writing, some parts of the game are ready to translate. Remember, Gamedec will be released in 7 languages: English, Polish, German, Simplified Chinese, Russian, French and Spanish. That's a big undertaking considering the amount of text and languages. Still, we want to make sure most of you will have the possibility to play in your native language.
We are an indie company, and Gamedec is our sweet, little indie gem with a limited budget. The decision of choosing the languages for translation depended on interest (wishlist).
Sound design (music + ambient sounds)
One of the most commented parts of our backer's builds was about the sounds and ambient sounds. We understand that's a crucial part of immersion for many of you, so we decided to hire additional folks to focus entirely on that task. So yeah, we now have our very own Audio & SFX team entirely focused on bringing Gamedec to more audible life.
Save menu
Enriching the virtualias + filling locations with NPCs
Some of the sensory worlds are in the closing stages of development, so it's time to bring some life into them so players will feel engaged in these games, filled with many players and opportunities to interact. You can read more about the creation of our NPCs from one of our previous Dev Diaries: >> Developing a minor NPC<<
Expanding Gamedec encyclopedia for the game
Marcin Przybyłek is a full-time member of our team. Despite being the Author of the entire Gamedecverse, he writes a lot of stuff to fill the codex and help the team understand his world better. When we say a lot, we really mean A LOT. Marcin likes to play with words and expand his thoughts, so a player or a co-worker leaves the conversation with a sensation of being a lot smarter than before. We love you, Marcin, don't you ever change <3
Interactions and outcomes
Conclusion
And that's it! You should really wait for what we prepared to show you in the upcoming three months. We are very excited about the forthcoming release, and we cannot wait to read the first community reviews. We're doing all we can to deliver the best game possible, and your feedback along the way made us assured we're going in the right direction.
Thanks for sticking by, and have a great day! ----------------------------------------------------
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Stay safe!
Gamedec at Indie Game Carnival 2021 and Asian Publisher confirmed!
MGN is an online conference focused on indie games and aiming to bring more exciting games to Chinese players. For the duration of the event, A Chinese language demo will be available. Users with Steam UI in Chinese will have the in-game language switched automatically. You can download it until June 4, 2021.
Despite being streamed, all videos will be pre-recorded and edited to ensure the best performance. Don’t worry if you missed the show! All content will be available on a youtube channel after the event ends.
Whisper Games will publish Gamedec on Asian markets
[previewyoutube="6IRdu_nmFak;full"] Whisper Games is in a strong position as a publisher, with titles like Disco Elysium or Realms Beyond under their wings. Gamedec will launch on PC across China, Japan, South Korea, and other Asian territories, adding further to the already amassed player base Anshar Studios built around their Kickstarter campaign. The game will be localized in simplified and traditional Chinese, Japanese and Korean language.
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Stay safe!
Dev-Diary: Testing Gamedec isn't easy
We've asked our tireless QA representatives about their heroic job to keep Gamedec free of bugs and how their daily routine looks like. To make it easier to read, let's do it as a Q&A session.
QA Team in this article:
Marlena Kasińska
Kacper Byrdziak
Szymon Misztal
How to test a game with extended branching system? What causes the most difficulty in the whole process?
>SZYMON: Basically the testing process suffers from the same problems as the production itself. Gamedec is a game genre we don't have much experience with, and then there's the sheer scale of the project. We don't have ready-made and proven solutions at our fingertips. We have to experiment a lot, we often make mistakes, and we change things very often.
Our main problem in QA is that we are at the very end of the production chain, so any changes affect us and force us to adapt. More changes.
> MARLENA: A lot of changes in a project. A well-tested project requires you to be up to date all the time, and that's not always possible.
> KACPER: I would say lack of time, but it's a standard issue in gamedev, as well as in other creative industries. I think the biggest problem is the complexity of the branching system mentioned above and keeping the storyline consistent from case to case.
Routine in QA department seems to be one of your biggest enemies. What are the processes to fight it?
> SZYMON: I don't know of any process to combat it. You can try to nonstop juggle your schedule and the things you work at so that you're constantly dealing with some change. You can also try to escape to another project or change positions. Unfortunately,
QA work is a very repetitive and monotonous job. I myself have a problem with it and my only relief is to move on to the test automation subject in which I am absolutely fresh - but unfortunately for that you need to have proper conditions and... time.
> MARLENA: This question is a bit related to the mentioned difficulties. A lot of changes in a project is also an advantage because it doesn't allow to get bored for a longer period of time.
If there are repetitive elements it doesn't bother me too much. I like to have a planned time for a few days ahead and I don't mind the routine if it already appears.
Sometimes it happens that I feel bored with testing a particular thing, but I try to think that sooner or later I will finish testing it and I will be able to do something else. If it is not very important at that moment then sometimes I take a break to test something else and I come back to it after some time.
> KACPER: I try to divide my work into different smaller tasks instead of spending many hours on one big task.
What are your biggest challenges because of the vastness of the game's branching?
> MARLENA: One of the biggest challenges is checking out all the available branching in interactions. Extensive and sprawling interactions are up to several days of work, and it takes a lot of time to understand how different choices affect each other within not only that particular interaction, but also the other interactions throughout the game.
Mostly I start by looking at the documentation and dialogue structure in Artica and then try to go through all the lines of dialogue in different ways checking that everything makes logical sense, triggers in the right place, allows the player to get the right information and get through the whole dialogue without problems.
> KACPER: Due to the fact that Gamedec is an rpg game with a non-linear plot, there is a possibility to choose many non-standard paths for passing a given level of the game. With over a dozen different professions to choose from, the player can ultimately go through the game in many different ways, each time choosing different solutions and attitudes towards NPCs.
The difficulty in testing the branching choices results mainly from the number of possible combinations that the game provides. The more branching choices, the more dependencies between them, variables, bluprints, etc. Another challenge is the text itself, which is abundant in Gamedec.
The codex, deduction system, professions and most of all the dialogues provide a huge amount of words, which have to be checked from different angles many times.
And finally - is it true that QA department doesn't play games after their release because they know them by heart?
> MARLENA: As far as I'm concerned, I mostly do, but it's not entirely because I know them by heart. It's hard for me to look at a game as a casual player rather than a tester. Automatically when you play a game that you've tested, you notice what's wrong, you figure out what might not work and what might look better. It is hard to play such a game just for fun.
Besides, a game that you've tested is usually no longer able to surprise you with anything and the way certain game mechanisms work is no longer a mystery.
> KACPER: You definitely need a break and some time off from the project but fortunately RPGs are so unique that you can come back to them and try them in many new ways discovered by other players.
> SZYMON: I don't know if everyone does, but I personally wouldn't play for the very reason stated in the question. But unfortunately not all of us have the pleasure of "choice", because postrelease is another phase of work on the game and in the end someone of us has to play it or test it while putting the final build in the store or while preparing for a patch.
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.