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Retchid

Development Update #20

Hello everyone,

This month AI progressed well, the Legion Knight is now being worked on, and art wise the environment art for Episode 3's maps is finished and work began on the few remaining Episode 2 levels.

Misc Features



Over the course of the development of the game we've always listened to feedback and tweaked, changed, or added things within the realm of the design scope of the game.

We wanted to outline a bunch of things that are coming with the Ep2/3 update that is coming in the future:

The Map


This is something that has been requested a few times, so we're happy to say we'll get a map implemented for you guys. It is a 2d hologram map device you switch to, we felt it was important to keep it in game and not just some UI pop up, that way you can still move about while holding up the map, and also see anything that's trying to murder you.

It'll do all the things you would expect a map to do, show your location, important nearby objects like Key Doors, room names which will match the room name on your HUD.

In Ep1/2 in 1 of the security stations there will be a map machine you can download the map from to reveal the entire map. In Episode 3 we don't have security rooms, so you'll find portable satellite TEC equipment that will scan the level and then upload that data to your map.

Collectatorium


Once you have finished the game, we'll have an unlocked menu option to load in to the Collectatorium. This map will have on display all your collectibles, from Cat Magazines, Eldritch Relics, and Neurological's radios.

It will also display all enemies with a small info panel telling you some lore about them.

We were going to have a menu for this but, we thought it's more fun to move around and check stuff out in first person.

Steamworks Features


Steam related things like Cloud Saves, and Achievements (we already have a good chunk of the back end made) will be added to the game towards the end of development.

Achievements can be done on any difficulty. Which leads us to...

Difficulty


While Retchid has always been intended to be a challenging shooter, it's what we like to play, so it's what we build, we will have difficulty selections in game.

There will be an Easy, Normal, and Abyss modes. With various things turned on and off, and AI having various changes depending on the mode. We'll expand on this once we lock it down.

Autosaves


In Easy and Normal modes (with the option to disable it completely), we'll have autosave triggers placed around the levels between save rooms at specific points in the level progression.

For example when you progress far enough to access the elevator shaft in E1M6, or before the boss fight in E1M7.

Enemy Drops


A small feature that has been on the to do list for a while, is enemy drops.

Enemies will drop either ammo or armor, depending on the type of enemy it is. For example Pistol guys will drop ammo for SMG, or Shotgunners might drop some armor, or shotgun shells.

Code



The Chaos Spawn became feature complete, it's just awaiting VFX/Animations/Audio.

The work on the Legion Knight began, focusing on its shield mechanic. It can attack with a melee weapon, block your attacks, and if you remove its head, it'll get pissed off and large tendril will come out of the neck and will attack you with that as well. Fairly medium speed, weak enemy over all.

When the Legion Knight is blocking, if you shoot it with any projectile it'll build up a charge, continued shooting at the shield while in the block state will eventually release a projectile in the players direction.

The design is basically meant to throw a bit of a wrench in to the gameplay and focus your skill for a moment.

Level Design


E3M5 - Palace of the Bygones


This map got its final temple area finished and various tweaks optimisations completed.





E3M6 - Temple of the Great One


This is the final level of the game, where you will face off against a Great One, who overseas the Morsgoroth planet, making sure they obey the will of the Abyss.

This level has all the environment art completed, we really burned the midnight oil this month focusing on getting as many maps done as possible.

in E3M5 you will encounter poison swamps, puzzles, lots of secrets, and side areas to explore.

This central structure is where you spawn, in the middle of the map.



The path to the Lava Key



The Entrance to the Middle Temple, which has the Lava Door.




The Poison Swamp area.



The path towards the final temple and the final areas of the map.



E2M5 - Methane Mines



This week work began on E2M5, an underground mine which also is the entrance to the secret Lazarus Labs (E2M6), which then leads to the underground Morsgoroth Temple Ruins (E2M7).



Thanks for reading.

-FBS Team



Development Update #19

Hello everyone,

This month work continued on E3M5, and more coding continued for the new AI enemies.

E3M5 - Palace of the Bygones



Most of the the environment art is completed for E3M5, just the final details of the Tombs and the final temple room which houses the exit.

This is the first swampy area you come to when you come out of the small temple.



A small side with the life pool that leads to a secret area, it's the same liquid in the life fountains the player can use to restore some life.


This is the secret area that leads to a small room of Knowledge, you will need to find the Blood Key to access it.




This is the split path that leads to the Lava Key and the final area of the map.


The Tombs of Once were, where dead Morsgoroth go to be cremated and stored in boxes and placed in walls around the tombs so their memories can be honored for aeons.





Thanks for reading.

-FBS Team

Development Update #18

Hello Everyone,

A big thanks to everyone for their continued support and feedback on the game. We're taking notes of all your feedback on all things across the board (we also have some small additional features coming down the pipe too especially for those that have really enjoyed the game spending dozens of hours on just episode 1 - we'll talk about this a bit later). Once we get to the final stages of development art all the art content is made we can focus on getting that feedback in the game.

Due to your support we've been able to buy better software and hardware so we can make the game even better. We recently purchased some motion capture equipment, we're going to use it to create lots of new animations once our artist has finished all the level design/environment art/enemy models/etc

For the month of April we finished work on E3M2, began working on the environment art for E3M5, and started to get the remaining enemies coded.

Coding


The Chaos Spawn is now in game, moves around and attacks the player. The Chaos Spawn isn't too hard on its own, but when mixed in with other enemies or in a swarm, it can be very challenging and requires a bit of thinking on how to approach them.

They have 2 ranged attacks, 1 is a short-to-mid ranged acid vomit, the 2nd ranged attack is a mid-to-long range spit that leaves acid bile on the ground that stays around for a few seconds, so you'll need to watch your positioning.

Chaos Spawn are the next steps in evolution for the ELDNA process. Humans working at the TEC Facility on Titan were exposed to a work enhancement drug that would allow workers to perform better and for longer hours.

It turns out that the changes to the DNA kept mutating beyond expectations....



Environment Art


For E3M5 the atlas sheets were revised to have a bit of an older style compared to a more contemporary style of the Morsgoroth areas (E3M1/2/3/4 are the modern areas). E3M5/6 are meant to portray an older part of their society.


The sheets are rotated for the screenshot.


More vines were made to have a broader range of different parts to use inside E3M5/6. About 60 vine models were made using the new vine atlas sheet.



Trees were made for E3M5/6. The trees were made to help create a moodier environment. Zbrush and Blender was used to create the trees, using zspheres and some sculpting.

The trees were made by building modular parts, this way it's far less time consuming to build more trees, all that is really needed is to build a trunk base in zbrush, and then use the modular branch models and textures to create the finished tree.

A new material was also made so the trees have a good slow sway to them.





Level Design



E3M2 - Temple of Hidden Ways


The remaining art work on E3M2 was completed. All the vfx, additional level design logic was all placed in the level.

The main temple has a central large lava pit. The goal for the player is to lower the lava, and then proceed down to the newly revealed area, completing more puzzles, to eventually reveal the exit. Lowering the lava will give the player access to a few side areas and secrets, so make sure you explore to find upgrades and secret areas.











E3M5 - City of the Bygones



E3M5 is the first level of the older areas of Morsgoroth. It's mostly dark and swampy, dilapidated buildings, with man eating flora, and giant amphibious type creatures(Toahuggoa, we'll show the enemies after the level design is finished as their animations/textures need some polish).

This level also contains the Dead Chambers, a place where the Morsgoroth bury their dead. A very tight labyrinth with a few twists and turns which leads to the Lava Key.





Thanks for reading.

-FBS Team

Get Retchid for 20% off in the Steam Spring Sale!

Hello all,

Spring time has arrived, and so has the Steam Spring Sale where Retchid is now 20% off.

What is Retchid?


For the uninitiated, Retchid is a gory, atmospheric first person shooter that challenges you throughout without holding your hand.

The first episode currently available in early access contains 7 hand built non-linear levels with some light puzzling, shortcuts, collectibles, and secrets.

Use the PDA to read about what was happening at the TEC complex, track your objectives, statistics, weapon/suit information, and read about the collectibles you find.

Fight against various life forms ranging from humans to creatures from the abyss using various weapons like the ARC-Tool, SMG, Shotgun, TEC-Nade Launcher, and the Mining Laser, which discoverable upgrades scattered throughout the levels (not 100% fully implemented yet).

Future Content



The Team has been hard at work on Episode 2 and 3:

E2M1 - Garbage Disposal


E2M2 - Sub Station


E2M3 - Toxic Sludge Refinery


E2M6 - Lazarus Labs


E3M1 - Bastion of Cinders


E3M2 - Temple of Hidden Ways


E3M3 - Blood Pits


E3M4 - Palace of memories


Check out some of our recent dev updates on upcoming additions to the game:

https://steamcommunity.com/games/1419060/announcements/detail/530965707756668213

https://steamcommunity.com/games/1419060/announcements/detail/500563872868991742

Thanks for your continued support of the Development of Retchid, we really appreciate it.

Cheers,

-FBS Team

Development Update #17

Hello everyone,

In February the environment art for E3M4 - Palace of Memories was completed. Work also began on E3M2 - Temple of Hidden Ways.

Code



Some code was also worked on, fixing a bug where if an AI was instantly killed, would not alert nearby enemies of their death. (who knew the dead don't talk).

E3M4 - Palace of Memories



Here are some of the caves that are below the Morsgoroth infrastructure the player will navigate through.



Once you have arrived in the central area, you will need to navigate to this Teleport room which will give you access to Titan's Teleportation Lab, inside the Lazarus Lab.


Once inside the labs you'll use the Teleporters the TEC Scientists have been studying, to teleport back to the Palace, which will give you access to other areas.



Here is a little look at the secret pathway to the secret level - E3M8 - The Black Vault.


The temple that is visible from most of the level is where you need to go, to exit the level. But you will need to release the blood locks to open the gate.


E3M2 - Temple of Hidden Ways



E3M2 is a temple sitting on a lake of lava, which also flows throughout the level. You will need to solve some puzzles to figure out how to lower the lava, which will reveal more of the level and make your way down to the exit.

The Abyssals have enslaved the Morsgoroths thousands of years ago, which had an impact on their way of life and culture. To preserve their remaining culture, they hid pathways to various temples and cities away from them. This level has one such hidden path way, hidden beneath the lava, which you will use to transport to E2M3/4 which demonstrates their warrior culture.

This area is the spawn room for E3M2.


The starting section of the level is a small temple that is only accessed via floating platforms.



Once you have access to the floating platforms you can take an optional detour to this combat arena.


The entrance to main temple.


Here is the central hub for the level (unfinished art) which has 2 side areas, and 2 levels of lower areas that are revealed once the lava is lowered.


This is the area on the Northern side.



The Southern area.



This is a secret area that is only accessible once you have progressed in lowering the lava in the central area.






Development Update #16

Hello all,

In January E3M4 - Palace of Recollection was worked on. It was almost all finished before the update, just a few rooms in the last area of the map need working before E3M2 will be worked on.

With E3M4 you'll play through a level that has a good amount of vertical combat and challenges to overcome.

For a brief moment you will return to Titan via teleportation. The player will go through a small portion of the TEC secret underground Lazarus lab that connects to the back of E2M6. You'll end up in a small section of the Teleportation labs where the TEC were researching how the Morsgoroth and the Abyssals could move through space and time.



Here is the Tower of Strength, where the Morsgoroth train and hone their physical strength.



The Tower of Cunning is a place where the Morsgoroth refine their dexterity.



A secret pathway, that connects to a small room that unlocks a path to the secret level - The Black Vaults.


The Central area of the level which connections the left and right towers.


Here is the entrance to the temple which houses the exit of the level.


Thanks for reading.

-FBS Team




Retchid is on Sale for the Winter Sale!

Retchid is 20% off for Steam's Winter Sale!
Make sure to pick up a copy if you haven't taken the plunge yet, and gift it to your friends too!

We update on development progress every month, so check out our latest update here:
https://store.steampowered.com/news/app/1419060/view/595135124815742114?l=english

Development Update #15

Hello everybody,

The team wants to thank everyone for their support over the past year, it means a lot to us to see how many folks are enjoying Retchid.

The November and December update is combined in to this update due to December being a shorter work month.

We managed to finish off the art work for E3M1, E3M3, and begin work on E3M4. Some extra textures were made for the exterior facades, and work on the skybox was completed for Episode 3.

Art




This is one of the Episode 3 sky textures, we used polarized coordinates on a hemisphere mesh.



For the back ground terrain we used JangFX's new GeoGen to make the terrain, which is a chaotic rough terrain with lava coming through it.


Using JangFX's GeoGen we made 4 planets to use in the skybox.

Level Design



E3M1 - Bastion of Cinders



E3M1 was mostly completed in October, it just had a few rooms and the skybox left to update.



The exterior for E3M1 was updated with the new skybox assets.



The exit room for Episode is a portal room.

E3M3 - Trial of the Neophytes



E3M3 is where the Neophytes are tested, they must overcome various physical and mental obstacles as they make their way through the different areas. If a Neophyte completes the trial, they are then given the privilege of choosing which path to hone their skills. becoming strong warriors for the Morsgoroth.



An exterior view of E3M3.


An arena where the player must fight against a new enemy introduced here, the Gorgonops, a fierce quadruped.


Giant swinging axes the player must avoid being hit by.


The Bronze Door room.


The relaxing area, where Neophytes who completed the trial come to celebrate.


A connecting room to various paths.


A challenging room with deadly pits and lava shooters.

E3M4



Some block out shorts of E3M4. The ground work for the detailing just began.




We hope everyone has a good holiday and a new years. We can't wait to have you all get your hands on the new levels, and fight all the new enemies with new weapons!

Thanks for reading.

Cheers,

-FBS Team

Development Update #14

Hello All,

This month we focused on getting all the previous months work in to E3M1.

The level's environment art is almost completed. Just a few rooms and the exterior remain to do.

We'll be focusing on the skybox and the missing VFX like fire and smoke on the lava once all the Episode 3 levels are finished.

This area is where the Morsgoroth sleep and relax


A general access area that leads to the bathing room with a small garden to relax near


The entrance to the level, looking back towards to the spawn point


A platform control room, where you must match the symbols on the rotating small obelisks


The room with the platforms that is controlled from the previous room. You need raise the lava and used the platforms to get access to the Bronze key


A secret area that can only be accessed if you raise the lava


Due to the volatile seismic activity of the planet, it has left the bridge broken and unusable


Central lava control room. Here you can lower or raise the lava on each side of the level to gain access to certain areas when the lava is lower or higher.


A Morsogorth food prep room, where they have been cutting up TEC employees to feast upon


This area leads to a small eating area and the Fire key


Thanks for reading

-FBS Team

Development Update #13

Hello all,

This month we focused on Episode 3 art and some minor gameplay systems.

Objects of Interest



We've built a little accessibility focused system to help with navigation. This system is a distance based icon that appears when you get close to it. It's designed to attract you once you've reached most of the way to important things you have to interact with or collect.

This is very similar to the way we do the icon that appears for the save station. It'll be a distance of around 7.5m so you won't see any icons on screen screen unless you're 7.5m away from a specific thing.

This feature has to be enabled, it is off by default. We recommend not using this feature if you prefer to find everything without assists.



Walls of Lamentation



Throughout the Episode 3 levels you'll come across these objects called Walls of Lamentation. These walls tell small tales of Morsgoroth history. Using your PDA you can download and read a translation of these writings.

The language/writing hasn't been designed yet that'll be coming a bit later, that's why it's looking a bit blank.



Environment Art



The last of the large Flora were finished, including the biting plant, be careful not to get too close.



A collection of various mushrooms and fungus were made for various areas, like caves and open spaces.



A selection of Fruit and Vegetables were made which are also physics props, you can find these in the food preparation rooms and growing on some of the vines throughout Episode 3.



A selection of plant models based on the plant texture sheet. There is also a decal sheet for decayed leaves and general dirt





Work has stated on making all the different organic textures for various places. These textures are mostly for areas near rocks and plant pots.



E3M1 - Bastion of Cinders



More work has continued with E3M1.







Thanks for reading

-FBS Team