Rin: The Last Child cover
Rin: The Last Child screenshot
Genre: Platform, Adventure, Indie

Rin: The Last Child

RIN: The Last Child in the eyes of devs and MegaYoYo

Check out the gameplay of RIN's Steam Fest Demo broadcasted by:
- our VIP streamer MegaYoYo
- game designer Olaf
and chat with developers of RIN: The Last Child.

MegaYoyo is a gaming boomer who's here to show you a good time with amazing indie games and incredible boss fights.
Don't forget to stop in and enjoy a high-quality display of his reviews and other gameplays:
https://www.youtube.com/c/MegaYoYo

Will it be enough for you to taste the game? Are you going to want more?
Let us know, and in the meantime here’s the link to the game’s Steam Card.

https://store.steampowered.com/app/1960070/RIN_The_Last_Child/

Play RIN: The Last Child with devs!

Play RIN: THe Last Child with devs!

Steam Next Fest Demo of RIN: The Last Child!

February 6th, 2023 is a celebration day, or should we say week, among gamedevs worldwide. It is when Steam Next Fest begins. Developers from all around the world are participating in a fight for the most precious resource of modern society - the attention.
You adding their game to the wishlist is a dream come true for these people.
What better way to encourage you to wishlist their title other than letting you taste it?
It is exactly what Space Fox Games, the developer of RIN: The Last Child, will try to do, by letting you play the demo of their game.

Key differences between the release version and the Steam Next Fest Demo of RIN: The Last Child



Basic spells


Monsters won't die by themselves.

In the demo you get:

- Phantom Blades,
- Magic Missiles,
- Impulse,
- Sentinel,
- Shooting Star.

The release version will give you a full arsenal of 18 spells including Drain Life, Void Prison, or Blizzard.



Enhanced Spells


With a total of 18 Enhanced Spells, your foes get to taste 4 of them:

- Revitalizing Strikes (enh. Phantom Blades),
- Triple Missile (enh. Magic Missiles),
- Shielding Totem (enh. Sentinel),
- Sphere of Energy (enh. Shooting Star).

Enchanting runes will make your spells even stronger!


Enchants of Death, Life, Space, Time, Explosion, Lightning along with Runes of Power, Deflecting, and Cunning make up for a total of 7,776 combinations!

And Enchant of Explosion is the only one not available in the demo.



Spellcrafting Ingredients


There are going to be 5 Aspects:

- Aspect of Life,
- Aspect of Death,
- Aspect of Space,
- Aspect of Time,
- Aspect of Matter.

The demo allows you to use Aspects of Space and Time.



Locations


In the release version RIN will slay countless creatures in five locations:

- Final,
- Void,
- Overgrowth,
- Time,
- Space.

In the Steam Next Fest demo you begin in Final, and the game will let you complete 100% of tutorial, and 35% of Hub, as well as 15% of Void and Overgrowth.

Skills


RIN has a total of 13 skills to learn. During the demo you get to use 3 of them:

- Fading,
- Dash,
- Meditation.

Release version will let you learn e. g. Etheric Grab, Death Spikes, or Ghost.
There are also 11 Skills upgrades, none of them available in the demo.



The enemies


Now you need something to smash! There will be:

[table]
[tr]
[th]Type of a creature[/th]
[th]Creatures available in release[/th]
[th]Creatures available in the demo[/th]
[th]Names of the creatures available in the demo[/th]
[/tr]
[tr]
[td]Monster[/td]
[td]25[/td]
[td]6[/td]
[td]

  • Slime
  • Jumper
  • Flying
  • Pufferfish
  • Rolling Exploder
  • Volcanodon
  • Hive
  • Spitter Vertical/Horizontal

[/td]
[/tr]
[tr]
[td]Mini Boss[/td]
[td]3[/td]
[td]2[/td]
[td]

  • Shildar
  • Mama Slime

[/td]
[/tr]
[tr]
[td]Boss[/td]
[td]6[/td]
[td]-[/td]
[td]-[/td]
[/tr]
[/table]

A fight with Shildar Mini Boss ends the demo.

Will it be enough for you to taste the game? Are you going to want more? Let us know, and in the meantime here’s the link to the game’s Steam Card.

https://store.steampowered.com/app/1960070/RIN_The_Last_Child/


RIN - Devlog #7: Monsters & Creation process



The third part of the Devlog about monsters and the process of their creation is finally here!

In the meantime, we have released a Demo of RIN that you can download for free on Steam. Thank you very much for playing and for your feedback! (We addressed some of the comments and have already introduced some improvements!)

Now let’s move on to the last part of the monster’s Devlog. In the previous part [Devlog #6: Monsters & Creation process] we discussed the design process. Today we will try to present this process more closely on the example of Shildar with more technical details.



What happens after design?


After the brainstorming and designing era, we had the final image of the monster. But Shildar still needed to be brought to life with some animation!



We started with the animation process, for which we had to have suitable graphics. The entire Shildar art had to be properly cut and prepared for further editing.

Animations


We’ve made a mesh for all graphics in Spine. These meshes helped to reduce any distortions or bends and allowed us to build a 3D effect on flat 2D pictures. After preparing them, we moved on to building the skeleton. We often used Inverse Kinematics Points to make our work easier and to achieve more natural movements.



Once we had the skeleton, we attached the graphics to the corresponding bones. Through the Weights System, we could influence how much the movement of a given bone affects the selected area.



After these steps were completed, we started creating the final animations. We tried to make them dynamic, so we followed the principles of physics to make them as convincing and attractive as possible. Then, we exported the finished animations to the Unity engine.

Implementing


Having the prepared animations, we could finally implement the necessary mechanics, combine them, and put them in the game. We have implemented the mechanics of monster behavior in the form of separate scripts that are run using the Finite State Machine. We used the Playmaker tool to create it.

The Finite State Machine must have specific transitions between each state, which we obtained through iterative preparation of the behavior tree at the design stage.

Playmaker - state tree


Each behavior of the monster is implemented in the form of a Scriptable Object. Thanks to this solution, the balance of monsters is faster and easier because we do not need to change the code. We only need to put different values in the Unity editor to make adjustments.

Unity - editor


Only the animation transitions were missing to fully revive the Shildar. In this case, we used the Animator, in which we created a similar tree of state transitions.

Animator - state transitions


We finally managed to complete the entire process of designing and bringing this creature to life. We also taught Shildar to walk and do some magic tricks.

Shildar - final version, one of the animations


Watch out for it during your journey! Shildar is quite a strong opponent.



https://store.steampowered.com/app/1960070/RIN_The_Last_Child/

Thank you for the 4000 Demo downloads!

Hi guys!

We are so excited to announce that RIN’s Demo has been downloaded over 4000 times in the first week after the release!



Thank you so much for downloading and playing the game. We truly appreciate your feedback and opinions, and all we can say is that we take many of your comments into account. We will try to address each question and idea.

We are currently working on fixing some bugs, such as slower Rin’s movement on traveling platforms. We hear you and, among other fixes and improvements, we plan to:


  • Add key rebinding option,
  • Improve the feeling of fighting with the enemies,
  • Work on the enchanting system and runes to make them more accessible and understandable.

We will also reflect on your ideas and try to bring some of them into the game's final version. Your support is important to us, and our team considers every comment. Our mission is to provide the best possible experience to all of you. We will work on it during the upcoming development stages. Thank you very much once again!

https://store.steampowered.com/app/1960070/RIN_The_Last_Child/

RIN: The Last Child Demo available!

Hi!

How about some great news? After many months of work, we can finally announce that RIN: The Last Child Demo is here for all of you!

Free demo of RIN: The Last Child is now available on Steam!



Experience the beginnings of Rin’s story and accompany her on her journey. Rediscover your magic, create spells, and explore vast mythical lands as you uncover secrets hidden behind the Aspects of Magic. Try the magical adventure and visit the World of Rin!


  • Explore 3 different environments!
  • Discover the beginnings of Rin’s story!
  • Craft spells!
  • Defeat the miniboss!


We hope that you will enjoy the game. We look forward to your comments, suggestions and opinions. Your feedback will be greatly appreciated and will help us improve the final version of the game. If you would like to share your feedback in a more casual way, we welcome you on our Discord. Let us know your thoughts!



Happy exploring, Adventurers!




Wishlist RIN & Follow to receive the latest news.

https://store.steampowered.com/app/1960070/RIN_The_Last_Child/

RIN at Gamescom 2022!

Hello!

We are so happy to announce that as Space Fox Games, we will attend Gamescom 2022! During this year’s gaming festival in Cologne, we will be presenting our Metroidvania game RIN: The Last Child.



We are delighted to show it to many passionate gamers during the fair.

When?


We will be visiting Gamescom on Wednesday, August 24.

Where?


Hall 4.1, stand A-011g - B-020g

Gamescom is one of the largest gaming fairs in the world, and we are hyped about it. During the fair, you will be able to play the demo of our game and talk to developers. We can not wait!

We look forward to seeing you in Cologne!



https://store.steampowered.com/app/1960070/RIN_The_Last_Child/

RIN - Demo Coming Soon



Hello guys!

Today we have great news for you. We are excited to announce that RIN: The Last Child Demo is almost here!





Free demo of RIN: The Last Child will be available in mid-August on Steam.

Experience the story of Rin and accompany her on her journey. In the Demo, you’ll rediscover your magic, create spells, and explore vast mythical lands as you uncover secrets hidden behind the Aspects of Magic. Try the magical adventure and visit the World of Rin!

What will you do in Demo?

  • Explore 3 different environments!
  • Discover the beginnings of Rin’s story!
  • Craft spells!
  • Defeat the miniboss!

Be sure to keep an eye out for announcements in the weeks to come. Wishlist RIN & Follow to receive the latest news.







https://store.steampowered.com/app/1960070/RIN_The_Last_Child/

RIN - Devlog #6: Monsters & Creation process

The bestiary presented in the previous Devlog is the final result of our concept work. However, before the final versions were made, we went through the entire process. Today, as announced, we will present to you the process of creating a monster with the example of one of them - Shildar.

How were they made?


As you already know, ideas appear at the beginning of the creation. Lots of ideas! Some turned out to be too difficult to implement, and some were less demanding. Flying, glowing, with the ability of teleportation... There were many ideas. We rejected some of them by the method of elimination and compromises. We focused on further implementation of ideas that suited the most to the overall concept of Rin's World, as well as those that were feasible for us.

Shildar was supposed to be a monster requiring some tactics from the player during the fight. We wanted to make him immune to attacks. But we thought of giving him a weak spot that would make him vulnerable. We decided to cover this spot with his front legs, which by default were his shield but also became its weapon.


References


These ideas about creatures became our basis for the first concept arts. The initial assumptions allowed us to set the direction, mood, and specific features of the monsters that we could translate into their design. We also used various reference images that let us illustrate these visions even better.

First concepts


All these guidelines were the foundation for further design. Artist, prepare! Brushes and pencils in motion!

First concept arts


Adjustments


We had the first designs. At this stage, we decided to assess the visual adequacy of the original concept. We also focused on refining its appearance to suit the monster’s planned abilities and started working on minor corrections.

Selected concept art - further works


The Shildar’s design has been pimped out, but we have kept the powerful front legs and glowing weak spot. You can see its final look in the picture below.



Adaptation


Just like in the case of vegetation, we use several variants of the appearance. Monsters look different in each of the locations in the game. Shildar only appears in one of them, but we have adjusted it nonetheless and fitted its appearance to the terrain it prowls.



Next week we will tell you more about the technical aspects of creating animations and their implementation in the game.

Thanks for reading, and see you next time!

https://store.steampowered.com/app/1960070/RIN_The_Last_Child/