“We. the Revolution” is a game we have been working on for quite some time now. It is a project we have poured our hearts into, and we are polishing it tirelessly to deliver the best, most exciting experience possible.
We are working hard to give you the best experience possible. Our game is more polished than ever but we want to make everything as good as possible and we are working day and night to get Phantaruk ready to meet you. Please take a look at this impressive list of changes.
Here is a full list of updates, changes and fixes for the 1.3.0 update:
-improved performance (game runs in 60 FPS now)
-added Russian language version
-added completely new main menu
-flashlight’s battery bar added to the GUI
-sprint bar turns red when you can no longer run
-new eye icon
-added the “start new game” confirmation
#Changes in AI:
-fixed Phantaruk’s movement issues
-added new sounds while escaping the monster
-fixed clone collision detection issue
-fixed clone no clip issue
#Changes in UI / Texts:
-fixed logs issues
-fixed audiolog text issue
-fixed minor text issues
-changed gamma configuration
-changed active buttons backlight
-changed placement of some in-game logs
-added the technician’s log text
-changed contents of some of the obcjetives
-fixed font issues in the options menu
#Changes in gameplay:
-fixed an issue with the player not being able to lean out the open door
-added explosions graphic effect
-fixed inventory not saving issue
-fixed unlimited sprint issue
-achievements list updated
-added the ability to turn off the flashlight while using computers and keypads
-fixed controller issues
#Changes in level design:
-improved collision detection
-fixed minor scripting issues
-fixed the door keypad no sound issue on level 3
-fixed minor flickering texture issues
-fixed minor lightining issues
-overhaul of the hall of tubues on level 1
-fixed no clip issues
-fixed problems with items that could freeze the player
-updated audiocube locations and ranges
-upated some checkpoint locations
-balanced the number of batteries and syringes on every level
-fixed object LOD issues
#Changes in audio:
-fixed minor sound issues
#Changes in animations:
-balanced the intensity of graphic effects
-added new loading animation
Update 1.2.0 is live and we are just a week away from the release of Phantaruk! We are working hard so you could board the Purity-02 in Phantaruk on August 16th. Thanks for all the help, we really appreciate the feedback we’ve got from community and media!
Here is a full list of updates, changes and fixes for the 1.2.0 update:
-added Polish language version
-added new music
-changed the main menu
-added the epilepsy warning
-added more notes
-added missing notes
-added flashlight flickering
#Changes in AI:
-fixed issues with monster not appearing correctly
-fixed the spawning issue
#Changes in UI:
-fixed navigating the computers while using a gamepad
-fixed minor typos
-fixed issues with the resolution setting
#Changes in gameplay:
-fixed the wrong pulse status issue
-changed the flashlight’s arc
-fixed audiolog issues
-desks no longer provide complete cover from the monster
#Changes in level design:
-fixed player’s visibility issues
-fixed minor light issues
-fixed flickering textures
-fixed collision detection
-fixed minor issues with player blocking on objects
-fixed inventory issues
-added improved 3d models of various objects
#Changes in audio:
-fixed minor sound issues
-added overall sound balance
-added sound intensity balance
-fixed clone sounds issues
#Changes in Animations:
-fixed opening scene animations
-changed opening logos
Check out Phantaruk on STEAM.
It’s been quite a while since last information about the game Phantaruk which is right now being developed by Cracow Polyslash studio. Time to reveal next secrets related to this project.
„We’ve been working on ‘Phantaruk’ for more than 2 years now. A lot has changed since, we started with the Unreal engine, now we’re on Unity” – said Patryk Polewiak, Polyslash Lead Designer. – „Our goal is to create a complete adventure, which will be remembered by the players as mysterious and dark exploration of an abandoned spaceship . The aura of fear and anxiety is what’s the main advantage of Phantaruk.“
The closed beta-tests conducted by Polyslash revealed that the team had managed to achieve set objectives. Game was sent to a group of selected players, and the project met with general praise especially for the well-created atmosphere of horror and great audio track, perfectly suited to the horror climate. Notes given also turned out quite high – the average for quality reached 7/10, for audio – 8/10 and the fear index has been evaluated by the testers for 8/10. The players complained however about poor optimization and certain technical issues.
„We’re only just beginning our work on Phantaruk’s optimization. It’s just a last step before release.”– said Dawid Cislak, Producer. – „Our beta is just a small piece of the whole game, so we are quite optimistic about the current condition of our project. There’s still a lot of work to do to bring Phantaruk to the point of release, but we can clearly see that the players like the idea and that we’re moving in the right direction.”
Concurrently let us announce that the first public presentation of Phantaruk is coming. You will see the game on our stand during the Digital Dragons in Cracow (May 16-17th, 2016). It will be possible to meet its creators live and exchange opinions. You may also expect some other surprises! We’re waiting for you!
Phantaruk is an FPP horror game. Action of the game takes place in the distant future. Humanity effectively introduces the achievements of the idea of transhumanism, a thought that aims to create a posthuman, a being devoid of our biological weaknesses. Technology and homo sapiens become coexisting terms in one organism. The player lands on board the spaceship Purity02, which is the cradle of research carried out in this field by H+ Corporation. The idyll ends when we realize that Purity02 is an almost completely deserted, deadly trap. A mythical beast of the mysterious name Phantaruk roams the ship’s corridor. The monster has only one purpose – to kill everything in sight. Every wrong move may end in our death and we never know whether the mythical evil is lurking just around the corner. The situation is not helped by the fact that our hero is infected with a parasite, which causes increasing havoc in our body with every minute. Getting to know the mysteries of Purity02 will allow the player to carry out his two primary tasks – to survive and escape from the ship.
We’ve made it! After 48 hours (almost) without sleep we’ve finished our game for #krakjam, which was a part of #GlobalGameJam 2016. The theme this year was “Ritual”, which gave us some very cool thoughts to work on.
We started a planning around 17:30 P.M. and for next two hours we were thinking about what to do. Suddenly we’ve come up with a vague idea – “Player can posses any item in the house”. And yeah, that was that. But wait! I don’t want to talk about the game in this post, there will be a moment for that. Now I want to describe what was great and where we failed.
### THINGS THAT WERE GREAT ###
- Finished almost everything
We have done almost everything we’ve planned to do. It’s really awesome because normally things go very bad (in most of the projects) in this. We modeled and set up a whole nine room house, complete with environment; scripted a small quest line and most of game mechanics. Also one of us did the voice-overs.
It’s surprising how much we managed to accomplish. I personally think that we’ve made it because we were not wasting time. We’ve swiftly developed the unclear idea for the game into a design we could work on. Of course there were some technical shortcuts we’ve used. For example, our models did not have textures – only baked shadows and ambient occlusion. This also gave us a distinct, simplistic yet pleasing look.
- Communcation and task management
Our speed of work was incredible because of good communcation within the team. Everyone knowed what to do and which task was most important at the time. That was essential for the project.
Of course we didn’t use any special software to manage the team: simply discussing ideas and exchanging notes was enough.
Despite our depleting energy we tried to stay calm and funny. Of course we had some arguments (especially before making the final build…) but after all we had fun. I think it was related to good communication within the team, because we understood each other. Anyway… if your team is lazy and/or on a verge of breaking, just youtube a silly song 😛
### BAD STUFF ###
- All beer has gone 🙁
That’s all, guys. Next time I will tell you something about the game itself.
Polyslash is officially starting in the new office in “Małopolski Park Technologii Informacyjnej”, or shortly: MPTI. Although we moved in a few days ago, the whole crew met for the first time just today. Anyway, this is the end of teleworking and working after hours. Everything is in one place. Now we are on our own and we are making our own project full time. Polyslash is growing stronger so we consider this day as Day 1: the beginning of big changes and better standards.
The office is a bit small (23^m) and has 5-6 workplaces: big, comfortable desks connected to each other and awesome, very comfy chairs. And the view? The view is amazing – large meadows and forests with hills in the distance. Admiring the nature is easier thanks to large windows. It’s really inspiring and relaxing when, after work, you can turn your head and watch the horizon through the wall of glass. Here are some photos so you don’t have to read to long descriptions (who would ever want to read it?)
As you can see, the office is modern and pretty cosy. What’s more, we are slowly giving it a gamedev look with posters, figurines and some random gadgets. After all, we are going to sit there for some time. How much time? I can’t say yet, because I might say too much (and you would have to die) but, I promise, I will on some day in the future.
It’s the time to speak about what we are doing here. Basically, we are making a survival horror game: ‘Phantaruk’ which was being created before as a small, indie project after hours by a few people. The situation now is different: the concept of the game won’t change but we want to upgrade ‘Phantaruk’ to create a horrifying experience for everyone.
There are going to be about 9 persons working on the project but it will be covered in the next entry. For now I’ll write that we gathered a really positive crew with great skills. We are motivated, ready for hard work and we will do everything to make ‘Phantaruk’ a great, scary game.