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SALVATIONLAND is coming! (early access) 12/28/21


ERKGames

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ERK Games presents the first open-world game powered by the Leadwerks Game Engine - "SALVATIONLAND". This is a story shooter with additional non-linear quests, stealth-action and survival elements, developed by members of former "Between the Realities" team. Our game will be released in Steam's Early Access on December 28, 2021.

Please add to wishlist! ;)

https://store.steampowered.com/app/1807590/SALVATIONLAND/

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5 hours ago, Josh said:

здесь много русских пользователей. Меня это устраивает. :lol::cool:

if is not sarcasm then i think it because of the logic of the engine  

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Do you have a little gameplay showcase about what can expect the player? Or will you add this?

Maybe it is difficult to buy blind...

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4 hours ago, Marcousik said:

Do you have a little gameplay showcase about what can expect the player? Or will you add this?

Maybe it is difficult to buy blind...

It has a intro on steam, he even sent the link!

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14 hours ago, Marcousik said:

Do you have a little gameplay showcase about what can expect the player? Or will you add this?

Maybe it is difficult to buy blind...

I added a trailer today with gameplay shots, it's right on the page now.

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14 hours ago, Vida Marcell said:

It has a intro on steam, he even sent the link!

Yes a pretty cool intro, sure,  but there was nothing about the gameplay.

4 hours ago, ERKGames said:

I added a trailer today with gameplay shots, it's right on the page now.

Yeah ok - even if this video "only" shows that you as player can walk and talk. You announced about survival and shooter and stealth-action, maybe you want to show little bit more about those features - please don't misunderstand: I'm not complaining, only giving you my advice, you're free to ignore this if you mean. thx. 

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4 hours ago, Marcousik said:

Yes a pretty cool intro, sure,  but there was nothing about the gameplay.

Yeah ok - even if this video "only" shows that you as player can walk and talk. You announced about survival and shooter and stealth-action, maybe you want to show little bit more about those features - please don't misunderstand: I'm not complaining, only giving you my advice, you're free to ignore this if you mean. thx. 

I had a few ideas for the first trailer, but ended up on a demonstration of the beginning of the game to convey atmosphere of the game itself. The survival elements, in my opinion, don't need a video demonstration (and they're not complete yet, by the way), and in the game we don't make such a strong direction on stealth and action as we do on the narration, dialogues and "lore".

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1 hour ago, ERKGames said:

I had a few ideas for the first trailer, but ended up on a demonstration of the beginning of the game to convey atmosphere of the game itself. The survival elements, in my opinion, don't need a video demonstration (and they're not complete yet, by the way), and in the game we don't make such a strong direction on stealth and action as we do on the narration, dialogues and "lore".

I think you should make the wall materials more rough, because it looks like clay. Yeah leadwerks doesnt has the best material system, its difficult to make it look great, but i think you should also bake light probes in tight spaces, it will make it much better.

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On 12/31/2021 at 7:31 PM, Vida Marcell said:

I think you should make the wall materials more rough, because it looks like clay. Yeah leadwerks doesnt has the best material system, its difficult to make it look great, but i think you should also bake light probes in tight spaces, it will make it much better.

If you say this based on footage from the trailer, then keep in mind that it's raining in the game, so all surfaces are wet and shine. We always work on materials to make them look more natural and adjust the roughness and specular parameters. You can see the result of our work in the game.
Light probe method is not suitable enough due to the fact that there are various problems with them (uncontrollable shining, specular boost on the character's hands, etc.) + if we're working with large levels with dynamic sunlight, it can be difficult to control every place on map with light probe on it. Also it may cause performance drop, after all. We like honest engine dynamic light and the only trick we use to improve lighting, for example, in a dark room, is an additional light source with disabled shadow casting. And yes, we still use light probes for individual interiors.

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10 hours ago, ERKGames said:

If you say this based on footage from the trailer, then keep in mind that it's raining in the game, so all surfaces are wet and shine. We always work on materials to make them look more natural and adjust the roughness and specular parameters. You can see the result of our work in the game.
Light probe method is not suitable enough due to the fact that there are various problems with them (uncontrollable shining, specular boost on the character's hands, etc.) + if we're working with large levels with dynamic sunlight, it can be difficult to control every place on map with light probe on it. Also it may cause performance drop, after all. We like honest engine dynamic light and the only trick we use to improve lighting, for example, in a dark room, is an additional light source with disabled shadow casting. And yes, we still use light probes for individual interiors.

hmm, allright.

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