April 2015

Making Everything Matter


If there’s one central design principle in Sublevel Zero (apart from shooting evil robots until they die), it’s making everything matter. Wait, that should look more important. Here we go: “Making Everything Matterâ„¢” Our aim is for Sublevel Zero to be more than just a run-and-gun experience. While the combat is fast paced and skill-based,…

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Equip Your Ship


We’ve intended for a while to start a regular[1] (on an irregular basis) devlog to share the process of making Sublevel Zero. It’s going to be a mix of thoughts, updates and longer pieces going into detail about particular aspects of the game. This is one of those. Sublevel Zero has three broad types of…

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