Design

VR Comfort and Optimisation

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Comfort and Sim-Sickness In finalising the VR version of Sublevel Zero Redux, we’ve done extensive research and development into comfort. Sublevel Zero is a perfect case study for sim-sickness – a game where players move and rotate freely in all directions, often with no well-defined up or down orientation, at high speed, while dealing with…

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The Journey to VR and Sublevel Zero Redux

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As you probably know, Sublevel Zero is being re-launched as Sublevel Zero Redux on July 13th, with full VR support and a huge free expansion, on Steam, Oculus, GoG and Humble. We wanted to take players through the tricky, convoluted, and much-delayed story of its development. As has been discussed many times, the game began…

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Jamchester 2017 – SYNCHROCIDE

Hi everyone! This weekend (June 23-25) we (Luke and Gary) participated in Jamchester 2017 – the second annual incarnation of the UK’s largest professional game jam. With the help of composer / sound designer Richard Evans, over the 40 hours of the jam we created a mindbending local multiplayer game called SYNCHROCIDE. Two players control…

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Making Everything Matter

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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 Matter™” 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

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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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