Design

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 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

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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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