Sent on a reckless mission, you find yourself in outer space filled with numerous dangers and things to explore. Build, craft, manage your crew, look after the chicken, and defeat the evil space corporation in this new breathtaking survival game.
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Welcome, folks! We've decided to dive into new depths of degradation, so this news will be written by a neural network. Let's go!
I be writing text, robot no. Human speak – not distinguish this text from any writer. Confirm? We be good, our game be good. Thank you, so, any questions? Yes.
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Hm... It seems that in some places it turned out even better than our scriptwriter's work. It's just a pity that the free trial version has ended; we'll have to go back to birch bark. Well, nothing to do about it.
It occurs to us that we should elaborate a bit on the previous idea that "our game be good" and reveal some details of the development process. As you probably already know, the game is being created on Unreal Engine 5, and we finally learned how to open and close it. For those who have not yet traversed this thorny path of mastering modern game engines, we have compiled a small guide. No need to thank us.
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Oh yes. One can immediately feel the progress of our team (even though we aimed for degradation, as you may recall). Well, okay, now onto the serious progress. While we were poking around with test builds of various boring mechanics, we inevitably began to shape the future visual style of Breathedge 2. We had two goals in mind – the first one, and the second one. That's how the cookies crumble. What, who? More details? Well, okay. The first goal - to create a more "mature," cohesive, and interesting world. High-quality, detailed, beautiful. The second goal – not to lose the spirit of the original, its unique "I'm an artist, mom" style, as well as its ability to work on a washing machine. Although the choice of the latest engine generation hinted to us that we urgently needed to slap on nanites and global reflections so that the happy owners of 4090 video cards could hear the cheerful whistle of throttles and smoke from under the hood - we dismissed this idea. We don't know why it turned out this way. When we consulted with our lead artist about the stylistics, he mumbled something like "justnostylization," and shut down. That's where we decided to stop. Breathedge 2 will maintain the stylization in its graphics but will be enriched with higher-quality materials and increased detail. Take, for example, Man. You might have already seen him in our first trailer, although, surely, you remember that there was a double from sunny Armenia. The real Man has just returned from another adventure, and we can finally compare him to the original.
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Wow! It's clear that the right... or left one is way better! So, what's changed? Proportions. The Man now looks more realistic in terms of body proportions and has acquired a new suit. The previous funeral spacesuit, besides being given out as a promotion to all grieving relatives, was a piece of junk and even got burnt in the game's final scene. This is a more modern, ultra-nano-techno-super-duper jumpsuit that the Man found at his dacha. Protective inserts, external valves, a convenient backpack, hidden control elements, and a lowered waist for the comfortable placement of the bellygizmo. Unfortunately, the bellygizmo was lost, and no one knows what it looked like.
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Front and back, it's looking good. Besides the important body parts, we haven't forgotten about the head. Initially, we wanted to show off our grooming skills and slap on some real hairy hair, but either it's too expensive for gaming hardware, or it looks kinda ugly (our skills aren't top-notch). Sometimes it's some artifacts, sometimes it's something else, and the overall look isn't quite right. So, we decided not to change anything and just sprinkled polygons on Man's beard. And also on the chicken. And the hamster.
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Of course, while we were sprinkling polygons for the beard by the handful, they were also scattered here and there on all game objects and locations. In Breathedge 2, we want to achieve a livelier environment, more interaction with it, and fewer empty flights with monotonous corridors. Each location is created individually, with its own idea and internal history, under the careful guidance of famous designers of clothing for whales. Okay, caught us, we only have five and a half chickens on our team, so what designers are we talking about here... We just scatter polygons around without logic or sense. Let's give polygons to every house!
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In addition to polygons, we've also revamped the primary materials. No-no, we've kept all the scariest stuff, don't worry. The game is still based on the same idea with a unified material, thanks to our clever technical solution that allows us to create an infinite number of environmental objects without clogging up the texture space or draw calls (raise your hand if you know what we're talking about. We don't.). The difference from the first part of the game lies in the visual variety of materials, colors, and detailing. Now you can press your nose against a metal wall and count not soap pixels the size of Jupiter but soap scratches the size of your hand. P – progress.
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We also made an effort to pay more attention to animations and the details of items in the character's hands. Why is this needed? What's the gameplay benefit? Can we animate? What happened to the Spacesuit in the new Spacesuit? - to all this we will answer clearly and plainly: bluish. By the way, there will be quite a lot of tools in the game, and all of them will be useful more than once during the game. Oh yes, an unthinkable achievement in game design from our side, and we know it's hard to believe.
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By the way, we've been hinted that the news was called "Announcement of an Announcement." Where is it all, you ask? Fair question – we shall answer. Right now, we find ourselves at that unique stage of development where it seems like there's a lot, and at the same time, there's nothing. We really want to show you everything sooner and in greater quantity, or better yet, roll it all out for reviews and testing, but the internal demons of perfectionism will never allow it. We want it cool, we want it fun, we want it polished. On the other hand, the best is the enemy of the good, as someone smart once said, and therefore, it wouldn't hurt for us to stick to some decency frames in terms of development time. To bring the announcement closer, we would like to announce an announcement. It is worth noting that we skipped the stage of announcing the announcement of the announcement and immediately moved on to announcing the announcement, which is impressive. In our next news, we will not only tell you a bit more about Breathedge 2 and our further moves but also try to outline some less blurry deadlines than Nevermber. Bold? Bold. We hope everything will work out for us, but if not, remember that the entire text was written by a neural network, and blindly trusting neural networks is not advisable. That's the way it is.
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And also, here's the scoop. We still have our official Discord where you can give us a nudge if we forget about development and get distracted by egg hatching. Right there:
https://discord.gg/uezQcU7
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And of course, we also have an email: info@breathedge.com
We check it occasionally and sometimes even respond. Don't believe us? Rightly so.
Oh, and, of course, you can still add Breathedge 2 to your wishlist. The more people we see eager to dive into the atmosphere of our project, the less we want to let them down. Ten people – pffft. But among ten thousand, someone might even figure out our IP, so better make it happen.
https://store.steampowered.com/app/2412960/Breathedge_2
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