I originally wrote the engine partly as a learning experience, partly as an experiment. People sometimes ask me why do I keep using it, instead of switching to something popular like Unity or Unreal. I mentioned some of my reasons in the past, but thought that I should write a concise post answering that question.
Phantom Path now has its own page on Steam, along with a new gameplay trailer!
If you like what you see, please consider adding Phantom Path to your wishlist on Steam. Doing this is free, and helps me see how many people are interested in the game.
And in case you want to support me, please share the trailer with your friends.
The new demo features the same levels as before, but with some new graphical changes, lore additions, and user experience improvements.
The development of the game is progressing steadily, but the planned release is moved to early 2020. There will be more information available soon!
Full release of the game is planned for 2019.
About a week ago I accidentally applied a gradient texture to in-game trees, and liked it.
Inspired, I've decided to retouch my current graphics in a general way. My aim was to keep the feel and aesthetic of the original vision, but enrich it with more detail and subtle visual effects. So far I'm happy with the results.
The new art style looks something like this:
In other news: a playable demo of Phantom Path is coming soon!
The demo will include the first few areas of the game, with all their secrets, lore and original soundtrack.