This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
Net Gain: Corporate Espionage
May 14, 2014 - Sparkbolt

And on a quiet Wednesday afternoon, Net Gain got greenlit!
We're still in the closed alpha and I want the game to be more presentable before we offer it to the public, but this is definitely a big step in that direction!
This is going to be a busy summer getting the rebuild finished and improved; once the core is back in place we can start up the more regular updates, until it's got enough merit to go public!
As always, if you want to follow the development, check the LevelZeroGames Facebook and Twitter!

September 17, 2013 - Sparkbolt

Catch up on the latest developments with the 0.5.0 Review!

July 20, 2013 - Sparkbolt

New Intro!
A new video showing the latest build, and also giving a guide to starting off the game! I'm pretty happy with the growth over the past few weeks, and although it doesn't quite have the "feel" that I'm building towards yet, it's definitely on the right path!

June 28, 2013 - Sparkbolt

As always, please keep in mind this is a *very early prototype*, intended for alphafunding.

Here's a quick preview of what we're putting out at the end of the month, and will be continuing to develop over the next two years, at least!

March 28, 2013 - Sparkbolt

I see a lot of comments about this so I thought I'd clarify something for everyone.

The Current Graphics
The graphics shown in the pictures are the updated UI that I'm aiming for when the prototype launches this summer. It's basically prettier "Programmer Art", as developing complex art assets this early when a game is still rapidly iterating and evolving is a foolish waste of resources.

Given I'm a one-man developer my time is already strained between design, programming, QA, art, writing, marketing, business negotiations, community relations, accounting, and all the other things that come and go. I've brought on Richie for music, and Joe for extra writing, and when the time comes I may be able to bring on an artist to focus my time on everything else.

The Future Graphics
I know art is important, and is a very useful tool to communicate the richness of the world, give players a sense of place and immersion, fosters attachments to characters, and engages the players imagination.

That said, art will always have to work for the gameplay. The prototype gui shown is by no means where this will end, but it will probably be the foundation for quite some time. As mechanics start to lock down and more development time is shifted to polish, the GUI will evolve and iterate - just like the gameplay - into something that looks better.

The style will always be a pixel style (though what that is will evolve as we go):
1. It's an aesthetic that works with the motif of the game. You are the broker, literally and figuratively playing with your operatives' lives.
2. It's fast, easily iterated, and easily expanded. Given the nature of the game development style, this is critical to keeping the art evolving with the game. It also allows me to easily expand and add more content (vital to growing gameplay, gameplay is king).
3. It's accessible to other artists. Net Gain is heavily involved with our growing fanbase, and the constrained style means it's easier for more artists to create works in the net gain style and grow the canon! We're a long ways away from a lot of this, but I'm planning for the long-term.
4. I like it. So there's that.

Hopefully this gives everyone a better idea of what to expect and insight into the reasons for the choices I've made!

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