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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤOur humble indie stand at Poznań Game Arena 2025 Adam already showed you some sneak peeks into the changes made to the game in our previous blog post, but I’d like to go through some of the content that has seen the most improvement - and its reception. Poznań Game Arena was actually not the only show we attended this year: in July, we also showed an early, work-in-progress version of our intended PGA build at a small local event in Kraków called SteelWorks Game Fest.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤ Tutorial onboarding / introduction to the various Citadel interfaces There’s a reason I mention SteelWorks Game Fest while presenting a look at our current Citadel menu and its Tutorial - the feedback we’ve received from the attendees then was crucial in making this section of the game flow better for PGA. I made a few assumptions about how a game like ours would be played in a public setting, and seeing people playing in July verified those pretty much instantly. This prompted us to rethink the volume and order of information presented in the Tutorial and the way elements are arranged in the Citadel, which resulted in a much better, smoother experience just a few months later.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤDifferences from the previous post (most noticeably: UI changes) Another thing that we anticipated and quickly confirmed during July’s event was that the card UI still required improvements in legibility, and we needed to revisit the game’s lighting settings. Darker scenes, like Battles, were difficult to parse on small laptop screens - which are our go-to hardware for conventions - and a small font made some cards very hard to read. In a game as dynamic as Into the Underworld, both of these are potentially huge issues. We took steps to address these problems, which in turn inspired a few additional features, like some extra animations on cards.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤGamepad / Controller interface (combat tutorial scene) Full controller support was a big addition to the game, which Adam managed to implement into the PGA build at the last moment, so we observed closely when people picked up the pad. As expected, not everything went quite as smoothly as we hoped for - but seeing how players interact with the controls informed us on what changes should be considered. Suffice to say that on this front, as with others related to the UI, we return with many notes which we’ll be acting on in the coming months.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤFight with the Hydra miniboss and its minions So, what’s next? Apart from all the small fixes and slight redesigns which we’ll apply based on the feedback gathered at Poznań Game Arena, we’re hard at work putting together the game’s campaign. This includes new creatures, new and improved character models, story beats which reveal some of the game’s intrigue, and - of course - new cards! All the while our collaborator, Mateusz, is deep in redesigning ITU’s different menus, screens and general UI - so expect to see further improvements to how the game looks and feels.
The time is nigh! The project, which we started developing in 2020, is finally taking shape as a worthy spiritual successor to Fury Unleashed. The enigmatic #AGSNextGame tag is gone. Today, we would like you to welcome the newest Awesome game. Welcome, the...
HELLREAPER is a roguelite action-platformer where you play as a former angel, sacrificed and reborn as the Hellreaper, a mystical executioner bound to eternal combat against the legions of the damned. Traverse shifting infernal realms, master cursed powers, and battle grotesque abominations in a desperate fight against eternal damnation.
Here are some of the bullet points describing the HELLREAPER:
Over the past two months, we’ve made some pretty significant progress – not just in how the game looks and plays, but in how stable, responsive, and future-proof the underlying systems are. In other words, it’s been about laying down strong foundations - a lot of work that makes a big difference and is improving the experience along the way!
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤCitadel scenery, work in progress.We’ve also expanded the playable world with a new biome – the snow-covered zone introduces its own visual identity, challenges, and environmental feel. Each new area we introduce pushes us to make the game world more modular, robust, and flexible – and that work has been (and constantly is!) ongoing in the background as well.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤNew snow biome teaser.As the programmer, it’s important to make sure that our workflow supports fast iteration, especially when collaborating with the designer and our recently joined UI artist. That’s why I’ve spent time improving in-editor tools and logging systems, including visual helpers and general QA-supporting features, which have helped us identify and squash bugs faster, without needing to dig into the code.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤConstant changes of user interfaces. Still a work in progress...The world of our game is growing – both in scope and in depth. While many of the changes aren’t directly visible during normal gameplay, they pave the way for more exciting features down the road – and, more importantly, ensure the game remains stable and scalable as it grows in complexity. We still have a long way to go, but with each iteration, Into the Underworld becomes more polished and robust.
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