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UNDERTOW GAMES





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   * Barotrauma
   * SCP – Containment Breach
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SCP - Containment Breach

SCP - Containment Breach

SCP - Containment Breach

SCP - Containment Breach

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> UNDERTOW
> 
>  1. the current beneath the surface of a body of water, moving in a direction
>     different from that of the surface current.
>  2. an underlying current, force, or tendency that is in opposition to what is
>     apparent





Undertow Games is an independent game studio comprised of a single developer,
currently working on the 2D co-op drowning simulator Barotrauma in collaboration
with FakeFish Ltd.

The studio was officially launched in 2014 by a Finnish game developer Joonas
Rikkonen (“Regalis”) following the success of his first major game project SCP –
Containment Breach.

 





LATEST BLOG POSTS:



NEW BAROTRAUMA WEBSITE AND STEAM PAGE

Hello everyone!

Things are rolling along swimmingly – we collected the Best PC Hardcore Game
Award in Game Connection Europe 2018, and the Steam release date is getting
closer, with the Barotrauma Steam page now finally up. Check it out and be sure
to wishlist us!



We also now have a new website dedicated to Barotrauma, where you will find all
the latest news about the game. We will be posting to the blog on the new
website regularly about many of the interesting new features that the Steam
version of the game will have.

With the new website, this blog will be updated a little less regularly, but do
check in later to see what else we may have in the works! While this site is
going through a quiet spell, you can always find out the latest about both
Barotrauma and SCP-CB on our Discord, forums and Twitter.

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Posted in Barotrauma, Undertow and tagged barotrauma, fakefish, steam, undertow
on November 19, 2018 by Regalis. 10 Comments


GAME CONNECTION EUROPE 2018 DEVELOPMENT AWARDS

Hello everyone! We’ve got some good news, Barotrauma has been nominated for Game
Connection Europe 2018 Development Awards in multiple categories. If you want to
help us win the People’s Choice Award please give us a like here:
https://www.facebook.com/gce18devawards/posts/2157129000984072



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Posted in Barotrauma, Undertow and tagged barotrauma, game connection, paris
games week on October 9, 2018 by Regalis. 7 Comments


CAMPAIGN MODE IMPROVEMENTS

I thought I’d make a little update about the changes we’ve been doing to the
campaign mode (+ a few things that also affect other game modes)!

As you may have noticed, the current campaign is quite bare-bones. Personally
I’m not satisfied at all with how it works: it feels like playing randomized
mission rounds one after another, with the only major difference being that the
changes to the submarine, items and characters are persistent. But there’s so
much more we could do with it! Our main goal has been to give the player a
better sense of progression, to make it feel like they’re gradually advancing
through increasingly challenging areas and missions towards an ultimate end
goal. We’ve also wanted to make Europa feel more like a living, breathing world
that’s affected by the players actions. As to how we’re doing this, here’s some
of the new and upcoming features:


NEW MAP



The campaign map doesn’t just look better, there’s been a few changes that
should make things a lot more interesting. The map consists of 6 concentric
rings, each representing a distinct biome (more about that later). Difficulty
increases for each successive ring the player passes into, making sub and crew
upgrades a necessity the deeper the player ventures. The end goal is to make it
to the center of the map, and survive a literal and metaphorical dive into the
heart of [REDACTED].


BIOMES

There’s 6 distinct biomes, with different sorts of layouts, vegetation,
creatures and environmental hazards. For example, the Hydrothermal Wastes are
filled with sonar-disrupting sessile organisms, strong water currents and lava
vents, the Great Void is a wide-open space where the player must avoid floating
ice chunks and large predators, and the Europan Ridge is dense with smaller
creatures, vegetation (including ones that latch onto the sub) and tunnels too
narrow for the submarine to fit inside.

Note that many of the sprites in these pics are not final:

The Aphotic Plateau

Lava vent

Europan Ridge

Water currents

Sonar flora

 


NEW EVENT SYSTEM

With the overhauled event system I mentioned in the previous post, we have much
better control over the difficulty of a given round. Previously the monsters
spawns (and the spawn positions) were essentially random, and if you were lucky,
it was possible to pass a high-difficulty level without even running into a
single monster. With the new system we can guarantee that you will face various
challenges in each level. The way the events work now is somewhat similar to
Left 4 Dead’s AI director – it can delay additional random events when you
already have your hands full with an attacking sea creature or a fire, or create
new challenges when everything is going smoothly. There’s still a fair amount of
randomness though, so this new system doesn’t mean that you’re safe from
additional monster attacks when a catastrophic breach has flooded the sub, nor
that you will be bombarded with random disasters when you’ve got everything
under control.

In short, now the difficulty of a given level has a much more noticeable effect
on the gameplay.


DYNAMIC WORLD

Initially, colonies exist only on the outer rings of the map, with research
outposts, military outposts and outposts scattered around the next inner rings,
and bosses, natural formations and ruins occupying the rings further in. As the
player explores subsequent rings, there is a chance of new outposts being
created at newly claimed locations, as well as colonies further towards the
outer rings gradually transitioning into colonies. There’s also locations called
“breeding frounds” which host large numbers of wildlife and boss monsters.
Outposts situated next to active breeding grounds may get attacked by sea
creatures, and if the player doesn’t help them deter the attack, there’s a
chance that it gets overrun and turns into an uninhabited location until it’s
reclaimed.

While the dynamically changing locations don’t have such a noticeable effect on
the gameplay now when the locations are simply menus with possibly some hireable
characters and purchasable items, it will have a much greater impact when we
implement…


EXPLORABLE LOCATIONS

Outposts will be actual physical locations you can dock your submarine into and
enter, and uninhabited locations will be places with a higher monster count and
a high chance of a boss encounter. I don’t want to say too much about this
feature yet, because it has not been fully designed and unfortunately will not
be included in the initial early access release on Steam, but it’s coming for
sure. I think it has a huge potential for interesting random events and
interactions with the world and it’s inhabitants: imagine a renegade agent
sneaking into your sub while you’re purchasing supplies from the outposts, a
husk outbreak in a military facility, grabbing a beer at the pub while looking
for new submariners to hire, exploring a flooded section of a research outpost…

Military outpost concept art

Mining outpost concept art

Habitation outpost concept art

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Posted in Barotrauma on September 19, 2018 by Regalis. 27 Comments


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RECENT POSTS

 * New Barotrauma website and Steam page
 * Game Connection Europe 2018 Development Awards
 * Campaign mode improvements
 * Barotrauma: status update & Steam release
 * Barotrauma Source Code




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