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The Kristala Dev Blog - Issue #19

Astral Clock Tower Studios

In addition to implementing death animations, Will also modified our new backstab mechanics to be more in line with the results we were looking for, then worked on ensuring our Stat system properly displays in the crystal menu and properly performs clamps. Concept Art. We recently welcomed a new member to the ACS Games family!

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Curious about Harold's process for building out each concept's composition?

Dev 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

Although we've tasked our newest concept artist and character modeler, Pete, with trying his hand at the textures for our main Anagativan characters (which you can see later on in this issue), Shelly spent the first half of this sprint finishing up her own textures. o [link] Concept Art. Check it out! Don't say we didn't warn you.

Dev 52
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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

Concept Art. In our last issue, we introduced you to a bunch of new team members that recently joined our growing family, including our newest Environmental Concept artist, Harold. Right away, Harold dove into creating fresh, detailed concepts for each level area in the Kristala demo. Let's dive in.

Dev 52
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That Lonesome Valley as cowboy coin crusher

Radiator Blog

Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles. In this situation, the NPC knows what you're here for and he wants it too, even if you kinda hate each other.

Pixel 52