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Sulfur is a unique FPS/Roguelike “we’re proud of our creative weaponry and stupid jokes”

PreMortem.Games

With over a 1,000 positive reviews in just one week, the game seems well on its way to reaching the target of 200,000 copies sold. Sulfur is a FPS foremost, but it’s also a roguelike and sure, sprinkle some RPG on top as well. Sulfur burst out of the gates when it was released on Steam last week.

FPS 104
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Level Design Compare: FPS vs TPS Games

Game Developer

FPS and TPS share common ground as shooting games, focusing on aiming and target selection as core gameplay. These form the basis for player engagement and strategy, setting the stage for further exploration of their differences.

FPS 227
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How to get better fps on PC while porting games to consoles

Game Developer

In this article, we will discuss the best optimizing practices for console builds, which may also help you improve PC build performance.

Console 333
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EA shutters Battlefield dev Ridgeline Games, torches Respawn's unannounced Star Wars shooter

Game Developer

Ridgeline's narrative driven Battlefield campaign will endure despite the closure, but Respawn's unannounced Star Wars FPS will never see the light of day.

FPS 315
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Developing a live game that never truly left Early Access with Deep Rock Galactic

Game Developer

How listening to the audience and implementing player feedback transformed this co-op FPS into a popular live service game.

Co-op 246
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Scaravan 66 by Lithic Entertainment is a car-combat-roguelike straight out of hell

PreMortem.Games

With their second game, Canadian indie studio Lithic Entertainment takes a sharp turn from the tranquil charm of their peaceful city-building debut title, Dwarrows. A breakthrough came when they revisited old game jam notes. “It After the first game, we were in a position to hire, so we found nine brilliant people.” says Woods.

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Wrapping up 2024 • Celebrating the life and works of solo developers

PreMortem.Games

Here at PreMortem.Games, we have great admiration for developers who tackle the entire game development cycle on their own. Because, lets be honest, creating games is hard and it takes a special kind of developer to choose the solo path. This game represents me as a developer, he says. I get excited to implement wacky ideas!