Cave progress

Oringin Of The Unknown - Published by Paul

Hello guys, here is a little bit more of our cave progress.


Hope you guys like it.

Devlog #2

Oringin Of The Unknown - Published by Jameson Pearson

Devlog #2
This Week within the development group has been busy. We have worked hard on the map and still have many improvements coming. Here is a quote from a dev.
"We are currently working on the Showcase level, in this level we will display all of our games most important features. In this screenshot, you can see a Mysterious Island which is linked to parts of our story. The next step is to create the bigger island, this will allow us to really focus on fleshing out the Showcase level and implement all the features we wish to show." Image 1
We have also been hard at work with our website which now is in beta.
Our 3d modeler and artist have been hard at work completing some weapons for the player to wield.
Development is coming by smoothly and we are still recruiting some great talent to help with this game.

Jameson (Slim) Pearsonkatanashowcase-map

Our first level!

Oringin Of The Unknown - Published by Paul

Hello guys, it was about time to start building some map. We are starting with some small island which will be used for some shrine that has a lot of meaning in the lore.


Hope you guys like it!

Procedurally generated camp!

Oringin Of The Unknown - Published by Paul

Hello guys, here we are proud to show you our brand new procedurally generated camp! With huts, random actors and watchtowers!


New logo!

Oringin Of The Unknown - Published by Paul

Hello Guys.

You might have noticed already, but we have a new logo! But keep in mind that this is not the final version. We are working to make it look better!

Any feedback will be appreciated!


Chopping down!

Oringin Of The Unknown - Published by Paul

Now that we have tools, the logic step is to use them!

That is why, now, we can actually chop trees down for resources for the crafting!

Orc camp progress

Oringin Of The Unknown - Published by Paul

We are making a really good progress in the orc camp. Now we have are in the progress of creating a watch tower for our fellow foes :). Here you can see the progress.


Oringin Of The Unknown - Published by Paul


This is the draft of the village soundtrack! Hope you guys like it!

Hello world!

The Adventures of Doctor Richards - Published by Plamen Tsvetanov

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Hello world!

Tales of Formithlum - Published by Dylan

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Project Oberon: Orbital Cities - Published by Alyce Osbourne

Welcome to the development blog of the Redemption Studio Team.

Here we shall be posting updates about current development, some off the wall thoughts and discussing ideas with you guys.

Hello world!

universal empires - Published by ctam tech inc

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Hello world!

Hearth of the Rapture - Published by Dick Shmiggle

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A prototype

CLEFUZ : Dawn Of Guardians - Published by Anwin JT

A simple prototype for CLEFUZ


Started Development-AWESOME

CLEFUZ : Dawn Of Guardians - Published by Anwin JT

Hey we finally started


CLEFUZ : Dawn Of Guardians - Published by Anwin JT

The game is at development stage and it is doing good but it's been a little hard.To this point I've been relying on polygons for simple collision masks.But it'll need good art and music.If anyone is willing to help..guarantee, it'll be a great game...




HatmicStudio admin

Hello world!

Tower (tbd) - Published by Luis Luis

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DevBlog March |2018

Escape Machines - Published by Alex Greentown

Hi, everyone,

the planned update launch in February didnt happen because we had to change the multiplayer system to one supporting high load.  We switched from GameSparks to native UE4 networking. But the delay in development is not big, just few weeks or months from now. So, April-May is our goal to launch multiplayer on Unreal Engine 4.

My idea is to make maps for 32 players. In next update we will have 2 maps:




and The Airport:


Also we plan to launch next update with 9 types of guns and 2 types of grenades.

The 9 types of guns are:

1-Laser Pistol






3-Machine gun






5-Plasma gun



6-Electro gun shooting with freezing projectiles


7-Blaster shooting with balls of plasma



8-Rocket launcher shooting with rockets


9-Smart gun shooting with small self-guided missiles



And the grenades are explosive grenades


and freezing grenades



What do you think about the game or about launching with 9 guns or with less guns but faster?

Also we have explosive cars and explosive barrels.


DevBlog January 2018

Escape Machines - Published by Alex Greentown

Hello guys, we are preparing for multiplayer launch with UE4.

I post few screenshots from work in progress. The game must be extremely good and there is lots of work on materials but it is interesting, I learned how to use Bevel_Overlay node in UE4 to change texture color fast. Here is a screenshot from the lesson on youtube:


This is a screenshot of how I implement Blend_Overlay node making the roof material.


and lights, here are screenshots how I make dark Cyberpunk atmosphere, from this


into this sky and light.


Its taking lots of time to bake lights and compile materials.

devblog_2 changelog_2

We made grenades, destroyable cars.

As I said in previous posts in next update we have 2 multiplayer levels. In first levelyou must switch quantum computers to create forks in cryptocurrency. And In second level you have to bring the case with 1 million dollars to the helicopter and fly away.

Here are screenshots of University in first level and the helicopter in Airport level:




And some blueprints: ( I call them spagetti :)

snap_4 snap1 snap2 snap3 snap5

Comments are welcome!

DevBlog December 2017

Escape Machines - Published by Alex Greentown

Hello guys. I have some great news! An awesome electronic music band Orax gave us permission to use their music in Escape Machines.

Listen their music and buy an album at


The develoment of Escape Machines the videogame is going slow but we target highest quality and I will better wait with posting screenshots with game graphics, until next month.

Also I updated an older post and we plan to launch update with multiplayer and 2 levels with Unreal Engine 4 in next months.

Please write in comments if I should post raw images of levels faster or wait until they look great?

Here is a screenshot of working on helicopter model for multiplayer level 2


Screenshot of works on hero animations


I am planning to add this texture to blue material but probably it will be too small, but will look good in close view. Please leave comments about design overall and about this texture.


We are working also on design document. I was advised to not show design document to everyone, but I will post a small portion with guns. Most probably only this 4 guns and knife and grenades will be available in next update (hopefully in April 2018). Also in next updates you will be able to buy and control robots.


And this is a screenshot of how I set the sky and light. Feedback is welcome!


DevBlog October 2017

Escape Machines - Published by Alex Greentown

Hi guys, the multiplayer programming is taking us more time than we expected.

We make multiplayer with GameSparks and it's plugin for Unreal Engine is outdated and doesnt work. We are looking for workarounds to solve this issue.


Working with GameSparks and fixing bugs.


DevBlog July 2017

Escape Machines - Published by Alex Greentown

Hi guys, we finished setting first stage for multiplayer. Lots of time took fixing buildings and roads and still must work on lights and materials. We started making and testing multiplayer.

One of our programmers left so multiplayer launch is delayed with few months.

A screenshot from stage 1 in Unreal Engine 4 ( pre-alpha, WIP ).

We are looking for programmers and designers in Unreal Engine 4.




DevBlog June 2017

Escape Machines - Published by Alex Greentown

Hi everyone!

I am posting few screenshots of what we made in June. We are finalizing first stage and start making multiplayer. We was planning to launch multiplayer in August but our programmer left so multiplayer will come few months later.

d66f01032f23e2d1bbafbe846a2c2148e1d82a0b46e34d557bpimgpsh_fullsize_distrppt-4 ppt-5


I am working on more projects, a Rock music album, a New Age music and video clip

Also I write film scenarios and a novel and few paintings. I know you want to see something finished and the next release is a small videogame. The name of this videogame is The Tale of The Black Prince. You can follow this game, it launches soon on Steam and meanwhile Follow on Facebook

I am glad to see your feedback and comments.

May 2017 development blog

Escape Machines - Published by Alex Greentown

Hello everyone, the work is going on. We have a detailed design document and we are solving many issues, testing many materials, making textures, all this to ensure you get the best experience with Escape Machines multiplayer.

This screenshot is very raw, I didnt want to post it but I couldnt finish some details in May so the video launch is postponed to June 2017.

We plan to launch multiplayer in August.

Please wait for the video coming in few weeks. I am not posting many screenshots now because we are working on ground materials now and trees too.

May 2017 rb1

Comments and donations are welcome. Follow for major updates on


Roadmap 2017

Escape Machines - Published by Alex Greentown

Hello everyone,

our old indie engineer from Sweden dropped and now I work with new engineer from Slovenia.

Here are few screenshot of robots from game, a laser robot and a mortar.

highresscreenshot00001 highresscreenshot00005

In game you can play as main hero and also buy robots and control them. As you know in desert there is an entire robots factory so there will be plenty of robots for everyone.

The last year I was working on concepts and story, Escape Machines have awesome design and story about how Artificial Intellect escaped out of control and how people stopped it. I am making artificial intellects so I know what I am talking about and I hope my knowledge will help humanity to stay safe.

I know for sure that wars with AI will happen in near future and I hope we can control it.

My initial plan was to make a beta and find investments but it didnt work, so now I rely only on my own resources. Soon I will have money and will hire programmers and meanwhile we work in an indie team.

The roadmap is to hire more engineers by summer and launch multiplayer by fall and then launch entire game by winter.

Now we are making scripts with C++, I started with blueprints but for a big game blueprints is not an option because it takes too much space. The Flash version of Escape Machines has thousands of lines of code but I programmed 3D environment in Flash, and with Unreal Engine there will be less code but still too much code too use blueprints. I made a screenshot of the character controller blueprint I made, with new version of Unreal Engine I can convert it to C++.


Please feel free to comment, write feedback and also I might publish the story of the game before entire game because the main purpose of this project is to teach humanity how to deal with artificial intellect and war robots.


Inspirational art | updated 1 time

Escape Machines - Published by Alex Greentown

Hi everyone. In this post I will share some images I found on Facebook and which I consider good inspiring art.

Please post art you consider inspiring in comments!









Thanks to magnum ( and his comment ) I am updating this post with more images and links. I think the links should secure the copyrights of authors. If you see here your art and want me to write your name or brand above leave a comment.





Interiors creation. New team member.

Escape Machines - Published by Alex Greentown

After I made the exterior scene, few characters, some character motions and blueprints in Unreal Engine 4 I started working at interiors design with our new team member Joris Browers. In this post I will show few screenshots of very early works for interiors for Escape Machines with Unreal Engine 4.



Health and Armor System

Four Elements - Published by Ace E


The health and armor system is now fully functional with a regeneration as per 1 second. This isnt official just a stance that im making. I almost guarantee it will be changed as time progresses and the taking damage function is made. Which i have started but again will change.


Ace - Project Manager

Slot-Based Inventory System

Four Elements - Published by Ace E


I started working on a slot-based inventory system kind of like those in WOW. Where its moveable to any coordinates on your viewport. I haven't fully dedicated to it yet as i am also working on the pickup item function in the game as well. Just an update as to what were or I am working on.


Ace - Project Manager

Music, Sound Effects and Voice Actors

Four Elements - Published by Ace E

Hello! Just to clear things up,

I am receiving messages of why i am not including composers and voice actors yet. The reason why is were still really early in development and have no need for the use of music, sound effects or any of that as of yet.


Ace - Project Manager

Hello world!

Four Elements - Published by Ace E

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Hello world!

Project: Open World (Codename) - Published by Andrew Elam

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Project: Blessing (Codename) - Published by Xana

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Project Change - Published by Cameron ling

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World Defence Corps - Published by Nathan

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Week 1 has been a long one

Warring Earth by Creation-Inator - Published by Dave Heary

After hours and hours of research and posting and reading and writing material for the purpose of drawing in the Dev. help that is needed I have found myself exposed. It was nice to tern back to the code though and almost finish the menu system in the couple hours that I was able to devote to It. I also excepted two new members to the team, I look forward to sharing more about this in the time to come.

I ordered off Ebay a copy of empire earth1, so that I have a on hand example of the item that I am asking everyone to reproduce with me. I will provide lots of examples and clips with the aid of this copy. I also got the Full manual for the game and its expansion.

MY TODOs for 4/4/18

*Set up a Discord server!



Hello world!

Warring Earth by Creation-Inator - Published by Dave Heary

Hello, I am David Heary. I have been working with Unity as a hoby for 5 years now. We are all coming together to make our dreams a reality. Right now I am still setting up the website, and also have posted this project on every media outlet and colab website that I can get my hands on. This project will not fail for a lack of effort and I expect that same mentality out of all my team members.

I work 66 hours a week in the local factory, so I do not always get to make changes fast, I will be asking for lots of help.

Hello world!

Battle Royal - Published by Kobe Lamote

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A Lost Hope - Published by Hunter Willoughby

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HI-veTech - Published by

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Colony 1842 - Published by Bent Nürnberg

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member requests

life of bob - Published by ctam tech inc

we are now looking for a new pixel artist for the game due to no response from current one.5d52a8d8-d0f8-4d3b-9d23-4056f0ae3b8c

new character sprite

life of bob - Published by ctam tech inc

we now have a new sprite for the character, here it is.



member requests

life of bob - Published by ctam tech inc

since we now have all required people for the game we will unfortunately no longer be accepting member request's. will unfortunately

Hello Everybody!

Innocence - Published by Tanner K.

Welcome to the developmental blog for Innocence!

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Zombie Runner - Published by kyle

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Game Coders Impossible - Published by Beardelion

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Neighborhood simulator - Published by Brandon McDermott

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Version 0.8 coming up

Maze Crawler - Published by Pavel Zhdanov

I had the most eventful weekend in a long time!

Unfortunately, majority of the things happening over the weekend were not development-related.
Fortunately, I still had a lot things done over the week itself. So there is a new build featuring new wall types, and a "level selection" menu (still rough around the edges though...). And a sound. Singular... yet. Others will have to wait.
Unfortunately I am unable to upload the build just yet - I currently don't have access to the machine it is on, but I really hope to change this paragraph with an actual download link sometime today. So stay tuned!

This also means there are going to be no pictures in this post. Though I hope this will only inspire you to download the build to see for yourself!

But what I am going to tell you in this post is a share a piece of thought that works behind the scenes in this game.
The "Maze" you are exploring in this game consists of "tiles". A pretty common concept for a procedural generated games, but usually is is used in some "rogue-like"s. And this either means the graphics fidelity being pretty low (often even no graphics at all with everything being represented by characters. Not always colored), not that I have anything against such an artistic stile, but it didn't fit the game I am writing.
And even having graphics, the actual rogue-likes usually try to enhance the visibility of grid, as this allows for more precise tactical decisions. and again - this is not something that would fit my game.

In Maze Crawler immersion into the dungeon is pretty important, so I really didn't want the tile edges to stand out and that bring some rather non-trivial challenges to programming, as you might imagine.

The earliest prototype (being produced within 48 hour of GameJam) paid little attention to this issue. All the tiles were represented by the same prefab, consisting of a 5x5 "floor" and 4 "walls" that could be switched on or off based in existence of a neighboring tile. And to hide the textures on the walls not matching together, all the corners had pillars placed in them (Which was soon reduced to only corners with walls having pillars, as having them in every corner of such mall tiles, resulted in rather disorienting effect of not being able to grasp the shape of the room quickly... A good effect to use once or twice, but not in every room definitely!). And the hastily-composed normal textures on floor didn't tile all that well (I haven't discovered Blenders sculpt mode tiling option at that time yet...) so the edges on the floor tile were all too visible.

Using a texture that tiles properly did fix some of those issues, but (as it often happens) fixing one problem only serves to amplify the existence of others.
While properly tiled texture could fix the floor, and eliminate the need to put semi-columns on flat walls and with some clever texture tuning even eliminate it on the corners, with tiles being only 5 by 5, this brought a lot of repetition patterns into view. Sure, there are ways to negate those issues, like scaling texture, and distorting UVs a bit, but those work mostly for floors and didn't work as well for walls (especially distortion bit, when combined with need to carefully craft the texture with corners in mind). So I decided to pursue a different approach!

So to properly tile the texture must have similar pattern on opposing edges. But that doesn't put any constraints on what is in the middle of the texture. So what if we have several texture versions, all with similar borders, but different contents. So of those different textures any two could be placed together, and "tile" correctly with no visible seam between them. Now if we randomize which texture is used, there will be way less repeatable patterns. And having a relatively small tile size actually becomes an advantage here, as more often transits from one texture to another means that there is more chance that an accidental pattern would be broken!

With this in mind it is now a good idea to think how to implement this randomization. The first instinct might be to have one texture be one material, so when piles are dropped, different materials can be assigned to different renderers. But this obviously butchers the DrawCount. Especially with intent of many different textures being in same view, this mans that we will be showing a lot of Draw Calls down our GPU.
So to save on those a standard way would be to use a texture atlas, rather than a set of independent textures. Meaning all different textures are collected into one. Like you can combine 4 or 9 or 16 square textures together (2x2, 3x3 or 4x4) and still get a square. And as a free bonus - if you create those textures in one image, it is easier to make them tile together, since you are effectively trying out a lot of combinations as you make them.
But having a texture atlas is not that helpful, if all your meshes' UVs target the same spots on the Atlas. So if you have a 3x3 tile atlas, you obviously need 9 versions of the Mesh with UVs being translated to one of 9 subtextures.
The process for one mesh is not that hard actually. Just add a vector to all UVs. But having to repeat it 9 times is... tedious. And having to repeat it 9 times is tedious squared. And even a thought about trying 4x4 for some elements makes you want to admit that 2x2 is good enough.
But once I thought about it for some time, I realized, that all this time I was dredging through manually updating the UVs, I could actually shove all this task on the CPU. After all it IS just a simple translation (and scaling, if the original Mesh used 0-1 UV ranges rather than one of subtextures to begin with, which actually helps to swap a texture atlas for a different one, with different tiling, with same meshes.

I hope this train of thought was interesting, and maybe even helpful to someone.
Please let me know if you have any questions of comments!

Version 0.6 progress update

Maze Crawler - Published by Pavel Zhdanov

It have been some time, but the new version is finally assembled. (Not published yet though. I am now contemplating if the game being published through so there would be one link with the latest version available, rather than having to track which one is the latest one.)

This update was pretty heavy on the visual updates. So just to give you a sample of the results I have uploaded several screenshots to show the current state of the game:

v0.6 MazeCrawler screenshot

And since this is shown, I guess it would be a good time to give a couple of screenshots to show the change. Here is what the previous build looked like:

v0.5 MazeCrawler

The Maze is now a lot darker. The visibility range (especially outside the mail room) is pretty heavily constrained, and the torch becomes a necessity rather than just a cosmetic item.
The textures on the Floor and walls is also updated, though admitting this is still work in progress. This version is using a normal map and heightmap baked in Blender, and a super-cheap-cheat method of using heightmap as an albedo map to amplify seams between stones. Didn't work as good as I hoped (probably because the heighmap range was messed up during baking and the height differences were not that big), but it does help a bit. :)

And some sharp-eyed viewers can notice a hint of Glow effect on the screenshot. Yes. I have finally figured how to use postprocessing. :)

And just for good measure, this is an example of the game how it looked in it's earliest prototype:
early Maze Crawler

As you can see the previous floor texture was there almost from the get go. Though it was made in such a hurry, that it doesn't tile properly, giving away the fact that the maze is built from small tiles.
Speaking of which! This was another thing that was updated in this version is the fact that now dungeon can contain more than 1 tile type:
v0.6 MC Difference

Currently there are only two tile types, which use the same texture, but with different tints (another cheap-cheat trick used as a placeholder to make do for limited assets :) ), but there are quite some nifty capabilities in this system, which I will hopefully will be able to show you in the next updates, once the different meshes are produced.

And along with better textures, meshes, there are lots more cool thing I am really thrilled to start working on now!
The game is going to have sounds soon too, thanks to wonderful work of Paul Gorman.

Anyway, thank you for your attention and I hope to see you in the future updates!

And let's not get obstructed on the way to our destination!
So close

Hello world!

Project Swordsman - Published by scott hicks

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Silence - Published by Enzo S.

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The Start Of A Journey...

Project Edge - Published by Trevor

Today is the day I'm starting work on a game engine that will hopefully be the building blocks of beautiful landscapes, dungeons, and many other fantastical things meant to amaze the people who play it. i hope that i can do my vision justice.

Project edge

Project Edge - Published by Trevor

Project edge is going to be a fantasy game heavily inspired by the book series "The Edge Chronicles" this game is meant to be open world and amazingly giant, i am striving for something beautiful and huge something that transports you into its world with VR support and beautiful graphics (this game will not be a VR game but it will support the vive if possible). I will be starting work on the game engine  next week and hope to have people interested to help by then.

A Better Beginning

Soulanity - Published by Gabriel

After a sudden break on the development of Soulanity, we are now renewing our team and using what we already have to get people's attention and restart the development with the right foot. There is nothing to talk about at the moment because, you know, getting a team together is not the most exciting phase of a game development. I'll post something once we have a MVP to show.

Welcome to Soulanity's Development

Soulanity - Published by Gabriel

Here we are going to talk about this awesome horror game that we are loving to make. I am Berzerkker, the game designer, and I'll be keeping this blog up to date.

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The Distant Island - Published by Brian

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MMORPG Open World - Published by jetbet

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Development Post - 1/29/18

Tower Defense/Tycoon Game! - Published by Alexander G. Carnes

Hello! I' happy to see people are already checking out this here blog.

So a quick little update is that we are still looking for team members! So apply while you can! Not only that, we are working on an official name and project profile picture, so get ready for that! That's all I have, really......

If you see this post, comment to let me know how much people are seeing this!

Hello world!

Project TEMPUS - Published by

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Hunted - Published by Shaun Thomas

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Zarthonn - Published by Devin Bell

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BeginnersRealm - Published by Richard Perez

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FRONTIER - Published by Rio Dakota Lloyd

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[WIP Name] Drinum - Published by Ryan Jones

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Atma Visual Novel - Published by Iyanna

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The Wanderer - Published by Conner Barnier

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Magi - Published by Eric McLaglen Jr

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Thief Life 1 - Published by Filip Dutcak

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Sound Ninjas - Published by Daylin Walker

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The Horror With In - Published by tedioustubes

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Hello world!

3D RPG based on Legend of Zelda breath of the wild - Published by scott hicks

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Miles Prower - Published by Steven Vitte

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Bold Lives Told: The Endless Glissando - Published by Miles Harris

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Soul Matrix - Published by Max

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The Gallery - Published by Que

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Devblog! Hurray!

Project S.E.E.D. - Published by John

I have decided that until I start my own website back up again, I will make small notes of the progress to my development of the game here instead.

PS: I am still in need of artists, composers, other programmers to help me lighten the load, level designers so that we can at least lessen the chance of things looking repetitive or similar, and more.

Working on physics engine. Looking for testers !

Star Fields Ultra - Published by Alex Greentown

Hi everyone, I am working on physics engine for Star Fields Ultra and if you want to test it and leave feedback please download the latest Windows PC build at DOWNLOAD_LINK and leave your feedback at FEEDBACK_LINK . Please keep in mind this game is in pre alpha state, its a very early build and soon I will add much more graphics and features, shooting guns and rockets, collecting bonuses and upgrades.

Thank you!



Screenshots in pre-alpha

Star Fields Ultra - Published by Alex Greentown

Hi everyone, I need testers for Star Fields Ultra - a new cyberpunk videogame I do. This game is about racing starships, cars and shoot them up. Also you can upgrade your starship or car. Game includes lots of drifting, nitro, awesome graphics and physics. Here are few screenshots from pre alpha.

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Hello world!

Demonboy - Published by Payton Kraucyk

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STARVE - an open world survival game - Published by Bradley

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Valkyrie RPG

VALKYRIE - Published by Beau Maclean


Looking for artists and coders to assist in this upcoming project which we feel has massive potential.
All you need to bring to the table is your amazing experience, skills & time.
The rest is sorted and you can reap the benefits on completion.



Hello world!

Lucid Dream Simulator - Published by Jamison James

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Modern Day 3d Harvest Moon like game (Title Pending) - Published by BrandonHolley

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Survival Horror Game - Published by Kaden Brown

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Astrorite - Published by Giorgos

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Simulating moral code in NPCs

Otherworld - Published by Ilona Ward

NPC groups will start out with certain (randomly generated) moral rules, which you can shift in a direction of your choosing by talking to people.

Value of life:

A. Every life is equally valuable.

B. The value of one's life is based on their faction.
- For example, a master is worth more than a slave.
- Or one of us is worth more than one of them.

C. The value of one's life is based on their actions.
- For example, heroes are worth more than cowards.
- Or those who heal are worth more than those who torture.

Attitude towards weakness:

A. Weakness is not tolerated.

B. The weak must be protected.

Team vs individualism:

A. Loyalty to the group comes first.

B. Self-preservation comes first.

Loyalty to the leader:

A. The leader is worth more than the fighters due to their knowledge and abilities.

B. The leader is just one of the guys.

Freedom vs health:

A. It's better to be wounded and free.

B. It's better to be a slave than dead.


In most cases, the majority of the group will follow a shared moral code. Peer pressure will ensure that very few will step out of line.

Wild cards - In any combat, there can be 0-5 wild cards that act opposite to the moral code in one way or another. They can be pacifists or cowards or ruthless killers.

Wild faction - When the fighting force is non-homogeneous, it's possible that the moral codes of factions clash and cause a conflict between members on the same side. That's why if a group is going to war with another one, the leader should hold speeches and rallies to unify the group so that the chance of a faction conflict breaking out in the middle of combat is decreased.

Combat and buildings

Ideally, it should be possible to move in and out of buildings automatically during a combat situation. Characters would hide in familiar buildings and gain an advantage to attacks on intruders. It should be possible to set buildings on fire, but fire shouldn't spread insanely fast and shouldn't be a guaranteed win against hiding people.

If the main group refrains from extreme violence, certain wild cards can engage in cruelties inside buildings when nobody is watching. Victims may be found after the fight is over and no one might know who was the culprit.

If the main group is very ruthless, wild cards may engage in protecting certain enemies, for example claiming that a building is empty when in fact someone is hiding there.

Maintaining and altering moral codes

Extreme moral codes are more likely to cause a backslash reaction. Maintaining an atmosphere of self-sacrifice or a preference to ruthless torture requires hosting events that reinforce the moral code. If your people are not exposed to frequent violence, they can't become desensitized to it. That's why if you want to maintain a culture of violence, you need to have things like public executions, floggings or bloody duels. Likewise if you want to maintain a society where the group matters more than the individual, you need to host events that boost a sense of unity and for example have everybody dress the same way or carry insignia that marks them as a member of the group.

If you are trying to change the status quo, you need to start small by talking to individuals, collect a sub-group of like-minded individuals and gradually increase your sphere of influence. If the moral code you are imposing is completely opposite to the reigning one, it will eventually cause a conflict and the group may split as a result. It's better to start with a more subtle change and advance towards more radical views once you have a lot of followers. You can single out a sub-group based on a trait, such as gender or hair color, and convince the others that they are better than them while the others aren't really even human. This makes the main group more prone to accept oppression on the targeted subfaction. If there is a reigning class, you can gather a subgroup of lower class people and rally them against the masters.

Even though I have previously said that all combat should be resolved instantly, actually it would make more sense to have a delay that depends on the size of the groups involved. An event like a single stabbing can happen instantly, but when there's a whole battle taking place, it should last up to half a day game time. Status updates would be generated every 15 minutes and if the leader of one faction is online, they could call a retreat or surrender if necessary.

Reworking local map generation

Otherworld - Published by Ilona Ward

As you might know, the current local map is visualized based on four 100x100 pngs where the red, green and blue channel stand for different things. However, this means that everything is grid-based and doesn't look natural. This is why I'm working on a new map generator.

In the new map generator, each map has a base texture that is the most common ground covering thing. Currently there are only two, sand and grass, but it is likely that in the future that there will be 7 ground types: bedrock, loam, silt loam, clay loam, sandy loam, sandy clay and silt. Currently terrain types vary pixel by pixel and there is a high chance that the next pixel will inherit the type of the one above it or to the left of it, forming clusters.

In the new map generation code, I have a function called "snake". It causes slithering lines of pngs that overlap with each other. Large changes in direction are less likely than small ones, which prevents it from constantly flicking back and forth. My test maps are currently 1000x700 pixels, but the ones that will be used in the game will be bigger in the database. You will only be able to see a small area at a time, though. On the test map, it generates 1 to 10 snakes of sand or grass depending on which one of them is used as base material. Currently grass is the base and sand is on top, but it's easy to swap these around.


Then it generates trees and bushes starting from the back and advancing in rows that are 20 pixels high. The tree density is selected at random. In the database, new trees can be added on any row because when the data is called, it will be arranged by y and x so that it always starts from the back.

I also have sprites drawn for rocks and boulders, but I haven't added them to the simulation yet.

In the database, data will have element type, x, y and layer. The layers are ground, ground cover and objects that stick out.

It will be possible to click on trees and bushes to select them for cutting. I have also tested this. In the test, the outline of a tree is in the upper corner because aligning trigger areas with the actual trees would require knowing their coordinates and in the test, the outline is mapped out before the map itself is generated. In the future, each tree will be clickable.

Hover over the upper left corner to see the highlight shape in effect

This is utilizing a JQuery library called ImageMapster by James Treworgy.

It is a bit unclear how farming will work in the new system, but my idea is that you will be able to convert shapes your character is on top of into fields and they will look different. Then you can automate planting, weeding and harvesting. One problem is there can be overlapping tiles, so it should only take the combined covered area into account as farmland instead of overlap being counted twice. Another option would be to stamp farmland on top of the base ground and set a maximum overlap distance that is allowed. If each map only has one base soil type, it could be assumed that all fields also shared that when turned. An exception is clay, because it's unrealistic that there would be whole maps that are entirely filled with clay. Clay should come in small clusters and once you dig it up, the underlying soil or bedrock is revealed and the clay is gone.

Certain resources will be bound to individual trees and bushes, so if you cut down a fruit tree, you get the ripened fruit as well as the wood, but after this you can no longer harvest from this tree. Trees will produce more fruit in a system that is bound to the seasons, so organic resources will be renewable. You will be able to select a harvesting radius and automate your gathering. NPC groups will consume food such as fruit and berries every day and also automatically gather it. If an NPC group runs out of food, it will migrate away, so it's probably going to be up to you to ensure that they won't exhaust the local resource deposits. You can teach NPCs to farm and farming will be more effective than foraging.

I haven't yet decided how big the local maps will be. The new system will allow them to be of different sizes, but since the snake function can go to areas that were already previously explored, it shouldn't be used after exploration has started. Trees and rocks can be generated on the fly, so it would be possible to generate local maps that are 10'000 by 10'000 pixels and only generate trees on the area that has been viewed. This would save space in the database. I'm just a bit concerned that even a single map could contain up to 300k objects, and how much space would this take to store. Currently saving the data for one location takes ~117kb. I suspect that if we generate the whole map every time someone explores a location, it will take even more than this. If I get 1000 players and each of them explores 100 local maps, this will be 100k local maps. Are this many necessary? Certainly not. But people will explore just because it's possible. So it should make them forget about places no one has visited in ages. Speaking from experience, even 10k different local maps is a waste because nobody will be able to appreciate them. So local maps should be temporary unless settled, and if you forget about it, it won't be the same when someone explores it the second time. Since the contents are affected by the world map, you would be unlikely to tell the difference. The tree density will be the same, the grassy areas will be in different spots but the ratios will remain the same. It's fairly irrelevant where a single tree is located in a forest.

Rewarding PvP interaction, penalizing loners

Otherworld - Published by Ilona Ward

In another game I came to realize that one thing that stagnates games is isolation from other players. Some games solve this by allowing players to chat with each other regardless of distance, or to send private messages. However in a game where people are separated by vast distances, it wouldn't make sense that news could travel faster than a person. Another problem is that if buildings count as separate locations, either you will have to shout to reach those outside or you will be restricted to communicating with people in the same building. It doesn't work like that in real life because people don't spend the whole day cooped up inside, let alone multiple days. In historical societies, people would work together in the fields, occasionally go to the market to socialize and trade, and have communal mealtimes and celebrations.

This leads into the requirement that it should be assumed that characters move during their daily routines and for example eat and sleep in different places than where they work. This movement needs to be automated and people will need to be able to communicate with other people who have matching routines, even if they weren't technically in the exact same location at the same time.

People would have routines that cover a day at a time, 6 day periods (which correspond to a real life 24 hours) and longer periods of time such as a month or a year.

During a single day, a normal character will wash themselves, eat on at least two separate occasions, work on things such as foraging, hunting, fishing, farming or crafting, rest and sleep. It is also assumed that they go to the bathroom and larger societies will need to organize sanitation somehow. Characters might also have to travel long distances to gather things such as firewood. It should be encouraged to match your routines with those of other people or at least take NPCs along.

Characters will have some sort of a mood trait and doing things like talking to people, massaging others or receiving massages, getting their hair cut, brushed or braided; bathing; rubbing mud on their skin or hair, applying makeup or face paint, dancing, singing, playing musical instruments, praying, practicing things such as calisthenics, yoga, pilates or taiji and what ever people can come up with will improve their mood, whereas doing the same thing for hours in a row or being socially isolated will lower the mood. If a character's mood goes so low that their mind breaks, they will either go catatonic or become a mindless automaton, in other words, an NPC. It will be possible to break a person's mind by locking them in jail and depriving them of human interaction and comfort, but acquiring help from NPCs should be so easy that intentionally forcing a PC to convert to an NPC should be unnecessary.

World building and starting cultures

Otherworld - Published by Ilona Ward

In the beginning of the actual game, instead of having a ready-made world map with resources, the starting populations could select from a pool of resources that will be seeded in their starting area. The pools would be resources that come from the same origin in the real world.

People who donate could get better starting resources and placement. Maybe there could even be an auction for the best combinations.

Overall, it would be good if a starting population had access to one grain, one oil plant, a few vegetables, firewood, fresh water and be within a reasonable distance of metal making ores.

Some fruits (particularly the citrus) will be ancestral and will have to be cross bred to produce the varieties known today. Also some fruits will have different varieties in different regions, which can be interbred to generate offspring with favorable stats. This is particularly with strawberries and apples. One region might have bigger strawberries with little flavor, while others might have tiny strawberries with a high sugar content.

Rain forest 1

edible insects
cola nuts
medicinal plants

Rain forest 2

edible insects
wild pineapple
acai berry
arrowroot (starch)
chili pepper

Warm region 1

guembé - can be used as food, rope making fiber and medicine (coagulant on wounds, helps with tooth and gum issues)
baobab tree
raisin bush - the berries and leaves are both useful, and the branches can be used to make bows and arrows
black-eyed peas
rice (African variety)

Warm region 2

jute - fiber for cloth making
wild rice - evolves into basmati
wild millet
black pepper
kidney beans

Warm region 3

wild barley
wild wheat
wild carrots
wild parsley
wild onions
wild radishes
wild mustard

Temperate 1

wild rice
mandarin orange
leek ancestor
cucumber ancestor
kiwi fruit
field mustard
ancestral mint
possibly also wild millet

Temperate 2

sweet potato
sweet pepper
teosinte (corn ancestor)
lima beans
wild squash
ancestral tomato
wild strawberry
wild potato

Temperate 3

wild oats
caraway seed
ancestral beets
ancestral cabbage
wild pear
wild raspberry
wild strawberry

Temperate 4

ancestral beans
wild cotton
wild pumpkin
black cherry
ancestral strawberry
wild squash
ginseng (American variety)
wild rice

Temperate 5

olive trees
aloe vera
wild asparagus
wild spinach
some sort of beans
wild mustard

Cold region 1

rowan (berries, and wood to make bows)
wild pear
wild licorice
(this needs more work)

Cold region 2

rapeseed (oil plant)
wild strawberry

Cold region 3

wild rye
possibly cloudberry

Desert 1

wild grapes
wild gourd

Desert 2

wild grapes

Islanders are special groups that will need to start out elsewhere in the game, build boats and start exploring the seas. Donating can buy guidance to land.

Islanders 1 (tropical)


Islanders 2 (tropical)

ancestral eggplant

Islanders 3 (warm)

tepary beans
wild squash

Islanders 4 (warm)

wild yams
baobab (Australian variety)
macadamia nut
finger lime
weird animals

Islanders 5 (temperate)

ancestral plum
red cherry
mandarin orange
bunching onion

Islanders 6 (warm)

weird animals
(This needs more work)

Islanders 7 (warm)

passion fruit
(This needs more work)

Honor system

Otherworld - Published by Ilona Ward

Ryan suggested a honor system where people lose honor if they commit undesirable acts of violence. I think this idea has its merits, as long as it's possible to fool the system by making yourself look more honorable than you actually are.

Things that would lower your honor:

  • Attacking an unarmed person

  • Killing a person who has surrendered

  • Attacking a child

  • Killing a child

  • Attacking your parent or guardian

  • Attacking a person who hasn't set their defense settings

  • Attacking a disabled person

  • Perhaps also attacking a person who has highly positive honor

There should probably be things that raise your honor as well, to balance things out.

  • Attacking a person who has negative honor

  • Releasing people who have surrendered to you in combat

  • Protecting a child

  • Protecting a disabled person

  • Protecting an unarmed person

Wearing certain clothing would make you seem more honorable than you actually are. This could make people lose honor by attacking you even if you were a bad person.

It can be pointed out that you could balance your honor by protecting children of your own village while slaughtering ones from a rivaling town. You wouldn't get very high honor but not very low either.

The system should be tweaked so that it's not possible to exploit it by doing trivial things to raise your honor to create a buffer for making lives miserable for other players.

Draft for a new combat system

Otherworld - Published by Ilona Ward

Edit: Since writing this, I have decided to break offense into accuracy and danger. Accuracy defines how likely you are to hit, while danger defines how much damage you do if you do hit.

Combat graph

Teams can decide their hitting order. Every other round, the order is reversed.

People can choose from different attack strategies: Attack the strongest, attack the weakest, attack the best defender, attack the worst defender, attack the fastest, attack the slowest, attack at random or attack the person who attacked me last. If two people are equally qualified as targets, the target is picked at random out of the qualified options. They can also set a person as a primary target. You can have a different strategy for if you are sufficiently wounded.

Defense strategies: If you are attacked, you automatically use your blocks to defend yourself. If you are not targeted, you can use your blocks to defend another person, or choose to use their block in temporarily boosting their defense for the next round. In this case defense is increased by half of offense.

People can sacrifice an attack to boost their defense, upon which half of their attack is added into their defense. They can use this on a hit against themselves or someone else. This only works if your team attacks first and defends second. If your team defends first and you choose to convert your attack, it will count on the next round.

People can also boost their attack by giving up their defense. If they boost their attack and their team is going second, their defense will be lower on the next round.

People can wear equipment that makes their stats seem higher or lower than what they actually are. This can fool people's strategies.

Array of attacks

Team 1

Matt SP100 OF200 DEF80
Jim SP200 OF120 DEF120
Bob SP150 OF140 DEF105

Team 2

Greg SP105 OF80 DEF100
Tim SP80 OF130 DEF110
July SP110 OF150 DEF90

Round 1:

Matt goes first. He targets who ever looks strongest, which is July. July blocks with 90. Since Matt has higher offense, he gets a pending hit through.

Jim attacks who ever looks fastest. This is also July. Since July is bad in defending, Jim's hits also go through. Jim is faster than July, so Jim gets two hits through. July now has 3 pending hits on her.

Bob attacks at random. He hits Tim. Gets a pending hit through.

Situation after first offense: 3 hits on July, 1 on Tim, 0 on Greg. Since Greg wasn't attacked, he can use his blocks to protect either July or Tim. He chooses to protect July because she is threatened worse. He chooses to block Jim since he seems like he's easiest to block. He manages to block one of Jim's attacks but is too slow for the second one.

Team 2 offense:

Greg attacks at random and targets Matt. The chances are about 50-50. Let's say he gets through.

Tim attacks who ever looks like the easiest target. This is Matt. Tim gets a hit through. Now there's 2 pending hits on Matt.

July attacks who ever is slowest. This is also Matt. July gets a hit through. Now there are 3 pending attacks on Matt. Matt has used all his defenses.

Jim and Bob are not targeted and are free to defend Matt. Jim feels threatened and decides to move his block into raising his defense for the next round instead of defending Matt. Bob uses his block to protect Matt. He blocks against Tim because Tim looks more dangerous. He fails to block.

July takes 2 damage, Tim takes 1 damage, Matt takes 3 damage. Now July's stats are SP100, OF130, DEF80, Tim's SP75, OF120, DEF105, Matt SP85, OF185, DEF65.
Round 2:

Now team 2 goes first. July decides to convert her attack into a defense since she is wounded. This allows her to use her offense to boost defense.

Tim hasn't changed his strategy and is still targeting Matt. Since Matt is wounded, his defense is even lower. Tim gets one pending hit on Matt.

Greg still attacks Matt. Greg isn't much of a fighter but since Matt is wounded, Greg gets a pending hit through.

Since Jim and Bob aren't threatened, they have unused blocks. Jim gets 2 blocks, he uses one against Greg and manages to block. Now he has one block left over, which he uses against Tim. He fails to block.

Now it's Bob's turn to block. He uses his block against Tim. He fails to block. So Matt is getting wounded for sure.

Team 1 offense:

Bob decides to convert his attack into a defense against the attack on Matt because Matt is wounded. However moved defenses only take turn on the next round.

Jim still attacks who ever looks fastest. Since July is slowed down by her wounds, Greg is now fastest. Greg manages to block one of Jim's attacks. However, Jim is so fast that he gets two attacks. So now there is one pending hit on Greg.

Matt changes his strategy since he is wounded. He decides to attack who ever looks like the easiest target. This is July. Because July has extra defense on this round, she manages to block.

So now there is only a pending hit on Greg. Since they are both slow, July and Greg have already used their blocks and don't get extra moves.

Tim uses his defense against Jim to protect Greg. He has about 50-50 chance to block. Since Tim is slightly wounded, he fails to protect Greg.

Matt and July continue to bleed and weaken.
Matt is now SP80, OF180, DEF60(+50 from Bob on next round).
July is SP95, OF125, DEF75.
Tim and Greg bleed slightly and are still pretty strong.
Greg SP100 OF75 DEF95
Tim SP75 OF125 DEF105

Round 3:

Now team 1 goes first again. Matt is still targeting who ever looks like the easiest target. This is still July. They are both wounded, but since Matt is stronger, he gets a pending hit on July.

Jim attacks who looks the fastest. Because July is so wounded, she takes a penalty to speed and thus the fastest is Greg. Greg is weakened slightly by his existing wound, so Jim gets a pending hit on Greg.

Bob still decides to protect Matt for the next round.

Tim hasn't been attacked, so he can use his block against either Matt or Jim. He decides to protect July since she is more at risk. However, he fails to protect July since Matt is still strong in spite of his wounds.

Now team 2 attacks.

Greg still attacks at random and targets Bob. Since Greg is such a crap fighter and slightly wounded to boot, he fails to get a hit in.

Tim is still attacking Matt. He gets lucky and gets a pending hit through despite Bob boosting Matt.

July again converts her attack into a defense on herself.

Since Jim hasn't been targeted, he has unused blocks. He gets two blocks since he's so fast. He primarily blocks against Matt. He fails the first block but succeeds on the second.

Matt continues to bleed and falls unconscious. July continues to bleed but still conscious. Tim is feeling weaker. Greg gets hurt again and is now weak.

(Matt SP75, OF175, DEF55) His stats wouldn't count if someone attacked him.
July is SP90, OF120, DEF70
Tim SP70 OF120 DEF100
Greg SP95 OF70 DEF90

Round 4:

Team 2 goes first.

July again defends herself, no surprise there. Her defense is temporarily 140.

Tim leaves Matt alone since Matt is unconscious and targets the next weakest target, which is Bob. Tim gets a pending hit on Bob.

Greg still attacks at random and hits Jim. Greg decides to drop his defenses in order to boost his attack. Now Greg's attack is temporarily 115. Jim gets two blocks since he's so fast. He fails his first block but succeeds on the second.

Since both Jim and Bob have used their blocks, they can't defend anybody.

Now it's team 1's turn to attack.

Bob gives up on protecting Matt since Matt is unconscious and might die anyway. He goes back to his strategy of attacking at random. He happens to hit Greg, who only has 45 defense this round since he used his defenses to boost his attack. Bob gets a pending hit through.

Jim gets two attacks. He attacks who ever looks the fastest. This is again Greg. Again Greg has 45 defense and fails to block both times.

Matt is unconscious and doesn't get a hit.

Tim and July haven't been attacked this round, so they have extra blocks. Because July has boosted her defense, she uses her 140 to defend Greg and manages to block one of the attacks on him.

Tim only has 100 defense and doesn't manage to block any additional hits. So Greg takes two damage. Also Greg continues to bleed from his earlier wound.

(Matt SP70, OF170, DEF50)
July is SP85, OF115, DEF65
Tim SP65 OF115 DEF95
Greg SP80 OF45 DEF75

Round 5:

Team 1 goes first.

Matt is unconscious and doesn't get a move.

Jim attacks who looks the fastest, which is July. He gets two pending hits on July.

Bob attacks at random and hits Tim. Because Tim is slowed down by his wound, Bob gets two hits on Tim.

Greg hasn't been targeted so he has one block left. By this point he figures that they're going to lose anyway and chooses to surrender.

Team 2:

Greg has surrendered and refrains from hostilities.

Tim still attacks Bob. He gets a pending hit in.

July decides to get reckless and uses her defense to boost her offense. She attacks Bob with 145 offense and gets a hit through.

Since Jim hasn't been targeted, he has two blocks. He uses them to protect Bob. He manages to block Tim but not July.

(Matt SP65, OF165, DEF45)
July is SP80, OF110, DEF60
Tim SP60 OF110 DEF90
(Greg SP70 OF40 DEF70)
Bob SP145 OF135 DEF100

Round 6:

Team 2 goes first.

July again targets Bob. Gets a pending hit.

Tim also attacks Bob. He misses.

Greg has surrendered and is sitting this one out.

Jim hasn't been targeted and uses his blocks to protect Bob. He manages to block the hit on first attempt but his unused defense doesn't carry over.

Team 1:

Bob attacks July and gets two hits because his speed is so high compared to hers.

Jim also attacks July. He gets two hits and gets through on both.

Tim hasn't been targeted, so he gets one block to protect July. He decides to try blocking Jim since he seems easier to block. However her fails.

(Matt SP60, OF160, DEF40)
July is SP35, OF85, DEF35
Tim SP55 OF105 DEF85
(Greg SP65 OF35 DEF65)
Bob SP140 OF130 DEF95

Matt and July are now both in critical condition and Greg isn't feeling too shabby either. Tim decides to surrender. The fight ends with Team 1 winning.

Questions to ask when starting a new society

Otherworld - Published by Ilona Ward

Eventually people will be allowed to start new cultures in the game. Each culture has to be unique, and the founders need to figure out the answers to these questions.

Technology level

What is the technology level? Generally everybody starts from stone age, so if you want to start from a higher tech level, you will need starting equipment and knowledge of resource deposits nearby. Only if existing characters decide to establish a new community, they might have equipment they have developed or traded for in-game. If somebody wants to start a new society with starter equipment, it might be required that they make a donation.

Societal structure

Is the community homogeneous or does it consist of different factions? Are there layers/castes? How does the society treat the poor, the old and the disabled? Is there slavery? Is everybody considered equal or are some people worth more than others? Are there some people who disagree with the prevalent notion? How does the society react to dissidents?


Does the society recognize individual possessions or is everything shared? Do certain individuals get a right to a share of the earnings of someone else? Are there taxes? Is there money or do people barter?


Is leadership defined by bloodlines, strength or popular vote? Are there factions who want to change this? If there is voting, who is allowed to vote?

Law and order

How does the society treat criminals? Which things are considered illegal? Does the society have laws that seem silly from a modern perspective? Are there things that are technically illegal but most people do it anyway? Are there criminal organizations? Does the government fund things like piracy?

Dressing conventions

Is there a reigning fashion or do people express individuality? Do different social classes dress in a specific way? Does clothing reflect status? Are there certain materials, styles or colors that are forbidden from certain social classes or genders?

Naming conventions

Do people have last names and middle names or just first names? Do they have patronymics or names that are based on occupations? Are first names based on traits of the owner or features that the parents wish the child to have when they grow older? Are children named by the day of the week, month, season or weather at the moment of birth, or perhaps how many siblings of the same gender exist in advance? Is it considered good or bad to have namesakes? Are young people allowed to pick out a new name when they reach maturity?

Childhood challenges

Otherworld - Published by Ilona Ward

A while back I wrote this list, just for fun. The idea was that if you are playing a child character, the game would post a random task that would change once a month, and you could check it as completed if you had roleplayed it.

  • Eat something generally considered inedible.
    Smear food into your hair or face.
    Show affection to another child or a domestic animal.
    Declare you want to be known by a new name.
    Refuse to dress according to the weather.
    Refuse to eat a new food.
    Secretly eat a new food when nobody is watching.
    Wear something socially unacceptable.
    Throw a tantrum over a reason inexplicable to adults but which makes perfect sense to you.
    Tell another person that you really like them (and they should get rid of another person they are close to so they can spend more time with you).
    Apply face paint.
    Make art.
    Help an adult with their chores.
    Insist you're a grown up now.
    Climb to a high place.
    Jump from a high place.
    Find the smallest hole and see if you can still fit through it.
    Give yourself or another child a fashionable haircut.
    Insist on dressing up all by yourself.
    Poop in an unconventional location.
    Master the skill of picking things up with your toes.
    Get mad at an inanimate object.
    Be a picky eater.
    Insist on eating something you found on the floor.
    Hide a food object for later.
    Lick something that's not considered edible.
    Have a day of only eating things of a certain color.
    Fall asleep in a place other than your usual sleeping place.
    Imitate an animal.
    Dig your nose.
    Name your hands and have conversations between them.
    Tell people your parents aren't your real parents and you're actually kidnapped.
    Have an imaginary friend.
    Insist having something sweet with a savory food or vice versa.
    Put something up your nostril or in your ear.
    Try to "see" your eyes or your ears (without a mirror).
    Fart in public, then explain it away.
    Pretend your genitals can talk.
    Give someone else a makeover.
    Go hide and see how long it takes before anyone finds you.

Mold, yeast and bacteria

Otherworld - Published by Ilona Ward

One of the ideas for the game is that things on the ground and in containers can become infected with micro-organisms and these micro-organisms can spread to other things in the same container. Here is how it's going to work:

Once a day, the game will select a limited amount of organic resources to get infected. It is assumed that there are spores in the air, so it doesn't require a source in the same location or container. The game will also check which things are in the same containers with previously infected materials, and the higher the level of infection, the more likely it will spread. Infections start out small and are invisible in the beginning, but may become visible once the level gets high enough. Some bacteria, yeast and mold may be picky and only infect specific subtypes such as fruit, vegetables, grain products, meat or dairy.

a slice of rye bread spotted with green mold

Bacteria will cause things to decompose and eventually get purged from the game. Before that it will turn into nasty slimy goop and may attract insects, which in turn can potentially carry disease. Some molds and bacteria may cause vomiting, diarrhea or other health issues. However, there is also useful bacteria that can be used to make yogurt and buttermilk, and useful molds which can be used to make blue and white cheese.

a spoonful of yogurt being lifted from a cup


Delicious results

Delicious results

Yeast can be used to ferment alcoholic beverages and raise dough. There's probably going to be about a 10% chance of gaining a useful strain, but you can keep it alive by putting host materials in the same container. It's yet undecided if a single pile can have more than one type of bacteria at a time. Increasing sugar and salt content protects mixtures against bacteria and mold.

Molds can be identified by color, but the catch is there will be visual twins to the useful molds, so you can mistakenly eat a harmful mold thinking it's a good one. Some molds will be fuzzy while others have a dense structure.


Evolving plants

Otherworld - Published by Ilona Ward

The current idea is that only ancestral wild forms of plants will exist in the beginning, and people will have to hybridize them to create optimal crops.

Corn originally came from a wild plant called teosinte

Corn originally came from a wild plant called teosinte

The original idea was to have plants in neighboring squares crosspollinate at random, then you would gather the seeds and see what grows out of them. However, making evolution totally random doesn't sound very fun. You couldn't guarantee that your plants would develop in the direction you want them to take. You would basically have to grow plants without knowing which mutations the seeds carry, then rip off the ones you don't want to pollinate anything.

What sounds like a better idea to me is having a system where a player can choose an aspect to boost knowingly. If other plants in the location already possess this aspect to some extent, you have a higher chance of succeeding than if you are trying to mutate it.

Rough draft of an interface design

Rough draft of an interface design

You would click on a feature and if you are lucky, it gets a boost in the next generation. However, things have their consequences, so for example if you boost fruit size enough without boosting stalk strength, the stalk will eventually bend or snap under the weight, causing the fruit to touch the ground and be exposed to rotting. Likewise, there might be a cap to fruit sugar content before you have first improved the root and leaves. To me, this seems much more game-like and entertaining than merely deciding which plant is next to which.

Also, if you manage to create a seedless hybrid, you either need to figure out a way to breed it asexually or keep the parent strains alive and continue crossbreeding them, hoping to get another seedless child.

Did you know that watermelons used to look like this in the past?

Did you know that watermelons used to look like this in the past?

Hello world!

Sunset Isles - Published by Marisa K.

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It's Going Well

The Light - Published by Conner Barnier

The music development is going well and I'm fleshing out the story, soon, a playable version may be available on Gamejolt. Currently a gameplay test is on there but it isn't very fun.

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Legendary Fantasia - Published by Dion

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MarsBound - Published by scott hicks

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Hot Hit - Published by Ollie Pugh

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New game development team - Published by HiThere

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Polaris - Published by Isaac Cardello

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ENDLESS DUNGEONS - Published by Usman Malik

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Zombies Berserk - Published by

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Great War? Best War! - Published by Milo de Korte

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Development blog July 2017

New Kind of Adventure - Published by Alex Greentown

The work on game continues. I will avoid spoiling and not talk about what will be in the middle and end of the game, just show few raw screenshots. And one of our programmers left so the launch of new version is delayed with few months.

19693374_1961179980817945_6549471360777857637_o 19702884_1961069377495672_4130294113345232191_o 19904695_1963318690604074_1109922507_n 20106873_1965343310401612_968496141_o

Development blog June 2017

New Kind of Adventure - Published by Alex Greentown

Hi guys!

I try to post every month because many guys asked me to post often. Here are some new 3D models.


18049688_810684912412962_1518441344_o 18042774_810684939079626_1341200639_o

I am working on more projects, a Rock music album, a New Age music and video clip

Also I write film scenarios and a novel and few paintings. I know you want to see something finished and the next release is a small videogame. The name of this videogame is The Tale of The Black Prince. You can follow this game, it launches soon on Steam and meanwhile Follow on Facebook

I am glad to see your feedback and comments.

New characters

New Kind of Adventure - Published by Alex Greentown

I keep working with my indie team on 3D characters.

This is a cave wolf. This characters stay mostly in shadow or in cave and at night they go out.

Screenshots from 3Ds modelling work

wolf wolf_2

Video references from Spirited Away movie

New Kind of Adventure - Published by Alex Greentown

I am posting this references mostly for my team members but you can enjoy Spirited Away movie video and images as well

ss_2 ss_3 ss_4 ss_1


Fragment from Spirited Away (2001) | The city with ghosts

Fragment from Spirited Away (2001) | The river with ghosts

First task for music composers

New Kind of Adventure - Published by Alex Greentown

This post is a continuation of previous post where I started a discussion about music being written for New Kind of Adventure. More composers sent me tracks but I want to hear opinions of many people and start a discussion about music creation.

I am asking the composers to upload a soundtrack on which will show the mood of this game area, a cave with crystals:


Also I encourage everyone to comment the music.

Also I am publishing a track I wrote for this videogame to encourage other composers to show their works in progress.

And remember the last post with music references will be updated with new tracks:


Music creation | part 1

New Kind of Adventure - Published by Alex Greentown

In this post I will write about music creation process for New Kind of Adventure. I will post references, music tracks, maybe even interview with music composers.
This post will be updated, for now I will post a reference for Ambient genre music which I like very much.
This is a track I made for this game

I want to mention Tony Manfredonia, professional composer with academical studies, who already made 3 tracks, they are in progress but his latest track is better than first tries and I hope soon he will make an awesome track I will be proud to put it in game and to post here.

This post will be updated with new songs.

New characters

New Kind of Adventure - Published by Alex Greentown

I just added the Dragon character and my friend Daniel asked for a character a little strawberry with legs and hands so I painted him as a concept. I am looking forward to hear your opinion on this characters and also you can ask for more characters you want to see in New Kind of Adventure .


Hello world!

New Kind of Adventure - Published by Alex Greentown

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Hello world!

4th Wall Down! - Published by Milos Dangubic

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Graceland Research - Published by Jacob Zoerb

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Corpem: A Halus Tale - Published by Damon

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Chernobyl: Melted Mutants - Published by tomas van der laan

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Lionstone Demo Progress - Published by Zack Runyon

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new dev team - Published by alex.jackson

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Uh-Oh - Published by Kay John

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PROJECT INDIGO - Published by Usman Malik

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Maze Attack - Published by Joshua West

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Rumrunner Entertainment - Published by Austin

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Recruiting progress

AllHeart - Published by Israel Victor

I am glad to announce that we have 1 new member. The marketing position has been filled.

Welcome to Blood and Steel!

Blood and Steel Prodject - Published by Nathaniel

Welcome to the Blood and Steel Blog!
We will post something when we have something to show.

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Velocity Racing - Published by Jacob Neal

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The Legends Gate:Battle Of Sorrugar - Published by Rio Dakota Lloyd

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Ancient Arena: a Bold New Fighting Game - Published by Isaac J Decker

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Update - Bounty of Polishes Update Info

Shattered Realms: Mortal Tale - Published by Blake

The project is going well, lots of polish in the gameplay, storyline, and bug fixing department, and I'm gradually reaching the end of the Bounty of Polishes Update, which is great, because I can finally begin work on Chapter 2, which is where some of the meat of SR:MT's story really begins. A lot has been done, ranging from monster battler updates:


-To the implementation of entire story arcs with certain characters. For those of you wanting more frequent updates, my apologies for not keeping you all in the loop, with all of the various websites that I promote this website on, it can be difficult to keep track of all of them. If you want to follow this project and be sure that you will be informed, I recommend following me on the Facebook, Twitter, or GameJolt Accounts.


Twitter (My Twitter):


YouTube (Videos showing game footage, announcements, or OST updates):

Shattered Realms: Mortal Tale Demo Live!

Shattered Realms: Mortal Tale - Published by Blake

The demo for the game is live! You can download it at the following locations!

Any bugs, issues, feedback, and commentary on the game is appreciated and will go a long way to making the game's final version infinitely better!

Working on: Sacred Valley Areas, Secrets, and Side Quests [Storyline Spoilers]

Shattered Realms: Mortal Tale - Published by Blake

After defeating Caldera, the Ice Devil hellbent on freezing the region over, the Sacred Valley opens up for extended exploration.

Currently Implemented:

  • Darkwhisper Woods - Really dark, maze like, with a secret area to the south.

  • Lonereach Tower - Mini Dungeon with puzzles, tricks, and traps. Interior TBA.

  • Lake of the Goddess - Large lake with three islands, the Island of Valor, Isles of Wisdom, and Isles of Heart. Islands visitable but do not serve a purpose yet. In progress.

  • East Bastion Ruins - One of the mysterious ruins. Monsters to be added, along with secrets and story. Related to the Westcliff Ruins.

  • Westciff Ruins - Ruins full of Zombies. Both East Bastion and Westcliff are part of the Archaeology Camp sidequest on the east side of the valley. Leads into Echoing Woods.

To Be Added

  • Island of Valor - Arena tournaments against mysterious challengers, gold, exp, and rare items await. Defeating the Island of Valor will allow access to the North Shrine, where the Slumbering Goddess will engage with the Player, and begin the Redeeming the Awakener questline if the Player has saved Belladona from Caldera.

  • Isles of Heart - At certain points the Isles of Heart will have a personal storyline for one of the party members the Player meets along the way. The Player should check back here after completing major storyline arcs for possible stories they can learn.

  • Isles of Wisdom - Scattered tomes of legendary events can be found in hidden chambers beneath the Isles, letting the Player learn some of the Mythos of the Shattered Realms. Secret trigger mechanic should be implemented in either the form of levers, buttons, or an acquirable item that reveals the stairways into the chambers.

  • Lonereach Tower Trials - Upon entering the Lonereach Tower, the Player finds themself in a strange, mystical tower full of traps, monsters, and treasure. Lots of it. No story, but largely just testing the wits of the Player while also trolling the Player at every turn with the developer's nonsense

  • Echoing Woods - A mysterious patch of woods related to the fall of East Bastion and Westcliff. At the center lies a mysterious shrine, guarded by unknown creatures roaring in the deep forest.

Story Arcs (TBA)

  • Fate of the Old World - Learn about the world before SR:MT via the downfall of East Bastion and Westcliff, two ruins whose fate has been lost to history.

  • Redeeming the Awakener - Dependent of the Player's success in Caldera's Keep, the Player is able to help restore the faith of the cursed Awakener and perhaps acquire them as a party member.

  • Gods of the Abyss - Learn the story of Arevenius and Zero, the gods of Good and Evil, via unraveling the secrets of the Isles of Wisdom.

  • Island of Valor Arc - Encounter strange beings with stranger tales, and battle them for access to the North Shrine.

Shattered Realms Mortal Tale, And What I Want to Accomplish

Shattered Realms: Mortal Tale - Published by Blake

So first off I want to say hello, and I hope you are all doing well.

Shattered Realms: Mortal Tale is a project I started back in June 2015, and has been my primary project for at least a good year. I'm currently working on building a public demo, and I try to be very open with my project and the progress it's having. The best way you can keep up with me is on my trello page for Shattered Realms: Mortal Tale.

My philosophy at this point is to create a game that I will love and enjoy making, not to make money. Of course, I am planning on selling this thing eventually, but Shattered Realms is a story years and years in the making, even back in 2011 I was working on this idea. There's a lot to this story and a lot to tell, and frankly I can't do it myself. I could, but it would just be a game with the same standard graphics of any rpg maker game, with some random unique graphics that don't tie into anything well.

So let me actually talk in depth about the game. It's a turnbased combat system, with a special death timer, which is triggered upon leaving designated 'sanctuary zones', and the only way to keep the timer going strong is to kill enemies. The game is being designed to allow a loose, unhindering approach to the story. In other words, you're not going to grind for five hours to beat a boss. You go about the world at your own pace and enjoy said pace, while learning a lot about it.

Regarding the story...'s huge. I have been planning the Shattered Realms world for a long time now, and it's got massive secrets behind it (I don't expect anyone to catch on to the major secret of the series by in large anytime soon), and has a very direct relationship with the choices of the Player themselves. If you don't help certain people, you may live to regret it later. If you kill certain characters, others will want your head. Saving villagers matters more than your gold and exp. It can change the very course of fate itself. Things add up in this world, and the Player is the straw that breaks the camel's back. Needless to say, crazy things get to happen here. Depending on your actions, multiple endings and routes become available or disappear.

That's what I have to say for the game itself really. There's stuff like professions in the works, side missions, hidden areas... but other than that, I think I've covered what I'm intending to accomplish. If you have any questions I will answer as best as possible.



Hello world!

Project B - Published by Wayne Zieminek

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Created a Starter Save and Load System

Tales of Legends: Lionhart - Published by Devin Bell

I have been able to create a starting Save and Load system that will keep track of what the player has in their Inventory and what the have Equipped. Soon will add Max Life, Mind, and Stamina.

First Foray into Ludust

SON.NET - Published by Benjamin Winn

This marks SON.NET's first foray into group development - now with two new members in the crew. We will be posting updates of some of the content created in the upcoming weeks. The gears are turning!

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Olympus TCG - Published by Eli Sussman

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Welcome to the Development Blog!

Phoenix Rising - Published by Trevor Craven

Today marked the first real day of work on Phoenix Rising. The team is beginning to grow and I am receiving emails and messages with offers of help. So far today I have received messages from an Artist and a Sound Designer. I also reached out to people myself. I learned something new today; Tessellation and LOD, it might sound like noob stuff, but hey. I'm new to this :)

Today I spent 3 hours creating a replica of Earth, with clouds, day/night cycle with lights. It was a nightmare. But it got done and I am happy it is done. I also added our RL solar system to the "level" today, including textures,mesh's,blueprints, etc. Tomorrow a solar orbit system will be implemented. I hope to see planets orbiting around the sun along with the moon(s). I am trying to reach out for modelers. Static "spacestations and/or battlestations" will have to come in soon after to become implemented with the orbital system. I hope to also get some asteroid fields put in place tomorrow; and hopefully have them working by night time.

I have no idea how to program a HUD or start menu. It would be nice to see something implemented by the end of the week.

Thanks for reading this DevBlog!

Hello world!

R.E.A.P.E.R. Rescue Blog - Published by Bethany

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DecoOnline - Published by ali hassan

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Frank the Cat - Published by Ben James

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Project Depths - Published by Ryan Fong

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RegretTale - Published by HamdiXN

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EduVR - Indie VR/Vive Project - Published by Rob Julian

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Welcome to Project A

Project A - Published by Juan Bautista

Welcome to Project A. We are currently working on a futuristic First-Person Shooter set in 2062.

If you are interested in working with us, we'd be happy to take your job application into account. However, as the game is still in the design stage, we will not be able to employ all the staff that we need.

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[XG] Tower Defense Blog - Published by Aalyiarah Xirin

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Lethal Extinction - Published by Jacob Crawford

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Mexcube - Published by Lukas Olson

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Outlaw Heaven - Published by Tavana Kiani

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Game development - Published by Hamish

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Disney Run - Published by Mist

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Drum Dum - Published by Abdo

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One Man Army - Published by Miha Prezelj

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Project Amethyst Dreams - Published by Ben Hood

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Endless Saga - Published by Matthew Betts

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fARMER Z (working title) - Published by RunnerX

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LeagueOfGenerals - Published by Reuben

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One Thing Left To Do - Published by Ahmet Koctar

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FapADuck Website Development - Published by Adam Jacks

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Live On - Published by Skyknight Beoulve

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Zombie Tycoon - Published by Caleb Stevens

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The Wanderer - Published by Andy Austin

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Silva 9 The Hybrid Rebellion, A visual Novel - Published by David Belcher

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Robot Games - Published by Giorgos Tsakonas

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We're Getting There

Hermes Gaming - Published by Jon Krouse

Hey everyone, as the title says, we're getting there. We're all starting to settle down and get settled in. I did put a little ad on Reddit to try to draw more people in, especially those who we don't have already, or need more of. Felix did get the Slack account up and running and we'll probably start using that more than we use Ludust. I'll keep you all posted.



Hermes Gaming - Published by Jon Krouse

How's everyone doing? Well, we're established. Anyone that's interested, go ahead and apply! We're looking for anyone to help!


Jon Krouse

Hello world!

Hameno - Published by Oscar

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Hello world!

Factory Madness Development Blog - Published by David

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Artists, skills and AI

The Final Frontier - Published by Rens Jan van der Linden

Hey guys,  It's has been a while since the last blog post but things are going nice, we have some expansions to the team and I have been working on the programming.

the design document

Jack has put a lot of work in the design document for the past 2weeks and has finished it, everything is written down on paper and we know what the game is going to be like

the game itself

While Jack was working on the design document I decided to finish the skill system, the first enemy and the stat system(health, energy and shields)Schermafbeelding 2015-09-06 om 10.46.37Schermafbeelding 2015-09-06 om 10.46.37


You guys remember the time where I was searching for a artist, now there is not one, not two but three artist working on the art(1concept artist and 2artists) and the game is starting to get a nice shape

Colour_Design Full_ConceptBase_Remodel_Details

Update [9/1/2015]

The Final Frontier - Published by Jack Patrick

Sorry about the delay! We've been so busy with the game that we forgot to update our development journal.

At this point, we've completed the design document, and the skills we want to implement have been programmed. Our composer and sound designer have also been hard at work in creating the music and sound effects for the game. They plan on using a modular type of composition for the soundtrack. This means that they will layer the music in accordance to the events within the game. For example, if the player encounters an enemy, there will be a theme that is layered on top of the initial theme (as opposed to simply changing the track). We feel this will be less abrupt and will allow us to communicate the atmosphere of the world more effectively.

That's all for now! We'll talk a little bit about our progression system in our next update.

Visual Update (8/21/2015)

The Final Frontier - Published by Jack Patrick


Schermafbeelding 2015-08-21 om 13.26.57Yes, we know... it's not pretty, but it doesn't need to be. What's important is that the current mechanics that are designed are operational.

(This is why we need an artist, by the way).

Design document, programming, and staring at my screen

The Final Frontier - Published by Rens Jan van der Linden

Hey guys,

After a couple of days working on the design script, it's starting to come together really nicely. I've also made some really nice progress on the skill system. I had to stare at it for a couple of hours to find out that colliders are acting strange again (this was for the AOE damage), but it's working now. We also have some new members to welcome to the team. There'll be more news on that soon.

Cubes, cubes and more cubes (and a capsule)

The Final Frontier - Published by Rens Jan van der Linden

While I'm searching for an artist, I'm stuck with placeholders. That's how it starts... It isn't bad, but something with a bit more vertices and color would be nicer to look at. With the character movement in place, I'm starting to work on the first weapon: the assault rifle, which is a rapid-firing weapon with low damage and a medium chance of hitting.

The Project Begins

The Final Frontier - Published by Rens Jan van der Linden

Hey guys!

After a week off from thinking about the game, I finally started working on it. The player movement is in place (mk1), and I'm now working on the basic attack for the first class

Hello world!

Worlds end - Published by Nicolas foote

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Back on Track

Death Rule: lost code Overdrive Edition - Published by Hijiri



Hey guys, it's been awhile since the last post. After recovering a bit and considering the opinions of some of the people who commented, I decided to finish what I started. Of course, the release date will have to be moved in accordance with this, this time the release of Death Rule: lost code Overdrive Edition is expected to be in Fall of this year. I personally like to thank my team as well as the people who commented for giving me some insight and allowing me to clear my head.  I hope the few of you who still look at this project from time to time will keep an eye out still.

An Apology

Death Rule: lost code Overdrive Edition - Published by Hijiri

Hello everyone, it's been a  while since the last text post. Now, I'm sure some of you noticed that we have missed our predicted release window for Death Rule: lost code Overdrive Edition. Well, I'm not going to mince words: the reason for the missed release is because of me. Everything that both Iarumas and Katon had to do is done, all that's missing now is the new episode. The preview for Killing System is done, and the GUI remake is done. Really, the only thing holding the release back is the new episode. And because of my slow pace, it may take a while longer to finish
Now, there are two ways we can go about this next part, because this is something that I want you, the reader, to pick.

The First Choice

This is the one that will quickly get the update out. What this first choice entails is that we release everything we have right now. Things I wanted to add via the new story can be added as a bonus, explaining what could have been. This choice would be fast and easy, but it also comes with the knowledge that I as a developer have failed to deliver what I wanted to. Granted, this choice also proves to be a positive overall since it will finally allow us to move on.

The Second Choice

This one is the one I've taken thus far but am considering changing. This choice is the one where I finish what I promise, adding the new episode along with all the extra content.  Of course, this means that we will delay all our other projects as I try to finish this one. You will get the product I want to release, at the cost of drawing everything else out longer than I hoped it would take.

I really do want to hear your feedback, since this is something I will discuss with my team shortly. I myself am willing to put my pride aside in order to give you guys a cleaner product but my choice will be based on your answers as well.

On one last note, I would personally like to apologize to everyone I have kept out of the loop. There are some wonderful people who volunteered to work with our little team but have been kept in the dark. I have failed as a leader in keeping everyone informed, and am willing to take whatever steps necessary in order to correct my mistakes.

Before Overdrive

Death Rule: lost code Overdrive Edition - Published by Hijiri

For those that are curious, before my team started working on Overdrive Edition, we released an original version of Death Rule: lost code. You can download the original work here:

Spell Animation Editor!: In the works

RpgLegend Dev Blog - Published by thephantom


This standalone editor allows us to setup skill and spell animations frame by frame and control all the visual and audio effects that happen to the target of the spell. Such as having the target shake when taking damage, or get smashed and flash.

The animation editor will support particle effects, playing any number of sound effects, and either manually controlling the placement of each animation frame, or using the tweening options to save time.

In the screen shot above of the program you see the lake serpent monster, which is a stand in for the target for the spell I am testing. And I am telling it to show the spell animation effect image 1 on frame 3, and scale it to be twice the size. Also I have set it to change the serpent to be offset hue 60% to the right (think of a sliding hue bar). And I have also set the map behind the serpent to be tinted a light blue color.

The different options you have to control a spell animation can be added without writing a line of code. I have created a mouse-based command selector and the property editor for each command outlines the options without having to reference any documentation.


In this screen shot you can see the various commands that will be available to use to control different spell animations.

Actually previewing the animation is still to come, and when that is complete we will have some GIF previews I am sure (and some youtube videos)! Check back soon!

Social media:

And of course more updates here on Ludust!

Combat Development Begins

RpgLegend Dev Blog - Published by thephantom

To start off the development on the battle system I am releasing this teaser! Which show cases the in-game battle transition effect, which was achieved by taking a screenshot of the map (in-game) and adding a convolution filter and a blur filter on the x-axis. I think it turned out pretty good! What do you think?

Be sure to follow me on social media to stay up to date with my daily progress of this 2D retro JRPG, turn-based side-view battle system development!!

Social media:

And of course more updates here on Ludust!

Ceonead Conceopt Art: First Look

RpgLegend Dev Blog - Published by thephantom


A land covered in eternal night, where no one dares to go, except for the beasts that roam the woods looking for their next meal.  This is Ceonead.  What mysteries does this place hold?


Deep within the Ceonead Woods is a mysterious ruins.  What civilization built this magical place?  And why does it emit a light from deep within its halls?


Sign up to be notified when RpgLegend, a retro 2D multiplayer RPG enters Beta!

Learn more at:

Skill Menu Complete: Crystals, Spells and Auras!

RpgLegend Dev Blog - Published by thephantom

Over the last several days I have been hard at work creating and wrapping up the Skill Menu. And today I am proud to announce that it is complete.

The Skill Menu is the place where you manage your skills, spells and auras. You do this by equipping different crystals and by doing so you harness the magic contained within the crystal. Each crystal contains several abilities. As you use the crystal and rank it up, even more abilities will be unlocked.

You may only equip a certain number of crystals at once. But you are freely able to swap between them out of combat. This adds a few key decisions you must face: Which crystals do you level up first? and Which crystals will be the most helpful and should you bring into each battle? Thankfully, the first skill on every crystal, which you have access to it immediately, is a decent damage ability in that crystal's school of magic. So even if you don't level the crystal, you will still be able to deal the damage of that school.

Once you are done managing and equipping your crystals, you then can easily review all the skills that they will let you harness in battle. If any of these skills could be cast "out of combat" you would also be able to cast it here, such as a healing ability.

The last thing you will want to do before you are done managing your skills is to make sure you bring some Auras into battle. An Aura is a special ability that you can use even when its not your turn, allowing you to react during your enemy's turn, or help your allies during their turns. Each crystal may have one or more Auras, but you may only bring a limited number of Auras into battle. You can easily switch between which Auras "out of combat" and this is another strategic decision you must face. As you level up you will be able to bring more Auras into battle at once.


The Skill Menu is another key step that is now complete, and a step in the direction of the Battle System being implemented into the game. The only steps that are left that are standing between us and implementing the Battle System are the Encounter System and the Monster Editor. More progress soon on those: Stay tuned!

Hello world!

Hero6 - Published by Robert Kety

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

First Chapter

Tarot - Published by underfootstudios

Currently coding the first chapter of Tarot. So far I like the Wintermute Engine, and find it powerful and flexible enough to do what I need it to do. I'm getting a lot of the foundational elements working (Inventory, cellphone, character movements, ect...) complete.

I'm frustrated by the art I have to work with. But at least we can move forward.

Welcome to Tarot's Dev Blog

Tarot - Published by underfootstudios

I'll be trying out this Ludust blog to keep people up-to-date on Tarot's development.

Cat in a Hat?? CreaByte Studios! & Dev Update

- Published by Tibs


It's your friendly CM Dalton here! More than a month has passed since I joined the team. I have learned a lot and I really like where this is going! We have some juicy news today! This post will focus on announcing our studio name change and updating you about our current development status and what we have planned in the near future. We'll also be introducing a new member!
Original Post Link -

Cat in a Hat, or CreaByte Studios??
To put it simply, we're the same team! However, a name-change was in order. There are various reasons for this, from SEO to more personal reasons. Cat in a Hat was what started it all, and although we were already working on Aeon Chronicles, then called “Project Color”, the team has changed and shifted since then, as has the game from early concepts. These past couple of months we've really nailed down what we want to do with Aeon Chronicles: Faded World Episode, how we're going to do it, and we've come to get a much more committed team all-around. From the gameplay systems, to the story and lore, everything's ready and being actively worked on, instead of just paper and drafts like it used to be with Cat in a Hat. And so, we'd like to announce CreaByte Studios. CreaByte Studios is the perfect mix between the ideas and visions we have(Creation) and the tools we use(Byte). Henceforth, we'll be adjusting and switching out all Cat in a Hat material with CreaByte Studios as well as our new awesome logo! Since we'll be showing what we have on AC: FWE soon, we also thought this would be the right(and probably best/only) time for a name change.

So, what's going on internally?
The alpha release is under development as we speak, we have pretty much all game systems down and the world of Erospoth is in the making. The main characters and animations are being worked on right now! Everyone's extremely excited about where we're headed, and to see development happen every day is amazing! We have a new member with us, Jason Strang, Artist! He'll be the lead artist and animator for....Yes, our lovely Pepper! His Art-Style and the way he treats Pepper's Design is just a perfect match!

So what's up with the Alpha? When will we get to see it in action?
This Alpha version will be compromised of two “phases” of one of the early levels in the game. We'll be going more in-depth on the what, how and why of these “phases” in a development-post very soon. After some discussion, we've come to the conclusion we'd like the feedback to start from the get-go, as soon as we have something that is playable, and so we'll be making this Alpha version open and public. Not only that, but it should coincide with our pre-campaign with the Square Enix Collective Initiative, giving you one easy place to vote, give feedback, check out the vision we have for the game down the road, as well as what's already playable. Right now, we can't tell you when the pre-campaign will be as it depends on the pacing of development.

Okay, so until then, what can we expect?
In some upcoming news we have stuff we want to show and we will do it as a Development Spotlight-Series where we focus on one development phase at a time and really get in-depth, and that's where the Level “Phases” will come in. That way we can show you what goes on from the inside and tell you a bit more about how the team works. In the near-future we will set up live Dev-Streams with Q&A where we can answer questions in real-time. We want to hear your thoughts/feedback on the game as your engagement will influence the development of the game! We'd like to emphasize the importance of internal and external feedback, we are doing this together! That's what the Pre-Campaign we have planned is for, mainly to explain our vision for the game and be able to mold it from an early stage to what gamers such as yourself want. We play games too, we're avid gamers, we play a lot of games and think “Well, if this had been done that way, it could've worked better”, but in the current generation of gaming, of development, and the whole experience that video-games bring, internal feedback isn't enough anymore.

Sure, sure, but WHEN?
We're looking to start these spotlights and possibly the Dev-Streams towards the end of August, which should have the series coincide with our pre-campaign, and continue after as well.

About Social Media pages:
As you may have noticed we have done some changes around our social media channels. We decided to change our Twitter name and handle to have it more focused on the current game in development instead of the studio. We're starting a Tumblr to expand and get more news out to more people. And finally, our Facebook which has been very Studio-oriented will completely switch to our Aeon Chronicles: Faded World Episode Facebook Page, it's new though so we need YOUR help to get the number of likes up again. We managed to gather a couple hundred on our Cat in a Hat Facebook but unfortunately for some reason we cannot change the name.

If you want Studio news, don't worry, as we'll always include internal news on our News-Posts on our website, just like this one. You'll find links to our Social Media Channels around our website(lookout for the icons), and follow us!

Phew! This news post was larger than the previous ones, but we also had more info to give out! We hope you're still with us and looking forward to the great stuff that's coming!

Catch you later! Dalton

CreaByte Studios is incoming!

- Published by Tibs

Hey all, just a quick update!
We're currently going through a Studio name-change on all of our social platform pages(with news ones to announce), our website, along with other places on the web, so anything you see by Cat in a Hat Studios or CreaByte Studios, pay attention because it's the same team :) A news post will soon be up explaining the name change along with some more dev news!


Community Manager(Dalton) Introduction & Upcoming News

- Published by Tibs


Community Manager Introduction & Upcoming News

Hey guys! I'm the new Community Manager on the team, and first of all I'd like to introduce myself, so you know a bit more about me. I'm a 29 year old swede who likes gaming and readi..

You didn't come here to read about how I spend my evenings did you? :)

- for real though, I love gaming and have been playing games since I can remember. When I got older I got more into how the players can be a part of the development, both unintentionally and intentionally (through direct feedback).

My role here will be to handle all social media channels to keep a dialogue with you readers and to provide the developers with your feedback and input. That way we can collaborate and make a great game, together!

I'm really looking forward to having discussions with you guys and hearing your opinions. And don't hesitate to ask questions! Oh and by the way, my name is Peter. Or Dalton when I'm online.

Development-wise we have a lot of interesting things coming up! We will keep you updated with the latest news and features on a regular basis. In upcoming blog posts we will have a series where we highlight different development areas, like game mechanics and artwork, and go more in-depth about what we are doing, how we are doing it and so on.

I wouldn't write an introduction post without including a sneak-peak now would I? So here's something that Ethem has been tinkering with! Enjoy!

Remember to follow us on Twitter to get the latest news and don't miss #screenshotsaturday for your weekly dose of screenshots!

Website -

Twitter  -

Until next time,

Fps Shooter.

FPS Game - Published by GameSquad

Schermafdruk 2015-07-17 05.04.58

Hello guys,

Probably you all know that for now we are small but we are huge Fighters and we never give up. Driven by succes, joy and motivation we keep on working slowly but with steady steps time by time, we already have a build of the map where you can walk around and c what the idea is and what the theme is more or less.

I like to make a build so you guys actually really know what you are working on.

Building preview3

Maybe you already know and maybe not but till now we are a 2 man army :P working hard to get this game actually finished and be proud of what the team could do and have fun with it and at the end ofcourse make some money with it. We really need help here guys :)

Members till now:

  • 1 Composer

  • 1 Sound Engeneer

  • 1 3D modeler: Props and evironments (me)


Schermafdruk 2015-07-17 05.48.28



Hello world!

FPS Game - Published by GameSquad

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Hello world!

MOW - Published by Feng Pan

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Soulscape Development

Soulscape - Published by Niko Cummings

I wanted to make a game that gave you that old nostalgic feeling you would get as a kid while playing games like runescape classic and old 2d mmorpgs. I Also cannot stand playing eclipse games that use rpg maker graphics. So making something that stands out from the group is something I have been wanting to do for a while now. I am not a professional graphics artist, this is something I just do for fun, but I do love how this tileset has come out. Thus Soulscape is born.

Update on the project

Ursine Peninsula - Published by Dan

Script writer is back from vacation, assets are being purchased and our 3D artist is working on the small items from the concept art. Sounds and music should be well under way now or soon and I will be starting a demo level.

We will be discussing kick-start rewards over the next few days

Welcome to The Ursine Peninsula

Ursine Peninsula - Published by admin

Finally I have access to my own blog, updates to the journal will be as often as I can spare.

Hello world!

The Spirit of Tayap - Published by Galejade

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Okay, 15th gm(48) is done

One Man Army - Published by Ckau

My entry is Endless War game.

Now I might get back to this game jam entry, maybe I'll finish it.

Well, I've got a news

One Man Army - Published by Ckau

Bad news - I still got no job. Damn it.

Bad news - there's almost no time left, and it's only one scene (out of five) done.

Bad news - there's still only some placeholding music I've made in 15 minutes.

Good news - I still have a time, and a brand new pack of coffee and cigarettes. This night gonna be soooo loooong...

Time is running out!

One Man Army - Published by Ckau

O M G !


We got a scenario, finally got an artist - but game is still deeply in WIP! Fork!

New member! Woohoooo!

One Man Army - Published by Ckau

Awesome! @Sajarin joined project as a editor + writer + narrative genius.


That's a 100% win in this Game Jam! >:D

Okay, I'm doing something.

One Man Army - Published by Ckau

Yeah. I've choosed topic, mechanics, started making soundtrack, and stuff.


Here's some nice screenshot of intro reel. Like it?


Made with GameMaker Studio.png

Well, Jam is here.

One Man Army - Published by Ckau

Starting some "hacking" now. Not much to show, but here's what I've got so far:

  • Game gonna consist several minigames

  • Game gonna be sad (maybe with several endings)

  • Game gonna be kinda based on my life experience


Hooray! Some obvious things posted! Now, back to work.


PS. Still got no job. Just called some guy from a company I've sent resume to - they declined my offer.

About the Game

Blacklight Office - Published by Feilong Yang


Aren't mysteries just the best? I can't hide my fascination with the genre - from the classic storylines of Holmes and Poirot to ones that grew up with me like Detective Conan and Kindaichi Case Files. I can even recall writing a mystery centering a kid detective troupe in elementary school - but that's a decade ago, and after spending several years learning art and design... and playing a lot of video games - I think I can see the outline of something... very exciting.

Blacklight Office will try to introduce a new, intuitive and fun logic system, combined with a beautiful setting and unforgettable characters. It's an ambitious target, but that's where all good things start, right?


Level one underway!

Time-Bot - Published by Chris Wynn

I am currently a decent way through creating the first level in Timebot. This is as in the platforms, the enemies, and the programming for them. A lot of the rough starting programming such as movement is done so it shouldn't be horrible to create levels. Our composer is on the job as well, creating the soundboard. The only thing we need is a pixel artist and once we find one we will have all the skills we need to really get this project to come out great! Please don't hesitate to apply for Timebot if you want to help out!

Hello world!

Convergency - Published by Mike

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Dev Log #1

Iridescence - Published by Gabriel Loza

Iridescence is a story driven, point and click, sandbox. This is a tale of two estranged university students (Jonathan & Sydney) who wake up and realize that they can visually see what other people's auras (intention v emotion). As they progress through their day, they realize that there is more to this ability than meets the eye. Sinister (?) things are working in the background.

Finished work:
-Title Screen
-Jonathan/Sydney's Walking Animation
-Basic game scripting
-Theme Song
-Basic Plot

To be done:
-University Backgrounds
-A lot More

Unity vs Duality

Iridescence - Published by Gabriel Loza

We have taken the steps towards migrating all of the work we've finished to Unity. As it turns out, Duality is not optimal for our project due to a lack of documentation and feature support.

Rad Men Assemble!

Iridescence - Published by Gabriel Loza

Our team for the gamejam is now complete:

Peter Devita: Music Lead and Code Assistant

Mikhaela: Script Writer

Tomek Zając: Code Lead

Gabriel Loza: Art Lead

Work hard everyone!

Shaw's Nightmare II development history so far

Shaw’s Nightmare II - Published by Michael Muniko

I started Shaw's Nightmare 2, shortly after releasing v1.2 in January. Initially I had only a few levels.  I looked for help to help finish the game. Emeric Alizond came in but he delayed and eventually left. I am currently looking for new levels. I have completed 19 levels and I need somebody to help fill in rest which is 13. For more information contact me.

Features (compared to Shaw's Nightmare):

  • 30 levels plus 2 secret levels

  • New monsters

  • All new music!

  • New sound effects

  • Tons of new graphics!



Hello world!

Shadow State - Published by Dan Carter

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Hello world!

Random RPG - Published by GL Ace

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Hello world!

Mythomane - Published by Elm

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Hello world!

IndieWolf Gaming - Published by IndieWolf Gaming

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Hello world!

cyberbitgame 2d - Published by cyberbit

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Hello world!

Extreme Bowling - Published by GameSquad

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Hello world!

Fantasy MMORPG - Published by el_coyote

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What is Black Sands?

Black Sands Origins - Published by manuel godoy


Black Sands is a new visual novel series about the world as it was around 3500 BCE. Earth has been in surveillance by an alien species for many millenniums when an alien engineer is sent to Earth to help the primitive species advance. This becomes problematic though because they can only go the speed of light, making the trip take thousands of years.
By the time this alien arrived, humanity had already self improved but the alien and his entire species lack free will in the human sense. They all cannot deny their purpose in life and thus, he continued on with his mission regardless if it was needed or not.

This Alien’s name was Nun and he experimented for years trying to create representatives of the race to go out into the world and teach culture to the humans. Unfortunately, those experiments proved to be failures as the three dominant races that survived his experiments turned on humanity and send the world into chaos.
The Anunnaki enslaved most of the human presence in their regions. The Titans grew mad with power, destroying all humans in Greece and creating their own alien races to replace the populace. The Deva took over the east and waged war against themselves to the dismay of the humans that followed them.
This utter failure caused Nun to pity himself. Then he received a message from an old friend of the Titan bloodline that renewed his hopes.
The new mission was not to teach humans of civilization. It was to create empires that could fight back against the ancients. Of this, he made new beings. They had power like the aliens of old but lacked their alien appearance or long lives. They were true humans and were raised as such. Of this, Rah was the first.

He and his kin would soon become the saviors of this forsaken world and Nun can have his redemption.


  • Adventure

  • Visual Novel

  • Mystery

  • Mythology

  • Ancient Aliens

  • Brutality

  • Dark Love

  • Psychological thriller



Many millennia ago, there was a being of otherworldly origin sent to Earth to Engineer humanity to a higher calling. Earth had long been a place of interest but the population of Earth seemed primitive and destined to be nothing more than tribal savages. Thus Nun was sent to “help.” It took thousands of years to travel from his origin home. He was placed in hibernation during this time…


In the fourth millennia BCE he arrived. His people worked in four dimensions and his ship tore a hole in ours, creating a rift somewhere in the cradle of life, Canaan. He rose from the liquid of his ship recovering from stasis and once he regained his memories, he put himself to work. His first task was to see the state of humanity.


He summoned a great spirit known as “The Eye of Oblivion” which sees all and knows all. He used this eye to log all the information about the tribal groups of primitive man. To his surprise, humanity did not stay in tribes. They actually advanced in culture, creating small towns and forming groups. Nun contemplated on whether he should interfere but his connection with his people was severed and unlike humans, they have no means to resist their purpose in life.


Nun continued his mission by creating overlords that would push humanity toward greatness. These overlords were not of Earthly origin however. They were that of the Maker. Alien in nature and immortal. They left the rift to seek humanity and bring about a new age of prosperity and development. Sadly, things were not destined so…


That was a millennia ago, but now in the third millennia Nun decided to make a completely different class of leaders. Of this, Rah was the first. Rah was not much different from humans but he did possess power humans do not. In time he was given brothers and a sister.

They all grew up together. Nun watched carefully as he never saw humans develop. Simple things like learning how to talk perplexed Nun and revitalized his aged body. Over time, he noticed that the children were more prone to violence and combat then normally expected. Nun knew that their otherworldly potential would manifest itself over time.

Rather than rush this change, he allowed them to reach the age of ten before ever training them in the art of war. Of the young, Rah stood out as the leader and unnaturally indifferent to everyone. Nun noticed there was something wrong with the child and that it probably was his fault as the creator, for he had never made a human before. None the less, he watched carefully to see what the boy would become...

That was many years ago…



Kickstarter Gilgamekh


Kickstarter Apedemak


Kickstarter Amesemi


Kickstarter Rah




The Three Kings

Follow us and leave comments, questions, and critiques. Hope to hear from you soon!

Black Sands Origins Black Sands Origins


Many know him as Gilgamesh in Sumerian legend but few know him as Gilgamekh, brother of Rah, Apedemak, and Amesemi. In Black Sands, the origins of the three kings is told in a midrash in which the myths, legends, and history of the numerous dominant cultures in the region are combined into one immersive experience.

As such, what you know of Gilgamekh is partly true but has not yet come to pass in our story. This is about his upbringing and complicated relationship with his kin.


"Kindness will get you know where in life." Gilgamekh, Black Sands.
Gilgamekh Screenshot


Age: 17

Fighting Style: Mounted and ranged.

Alignment: Chaotic Neutral

Affinity: Persuasion

Weapon of Choice: Whip

Likes: Deception, Lying, Adventure, Passion.

Dislikes: Honesty, Commitment, Sacrifice, Principle.

Gilgamekh is the third "son" of Nun. In his youth, Gilgamekh showed an unparalleled skill at telling stories and causing mischief. It wasn't long before Nun noticed his gift of deception wasn't just a personality trait but also his soul affinity.

As he matures, Gilgamekh starts to understand his power over others. At times you seem him use it on his friends but most of the time, he prefers to manipulate people without his power. During mount training, he grew fond of his horse Sisu and developed an intimidating fighting style based on harassment. He used his whip to slash at enemies and strangle them while his horse kept them at distance and dragged them to their deaths.

While Gilgamekh is a skilled melee fighter, he does not wish to break a sweat. His life goal is to talk his way to the top of an Empire while everyone else is busy fighting each other.

Gilga and horse
Gilgamekh seemed to have been born in the saddle, as his kin would say. His skills in mounted combat are second to none. Even though he wishes to avoid a fight as much as possible, once he gets on his horse, he become a vicious master at arms.

How will his legend be told? Find out by following Black Sands.


Official Page
Black Sands on Facebook

The Three Kings

Black Sands Origins

Black Sands Origins

Hello world!

Black Sands Origins - Published by manuel godoy

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

The CiaH Team Says Hi!

- Published by Tibs

Hey all, we're CiaH(Cat in a Hat) Studios!
We've got some exciting updates coming up as we get closer to July and August, including Dev Streams, Alpha footage trailer, and our pre-campaign with Square Enix!
Follow us on Twitter or Facebook for quick updates, and check our website regularly as we'll be updating it with news posts:

We'll also try to update our Ludust blog as we can, to make sure those who don't know about us stay in the loop.
We're happy to have found Ludust as we've actually been making a few contacts and even finding new members to speed up development!

You can also check info on our project on our Ludust project page!
And don't be shy to say hi :)

Hello world!

Saerratio - Published by admin

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Hello world!

Red Rails - Published by admin

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Hello world!

Saerratio - Published by admin

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Hello world!

Ursine Peninsula - Published by Dan

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Hello world!

Red Rails - Published by Milo de Korte

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Hello world!

Mushassins - Published by ken clinton

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Hey Lovers of gaming

D.F.L (Dying is for Losers) - Published by Emmanuel Gacheru

Welcome to the D.F.L. blog if you want to work with us on the project go to : Click Me

Hello world!

Star Dogs - Published by Chris

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Hello world!

Dawn of Ascension - Published by Shona Feltham

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Creating the scoring system.

Solar Ascension - Published by furibaito

Scoring system is one of the most fundamental aspect of any SHMUP games. The main objective is always surviving and progressing to fight the boss like in the most games. But achieving the highest score possible feels like a intriguing challenge.

Making a balanced and fun scoring system is a bit complex sometimes. Most SHMUPs have their own scoring system. DoDonPachi, Touhou, Geometry Wars and Ikaruga have a different scoring system.

There are many unique scoring addition that you can observe. Grazing is one example. Grazing is when you almost get hit by an enemy bullet, much like a near-miss. One of my favorite SHMUP, Touhou has this as one of the major scoring factor. This encourages the players to play aggresively. And this really fits well with it's bullet pattern style that fills the whole screen with bullets. As a player I felt this is a great scoring system addition.

I've considered to add grazing before. But I realize it does not fits well with my gameplay style. First, Solar Ascension is not one-dimensional shooting SHMUP. Grazing needs you to focus complete on your movement. It will be too hard for players to graze while maintaining their firing angle. Second, Solar Ascension is not bullet-curtain styled SHMUP. Bullet curtain is when the enemy bullets fills the whole f*cking screen with a very slow movement. It's much more easier to graze in this situation. But in Solar Ascension, your screen wouldn't be covered in bullets. But the enemy bullets has a faster speed overall. I designed them this way because in Solar Ascension the players can actually move freely in the map, not only move freely in the screen. If I were applying the bullet-curtain style, players would just camp in the borders circling around the map.

So what I decided to implement is a quite simple scoring system. I borrowed some of DoDonPachi scoring system. In the game, killing enemies fills the Combo bar based by how strong the enemy you just destroyed is. The larger your combo is, the more score you get when killing another enemy.

So in Solar Ascension, enemies has their fixed 'value'. This value is used in 2 mechanism, the first one is when spawning groups of enemies. The system calculates the enemy values to prevent 5 strong enemies spawning in a same group. The second use of these 'values' is for the scoring system. Every time you killed an enemy, the value of that enemy is added to the variable in the memory. If the variable value has reached a fixed amount, you gain a chain-multiplier. Further enemies that got killed were multiplied by this chain-multiplier. When the player got hit, they lost 33% of their current multiplier, with a minimal of 3-chain-multiplier lost. When the player got destroyed, the multiplier is set to 0. This is designed to make it rewarding for players to evade the bullets and not getting hit.

Another thing I've implemented is a simple multiplier on what wave you're on. So if you're on wave 16 you'll get 16X multiplier. This multiplier will be added with the previous multiplier, chain-multiplier. This is designed to make survival at later levels more rewarding.



The early age of Solar Ascension

Solar Ascension - Published by furibaito

Hey guys!

After months of development, I decided to start writing the development blog for my first game, Solar Ascension. I know that this is way too late, but it's better than never don't you think? And at this first blog post, I want to tell you a story on how this game project created.

Solar Ascension is my first big project. Currently I'm in my High School graduation holiday, which is around 3 months. That is quite a lot of time. So rather than spending time climbing to Challenger in League of Legends (Karthus freelo lolololol), I want to spend time learning programming for my future career.

But! Programming itself is boring. Really. Boring. Who cares about this machine that with 'Algorithm' that could handle enormous datas? Not me. So I get to mix programming with gaming, which comes into Game Development! With Solar Ascension as my first project. I have this special philosophy of mine, that I need to do my best in my first time in anything that I got passion into. So I don't want to start with another flappy bird clone to adds up to the Worldwide Bank of Flappy Birds Clones (Seriously there are TOO MANY). I want to make something that I really like, even though that I know it won't be easy. But of course I don't think about creating something enormously big like GTA V, Assassin Creed or MMOs (Which many 'passionate' newborn gamedevs really excited with!). I want to start with something big with a solo developer scope. So then another top-down shooter was born! Why top-down shooter? First, I like games like it. Second, it's easy to make.

At first, the game environment is not space. Even the name isn't Solar Ascension. It was DroidWare. Because it was planned to be a war between tank droid (The player) with walker droids (The enemies). Yeah, top-down tanks shooter. I've learned (Read : Copy/Pasted) some basic C# scripting in Unity to make a rectangle moveable with WASD. And OMG! It works! I have to say that the first few weeks are the hardest. I don't know anything. I was faced with everything. Making a game is not as easy as I think. Every little thing matters. I almost cried back then. I was thinking to sell lemons instead for my future. But hey, **** the lemons! I've wasted some precious gaming hours downloading Unity. I ain't gonna make that potential League Points sacrifice a waste. So I kept going slowly... slowly...

Until I found another wall. Art. Okay, now I got a white rectangle tank with a white cannon on top of it that shoots marshmellows to the cursor.

Would people like to get this game? Oh hell yes! They would like to get this game into the recycle bin. With a letter to the developer (me) "gr8 game m8 i r8 8/8 no h8". I'm poor. Not really poor, I live in my parents home and have money to eat but relatively poor. I got no money to hire people to do some art. So I had to made it myself. Sorry I've removed my game build at this stage so there is no screenshots. But to describe, the art I made is worse than a simple white rectangle. So I go look for free for comercial use art at the Open Game Art. I had no luck finding some good top-down tank sprites. But got some few good sprites for space-themed art. So I decided to shift into a top-down space shooter.

That is it, the game graphics at January 2015. It's something at least. Until I found the Asset Jesus, Kenney!

Whoever are you, Kenney, I love you! This guy provides great sprite graphics with CC0 license! Look at the game sprites now, beautiful isn't it? It's all thanks to you, Kenney! I also changed the project name to Solar Ascension. Because DroidWare is more suitable for softwares I think lol.

So after I have the art wall broken, I can get progressed quickly into the game development. Since then, many things has changed and I've learn lot of things. Almost all the game scripts are made by myself. And now, the game is almost finsihed soon(tm). I have a high hope for the game!

That is all for the story of the early ages of Solar Ascension development. Having a good time reading? Thanks then. If not...

Hello world!

Inferria cRPG DevBlog - Published by Jordan M

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

We have programmers!

Flight simulator - Published by GameSquad

Hi guys,

We already got 3 programmers and couple of voice,music artist and 2 3D modellers!

We will start really soon, we will start with a easy game to get to know eachather, Ball madnes will be the name. Its a simple game with a ball tha rolled away int eh night when sleeping.. He has to find his way home so he can be with his family again but he has a long and dangerous way to go, will you help him to find his family?...

If we make this game and everything goes good.. we can keep on working togheter, after this we will know who wants to stay and who will not.

After this project we will start on the Flight Guard game! So give the best you can, be friendly and we will be the best there is!

Becouse we have allot of composers and related to it we will have to c how many of you guys we need.




Waiting for a programmer.

Flight simulator - Published by GameSquad

Hi guys you all know that till now we have 7 members, most of them are AL sound or music engineers...

Im happy that you guys like the idea for this game, but......

We can't start the development of the game without a programmer! Thats why i still didn't gave you guys something to work on.....

Some Background

Project Era - Published by Ethan Clark

"Joey, Tia, Peter, and Rico."  -The four main playable characters


Since Project Era began in 2012, some background may be necessary on why things tend to take longer with this sort of project. I hate using the word "ambitious" because it's a red-flag calling card for developers, but it really was back in 2012. One of those projects that spring up every week and get taken down a week later.  It had a rough team setting, no real organization, and was in general a doomed project. But thanks to some learning experience on my part, some dedicated and talented team members (you have to have both qualities), and organizational know-how, Project Era was sure to stay. And I can assure that it will stay until its release.  So much work and effort has been put into the game, it really surprises me sometimes just how far it has come.

The story has been written out to over 5,000 lines of dialogue, with some minor scenes left to go, and we've completed 20 songs of our 100 song soundtrack. They may not seem like accomplishments, but to this developer they mean everything. A finished script will gain the interest of some composers, some great music will net an intrigued programmer, and a well-coded game will give way to excited artists. Ever since the beginning this was my mindset, since being a volunteer based project made it difficult to convince people that this was going to happen. Now everything seems to be falling into place, and I can thank Ludust for some of that. I also have to thank the team, whose efforts and time given to this project have helped it enormously. Of course there's much background and many things that I choose not to cover here (for being uninteresting mainly), but for going through this I'd like to share with you some music selections, as I think it's one of this project's best areas.

As the game's plot revolves around time travel through four different eras, each era has its own musical style. I've shared a track from each today. If a track appears in more than one era, it has to be done in multiple styles; I've shown that here with the "Melee" tracks, our main battle theme.

Ancient Era (8Bit) - "The Ancient Tia" - By Jack Mackenzie

Recent Era (16Bit) - "Recent Melee" - By Jon Bash

Present Era (Reg.) - "Houses of Reynold" - By Andy Scott

Future Era (Orch.) - "Future Melee" - By Jon Bash

Hello world!

Apocalypse Neighbors - Published by Tristan Perquel

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Common Route in Progress

Scented Dream - Published by CrimsonMoon

We have discussed on the common route for the VN, and some of the branches of the story. We have also discussed some of the possible endings, but I'm not going to spoil them here, lol. xD

I'm in the process of writing common route. It's more than halfway done, so probably I can finish it soon. I'm sorry to my group because of the delays in writing due to me being busy with real life. x.x I'll try to finish writing it as soon as I can. :'D I'm writing all of it in Ren'Py to make it easier for programmer to code it in.

After common route is done, co-writer and I will split in writing the story. Both of us will write two character routes respectively. We will divide the work among us.

We still haven't found GUI artist, which is a top priority right now. If there is GUI and it's finished, our programmer can work on coding it directly into the game. I can try my hands on GUI, but I generally have little experience on it. I tried making custom GUI in my last game, but our programmer has to change it himself because I...have no talent in making GUI whatsoever, lol. xD So if we can recruit GUI artist who can make custom GUI, that would be great! The theme of the game is mostly romance, so GUI should fit with the theme. For now, I'm just using default GUI.

Hopefully, this week is more productive for me than last week. I know I can be a slow writer, but I'm doing my best to finish it. So wish me luck in writing, and wish our group luck in everything, it would be much appreciated! :D

Scented Dream is in Progress!

Scented Dream - Published by CrimsonMoon

This is going to be a visual novel with GxB pairing, and I'm contemplating on adding GxG pairing too, just one path though. So far, the progress for the story is about 10%, since I've written only 10k+ words. My aim is to write around 50k+, and no less than that. My first VN was around 30k+ words, written in a span of almost two months. So it's not a stretch to finish all the script in three months, I think.

I'm recruiting artists (GUI, CG artists, and possibly BG artists too) for now, and idea bouncers. Since our team consists of three writers already, idea bouncers may or may not be necessary. However, we'll still need editor/proofreader at a later stage, who are proficient and critical in grammar and overall fluency of the story and the script.

Issues aside, I'm glad I have a team to work with. :D I hope we can all make this work. *fingers crossed* I'm one of those people who will not stop what I start until it's finished. So I'm hoping this project will see daylight in the future. :D

Take a trip into fantastic.

- Published by David

Just finnished the official Interibang site and connected to our Facebook page! Getting pretty excited...

Engine Progress #1

Their Own Way Progress - Published by Kieran Tribe

Hi, I'm Kieran. I'm the programmer for Their Own Way. I'm currently working on the engine so that all of our team can just type in character thoughts and stuff to build the game, and boy is it a tough job.

I'm learning the SDL library for the purposes of this: I'm used to OpenGL or using something like Unity. It's a fairly easy to grasp library once you know OpenGL, but it's still a pain to get things to render. I'm still at the stage of learning advanced things in it, planning on starting actual engine-y stuff tomorrow.

First on my to-do list is to program the base for the game, and build the engine on top of that. It seems a strange way to do it, but this is built specifically for Their Own Way, and only needs features for that, so it'll be a drag+drop interface on top of the game, that I'll just lock when it's released. It'll all stay one program. Does that count as an engine? I'm not entirely sure.

I'm obviously going to need to render sprites, maps, etc, but then I'm planning on creating the basic AI for the people in the game, just working with movement to make it look like something humans would do, then build on that from there. After that, I'll add in objects and stuff, and set up a path-finding-esque system for the NPCs, then build the thoughts on top of that. The first set of thoughts to be implemented are going to be set by the team, but afterward I'm thinking we could go down two lanes, or possibly both of them. Randomness, or writing every single possible action. To keep gameplay going, we'll need a lot of actions, but randomness is a bit shaky. I'm thinking along the lines of having it 35:65 defined-randomness choosing the thoughts for the people... With a list of about 2000 or so for different verbs and nouns etc.

In terms of the other features, I've been talking to John and we're thinking about some other stuff, but it's still ideas floating in the air. We're thinking of having some sort of interactivity to drive the gameplay, instead of watching, that would be entirely optional - the game would function without it. We're thinking about this on two levels: interacting with the environment (with huge limitations in place), or interacting with the characters mentally, possibly affecting their actions and what happens to them in the long term. This would lead to an entirely new type of gameplay where you could change things that happen in the characters' life.

It's something to think about. What are your ideas?

Hey there!

Their Own Way Progress - Published by Rhinu

Their Own Way

My name is John and I'm working with a really cool team to make a fancy pixelstyled game called Their Own Way.

It's about how everyone goes their own way and always has an objective. Even the smallest things like picking up your phone. Everybody does his own thing.

In this game you can see the objectives of these people. Watch over a busy street, a swimmingpool, an office? You see what they are thinking.

(NOTE: This is a work in progress and these are still ideas. There will be hundreds of thoughts and objectives and new user requested ones will be added every update. If you have anything you want to know or you want to join the team you can find us on Ludust!)


I heard a rumor...

Rumors of War - Published by Navezof

Welcome to the development blog of Rumors Of War, the visual novel hobbyist project I’m working on.

A visual novel is maybe not the most indicated genre for a game programmer. It has little game mechanics and the accent is more on the writing and the art thanthe gameplay. But still, always liked telling stories, and it is an opportunity to focus on the content rather than the mechanics!

This is also an opportunity to share my experience with a community. I hope it will turn out in something interesting.

Thanks for reading!


As a bonus, here is a sketch for a pseudo concept art. It is absolutely not representative of the final quality of the game ;)



Dark Horse, Dead City

Rumors of War - Published by Navezof

Rumors of War are set in the universe of Dark Horse, Dead City. It is a universe I have been working on since a long time. And, with each project I added a little piece of History, refining the one already existing, gave more depth to some events.

It goes like this :

“Suddenly, a huge fleet of gigantic spaceships fell on earth recovering the cities. Aboard where creatures wielding magical powers. Among them an Order of sorcerers and witches. Devoted to the True Humanity, they were disappointed with what became humanity. The started a crusade to erase this mockery of Human.

Humanity fought back, but was quickly overpowered by the magical powers of their opponent. Beaten, destroyed, humanity was forced to took refuge in the underground. Since then, they are waiting for a chance to conquer the sky again.”

The event of Rumors of War happens a few years after the start of the war. The story follows Sept a soldier lost in the underground of Paris. He is then captured by two young witches, who promise to free him if he manage to lead them out to the surface. It is maybe a chance to live, to kill, or maybe, to learn.

I would like to say more, but I will keep some surprise, and it’s also not written yet. :D