Developer Blog

Finalizing Our Team Menu UI

Posted on September 26, 2017 by Shibusuke

We’ve been hard at work getting City of the Shroud’s UI hooked up and looking good. There is still some polishing to be done, but we’re really proud of the results!  

First, here is our new team menu UI in action:  

I’ll go into more detail below, but before that, I’d like to show you our new-and-improved City Map:  

What’s new here? First, the structure of the map means that it is far more screen ratio independent than it was before, so those of you with 16:10 screens (i.e., Mac laptops) will see improvements on that front.  

The more obvious difference is that big old chart on the right: the Balance of Power. As you play through each chapter of CotS, the balance of power between factions will change, and that chart will show you the state of affairs at any given moment.  

You’ll be able to see who you’re allied with as well as how powerful each faction is relative to the... Read more

Making Art Assets

Posted on September 26, 2017 by Shibusuke

Over the last few months, we had a few production hiccups that I wanted to share and thought might be illuminating for those of you interested in game production. Since we’re making most of the artwork by working with people external to the main team, there’s always a risk of delays or problems, and although we’ve had great luck thus far, this time around there were a few stumbling blocks.  

City of the Shroud uses a “hand-painted” style, which means that making the textures (the 2D images that get stretched over the 3D models) for the game generally requires artists to manually paint them, usually in Photoshop (it’s fairly uncommon to find teams procedurally generating a hand-painted style, but we’re helping pioneer that too!). Generally, this hasn’t been an issue - the people we’ve had the good fortune of working with have handled the style deftly.  

If you zoom in our assets, you can see how cleanly the textures are painted. This can be more time-consuming and stylistically demanding than procedural generation/scanned textures, but it has a distinct feel and looks great.

If you zoom in our assets, you can see how... Read more

Introducing the Defender, EGX Rezzed 2017, and Updated UI

Posted on March 09, 2017 by Shibusuke

First, we're  excited to announce that we're going to Rezzed 2017 at the Tobacco Docks in London from March 30 - April 1! Chris and I will be showing the latest demo of CotS (with some help from our friends), so be sure to swing by, say hello, and check it out!

The demo will have a bunch of updates:

  • New playable class - the Defender!

  • A preview of a boss battle (in a new environment!) from the main campaign!

  • Updated visual and sound effects!

  • Enhanced visuals and an updated UI!

Of course, if you’re not able to go to Rezzed, never fear - we’ll be sending the Rezzed demo out to our backers and pre-orders via Steam so that you can check it out first!

So, what does all this look like? Well, allow me to explain:

Introducing the Defender

This is from one of the new environments in the game. Can you guess the... Read more

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Read your opponent's moves and strike back before they know what's coming! City of the Shroud combines fighting game mechanics with tactical RPG gameplay through an intuitive combat system. Engage in a LIVE player driven campaign, where you will form alliances and fight for survival in a city held captive by a mysterious foe.

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