Category Production Diary

Thank you for all your support

It is with a heavy heart that I am writing this today, because the news I bring are not good. As of today, we have cancelled the development of “Deathfire: Ruins of Nethermore!”

I know that very many of you will be very disappointed, and I want you to know that I am every bit as disappointed as you are. Perhaps even more so, because we had invested one entire year of work, sweat, effort, hope and money into this project. It has become a dream project of sorts, the kind of game you really want to make, because you know that in the end it would have all the hallmarks of becoming a classic genre title. But alas, it was not supposed to be!

It is not a decision we have made lightly, and the fact that we tried to fight for the survival of the project tooth and nail is, I think, evidence of t...

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Welcome to “Plan B”

With the Kickstarter campaign for “Deathfire: Ruins of Nethermore” now at an end, the question arose, of course, how we would continue from here, now that the funding of the game did not fall into place.

Let me introduce you to “Plan B.” :)

While we evaluated various alternatives how we could perhaps put funding in place, one concept in particular struck us as notable, and we decided to give it a shot. Since many of you have already shown us during our Kickstarter campaign that you have faith in us and our ability to create this game, we are hopeful that many of you will also support us in this renewed effort and help us to get us off to a strong start here.

We do not want to deviate from the formula of the game...

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Rules of Engagement


As you know, from the very beginning, we were dedicated to adding turn-based combat to the game, and over the months, a number of questions came up, which spurred me into giving you a bit of a rundown over our plans.

Why turn-based combat in the first place?

The advantages of turn-based over real-time combat are certainly in the eye of the beholder, and his or her preferences, but also lie in the game itself.

When I have my action-RPG hat on, I’m perfectly happy with real-time combat. I play a lot of “Skyrim,” which is entirely in real time, and I enjoy it tremendously. I also loved the combat in games like “Legends of Grimrock” or the original “Dungeon Master,” etc. even if it became a mad clickfest at times...

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Meet the Psycho Engine


Since character interaction is one of the key features in our game, I thought in today’s update I will tell you a little more about how this is going to work and what kind of effects you can expect. It is a bit tricky for me to do, because on the one hand I would love to divulge every bit of information on it—because it really is absolutely cool and fascinating – but at the same time I need to make sure we are maintaining a bit of competitive advantage by keeping things vague. In the old days, this was not a problem because you talked about things such as this very late in the development of a game, but in today’s climate, as soon as we announce features, people want to know details...

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Factions and their role in the game

Today I want to tell you a little about factions in “Deathfire: Ruins of Nethermore.” Even though many players seem to look at the game as a pure Dungeon Crawler, which it isn’t, of course. The fact that we have outdoor areas with wide open spaces places it clearly in a different category. Another reason why it is not a mere “Blobber” as some people seem to call it, is the fact that “Deathfire” does not only have an emphasis on the story, but goes even deeper by adding things such as factions.

We have introduced two of the game’s factions to the public some time ago in an post about Tesselar’s Diary.

creature1This particular example showcases the clash between a group of Rat Troopers and an Insectoid race...

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The moment of truth, at last


We have been working towards this moment for the past months, and we’ve truly been laying it down for the past 8 weeks, and today is the big day. By the time you are reading this our Kickstarter campaign for “Deathfire: Ruins of Nethermore” has gone live!

Today, the Kickstarter campaign for “Deathfire: Ruins of Nethermore” has gone live!

To take a look at the campaign, simply click here, and we’ll take you to the Kickstarter page.

Even if you have followed our Development Diary for the past weeks, I can guarantee you that you will find a number of surprises there. While we’ve been talking about various aspects of the development, we have not told you everything...

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Kickstarter Diary on PC Games to accompany campaign

Our Kickstarter campaign for “Deathfire: Ruins of Nethermore” will launch at 12:00 noon PST on Wednesday, November 6th!


We are actually delivery a kind of running commentary during the campaign with a Kickstarter Diary that is hosted on the website of major German online magazine, PC Games.

Over the course of the campaign, Guido Henkel will post periodical updates, discussing the development of the campaign while also touching upon questions that might arise during the 30 days that we’re trying to raise the funds for our project.

The Kickstarter Diary is in German language, so not all of you might be able to get the full scoop, but to make things a bit easier for you, here is a link to the page using Bing Translator. (I am actually somewhat stunned, but Bing’s translator leaves Goo...

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Deathfire gets Kickstarted!


Since we first announced our project “Deathfire: Ruins of Nethermore,” we have been very tight-lipped about how we are planning to finance the project as a whole. While we have been working on the prototype for the past eight months, we paid all expenses out of our own pockets, but the time has come for us to seek real financial investment in the project, and we have decided to use Kickstarter for that purpose.

We are currently putting the final touches to our Kickstarter campaign to make sure all the relevant information is there, as well as tier rewards for the backers that are both attractive as well as within financial reach...

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The Deathfire team is growing


As work continues on “Deathfire,” I wanted to let you know, that our team has been growing in the past weeks, allowing us to focus on more areas of the game and, naturally, to tackle more of the workload.

In order to illustrate some of the scripted events in the game, we are working with Adriano Batista, a well-respected freelance comic book artist from Brazil, who has worked on comic book series such as “Vampirella,” “Red Sonja,” “Battlestar Galactica” and “Lady Death” among others. In addition, he has also provided pre-production art and character designs to computer games such as “League of Legends” by Riot Games and others.

Thomas Kronenberg has also joined the “Deathfire” team recently, and with his extensive Unity experience he has quickly become the driving ...

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First screenshots of the game are now available


After months of waiting, and wondering what the game may actually look like, it is finally time for us to pull the veil off “Deathfire: Ruins of Nethermore” and show you the first actual in-game screenshots.

The shots you see are by their very nature works in progress still, as the game is still under development and tweaks and changes occur on an almost daily basis under such circumstances, but we felt, they would give you a good first idea what the game itself will look like. What you see here is part of a secret dungeon that the player has to locate in the game, as it holds much valuable information, as well one of the keys to unriddle the events happening in the game.

Indoor locations such as this dungeon are only one way how you will experience the game world...

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