Dark Fire Entertainment is a small indie development group from England. We are currently working on MetaSpace and IRL: In Real Life.
The Source Code to Corporatocracy (Previously IRL) has been released, following cancellation of the game.
Additional houses, new world map, business changes, AI Opponents, Music, Company Influence & More!
Alpha release is almost upon us, here's some new features that the Alpha will have, including a 2nd business to own!
Improvements to the network mode, more items and some graphical improvements are some of the things on the menu today!
This article details all there is to know about the content in the Pre-Alpha version of the game, including cars, businesses, items, multiplayer and more...
Some more information about what the initial Pre-Alpha release will contain, including network multiplayer and the new car.
Over the past month, significant optimizations have been made, along with improvements to car engine sounds, some new furniture items, and a new shop...
We take a look at the improvements to the AI done over the past month, as well as a reworking of the start of the game, and ideas under consideration...
We take a look at the new persistent AI in IRL, helping towards making it a truly living and breathing virtual world. As well as the newly added shadows...
It's been a while since I last posted and MetaSpace is a very different game.
The official IRL website has been launched, along with a consideration of multiplayer in the game. Races are also being worked on.
The UI was revamped yet again in December, alongside further improvements to the furniture system, and updates to the controls.
I'm taking suggestions for the initial alpha release. And a look at what's been accomplished so far in December!
In November, items started to be added to the game, as well as improvements to the weather system, the office job and a change of the HUD.
We take a look at what was achieved during the month of October, mainly traffic lights and AI improvements to traffic behaviour, pedestrians and further...
I answer a few questions that some of you have about the game! And a preview of what the next news post will be about.
We take a look at the changes made to IRL in August, including buying and furnishing of houses, buying and starting a business, new cars and more!
Over the month of July, I implemented buying of cars, saving the game, various graphical improvements and more!
We take a look at some of the graphical improvements in the game, announce the official Twitter account, and keep you up to date on what's been happening...
We take a look at what IRL, the ultimate life simulation, has to offer!
What objects would you like to see in the map editor? What enemies would you want to fight? Weapons? Items? Even game modes, feel free to suggest anything...
A quick look at the enemies which will feature in the Alpha release, as well as the progress made over the past week.
We take a look at Capture The Flag and other game modes that will be in Operation: Aftermath!
This week was almost entirely focused on the level editor, and getting it up to standard to be used to create proper levels.
We take a look at the level editor, and some other changes being made to the game.
We take a look at the online highscore table, and the networked multiplayer of Operation: Aftermath
A Pre-Alpha test is now available for download, featuring 1 co-op Survival map and 1 Deathmatch map. Both playable with up to 4 players in split-screen...
We look at what's been accomplished over the last week, including, getting Deathmatch mode working in the new engine.
In this development diary for Aftermath we talk about the new class and skill system added to the game aswell as the redesigned shop, and a look at the...
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