July 4th Update Wallpaper of The Being. Includes all Resolutions from 1280x720 up to 4k.
Merry Christmas, everyone! It's been quite a while since our last update, and we do sincerely apologise for this. If we could, we'd keep you updated all the time! Sadly we'd run out of things to talk about and the game wouldn't be a surprise for anybody at all. We'd like to start out by reassuring everybody that no matter how quiet things are through our IndieDB or Facebook pages, we are always there lurking in the background, just like The Being. The game will go on.
For those of you who do not yet know, On Halloween this year, we announced that The Being now has a dark blue suit. (Which appears brighter in the promotional image than it does in-game.) The main reason for this is due to some important story-related content in the upcoming novel that we wanted to correlate with. Another reason behind this is to distinguish it further from the 'Slender Man'. - We had a lot of discussions regarding changing the physical appearance of The Being as well, but the lore and the story for it were predominantly developed around its appearance. Despite the similarities there, a great deal of differences are to be seen. However, there are other hidden story-related reasons for giving it a blue suit! These differences will be covered in-game, as well as in the upcoming novel; Faceless: Deliverance.
If anyone would like to read further into the differences behind the appearance, lore, story and abilities surrounding The Being, please feel free to take a look at the Wikia page for it, but be warned of potential spoilers on the wikia surrounding the game and the book. For a spoiler-free list of differences, take a look below.
After [cut] The Event, The Being twitches constantly, as well as giving off audible clues to its location. Its skills were reduced to;
The Being uses its tendrils (Previously named tentacles, renamed for reasons mentioned in the intro) for a heightened awareness of its surroundings, due to being blind.
Faceless did certainly have its struggles this year, earlier on we were told to cease all development by a lawyer for the Slender Man's option holders.
Despite direct support from Eric Knudsen himself, the option holders own the rights to adapt the Slender Man to media such as film/TV, and videogames. They relied on outdated information from way back when we were called "Slender: Source" and sought to close the project down. Fortunately, after much deliberation and communication, we are pleased to say that the request was dropped after the option holders acknowledged that we provided enough information that The Being is altogether a different entity, despite the remaining similarities in its appearance.
Despite the negativity this initially caused us, it's only ultimately made the team want to produce this game even more, and it certainly paved the way for a clearer future for all things Faceless.
We certainly appreciate all the help that we're getting from the community who are supporting the project and acknowledging that this project is no longer tied to the 'Slender Man' and hasn't been for quite some time. Spreading the word certainly helps! The Steam community forums have started to come to terms with the change, as well as the Facebook page.
We're hesitant and at the same time excited to see topics come up such as "Who would win? Slender Man or The Being?" - Although I'd never like to see the two battle it out. We've yet to truly earn our reputation for The Being first, and we certainly hope to do that, but it's just ultimately important that people are aware that this entity is not the 'Slender Man' anymore.
There are quite a lot of things to talk about today, including the fact that it has been a long journey so far, and it will continue to be a long journey, but we hope that after our reveal today, it'll pave the way to bringing you Faceless sooner.
As we did in the last update, we'll start by covering some new dolls that will be seen in Faceless. Originally, we wanted to go down the Victorian route, and whilst that will still be our main style for the Dolls, you will see some out-of-the-ordinary dolls with Venetian and Steampunk inspirations.
Whilst this isn't really an important thing to update on, it's worth mentioning that the four survivors that will be available to play in multiplayer have been renamed. This is due to certain developments in the book, and also since they hadn't been changed since 2012 and all the surnames were single syllables, we wanted them to sound more unique. So please welcome the new survivor names and their voice actors!
On that topic, we'd like to reveal the first picture of the new player model for Richard Flannery.
The reason we decided to show Richard's player model first is because Richard was the first ever announced player for the multiplayer side of Faceless, it was also one of the first promotional images released back when we were known as Slender: Source. To show you how far we've truly come, here is that promotional image again:
And needless to say, like many of our other photos, we had it remade, so here's how that would look today:
As mentioned on our Facebook page, we certainly have come a long way since we begun the project in 2012, things have been scrapped, redone, edited, and now for 2015, we make our biggest move yet. We are taking the train from the Source Engine, and arriving at our new station on the Unreal Engine 4. Does anybody remember the two images we showed on the last update? Specifically, the images where we showed a doll burning in the ritual zone? That was in the UE4. Not only that, did anybody notice that we closed that update with "Many unreal changes are going to be happening over the course of time..."? Well, now you know.
There are a multitude of reasons we felt we had to leave Source, and one of those reasons was due to being unable to progress with developing the gamemodes. The most unfortunate thing about leaving Source is saying goodbye to the maps that were developed for the Source engine, but they are faithfully being recreated in the UE4. For those of you who are worried that you could run a Source engine game, but not an UE4 game, please take note that optimisation is one of the most important things we will be focusing on. We want to ensure that all of those who followed us just for being on the Source engine will still benefit greatly. We are aware this might raise a lot of questions, some which we will cover, and some that we'll answer in the comments.
As mentioned above, any other questions will be answered in the comments below, any important questions from the comments will be added into this article.
With this reveal, we'd like to compare the Ritual Zone in Hyde Street Station from the Source version and the new and improved Unreal version.
We also want to show a work-in-progress track by our composer, David Denyer. This track is titled 'The Last One' - and it will play in any multiplayer gamemode where you are the last survivor standing. Whether or not you know your friends have died, this track will instantly make you aware that you are the only one left, and that it's after you. (This is designed to be listened to on a loop.)
Nice one, Aaron!
With the all important news that we're now on the Unreal Engine 4, it becomes a lot easier for us to post job ads, which have been done discreetly since we changed engines. Due to the change and our newfound goals, we are looking for more talented people to join our team! Anybody is welcome to apply, but we are looking for two roles to particular to fill. All roles will be paid with Royalties, which is described by the Unreal Engine forums as:
Since Faceless will be sold on Steam, all developers on the project will be granted post-launch compensation based on sales. More information can be requested for those who choose to apply.
To apply for this role, you must have a good understanding of level design and to have had prior experience in the UDK or UE4 engine(s) - Past work will be required to show your skill, if you are under an NDA for your current projects, you will be allowed to create a test map as an alternative if you would like to apply for the position.
To apply for this role, you must have a good understanding of 3D modelling and have past work to show on hand, the majority of models that will be required will be inorganic, but there will be some organic models such as foliage. Again, if you are under an NDA for any recent and unreleased work, we are more than happy for you to create a test piece as part of your application, should you choose to apply.
To apply, please email us at: sklarlight[at]gmail[dot]com
(Replace [at] with the @ symbol. Replace [dot] with a period. Anti-spam measures.)
We realise that this update is actually quite long, longer than we anticipated anyway! It originally started out as a mini-update. We will bring you another update on New Year's Day. This will be a mini-update and will be a lot smaller than this update. We want to keep you, the amazing community, as up to date as we possibly can without spoiling too much. If we are unable to make a New Year's update, we will let you all know through our Facebook page.
Please ask us questions that you'd like us to answer in the next update about gameplay, story, and so on! Anything pertaining to the release date will sadly not be answered, as that is being saved for our major update in the future.
Thank you all for reading, and again, thank you all for the patience that you've displayed so far. For those who are writing negative comments on the Steam Community Hub, Facebook page and this page also, it's not kind to be demanding updates all the time and an alpha for you to play, some people have been saying you deserve constant updates and alpha releases. Whilst we are always happy to interact with our community, those kind of comments are quite honestly out of line for the reasons explained below. As much as we'd like to do this for you, we're doing the best we can with what we've got. This project will take as long as it needs to take.
We are sincerely sorry to those who have lost their interest or hype in the project due to the amount of time this is taking, but please remember that this project is coming from a very small independent team, with little time and little money. We want to bring you the most professional looking product that we can, and we're always happy to interact with you, the community, to constantly keep in touch. And that's why Faceless will be around for a long time post-launch too! That's all for this update, until next time!
Once again, Merry Christmas!
~The Faceless Team.