A desperate celestial mining engineer races against a vengeful hacker to save his friend, the only one who knows the way home. Survive the harsh conditions of a world riddled in conflict and uncover deep secrets best left buried light-years from Earth. Hevn is a first person sci-fi adventure game.
We're excited to share our latest update for the game and to celebrate we've reduced the price on Steam and it's also available for free/donation on Itch.IO...
Pushed our first big update today to improve player control, survival gameplay, LUCIE, and so much more!
We're very excited to announce the HEVN PC demo is available to play!
Check out a base, malfunctioning tech, and foreboding caves in the latest Hevn gameplay trailer!
Here we demonstrate a few of the gameplay and narrative mechanics in Hevn. This video represents a work in progress.
Here's a basic example of how to achieve a "power up" effect by simply adjusting a texture offset value over time.
Announcing our first teaser trailer and Steam Greenlight submission.
A brief update on the state of the game including introducing MQ, how music is handled, as well as story, performance and localization.
Facts Beach is a game play analytics webapp. It's meant to be simple to use, but powerful enough to give us a great understanding of how our players are...
HEVN presents a complex narrative that is dripped and hinted to the player throughout their experience, building a detailed world with a history, corporate...
A brief post about creating a "scroll menu" that can handle all player interactions.
A brief post about finding the game's minimum requirements and developing the game according to them.
Thought I'd share some thoughts about an underlying issue I've always had with the game, which was the lack of a cohesive story. It caused a decent amount...
A brief post on how objectives/quests are implemented in Hevn from a programming perspective.
A brief and somewhat technical post on how dialogue is being implemented into Hevn.
Hello there! Here's a brief update on how "low pass" audio filters are being used to help make Hevn sound more immersive.
Here's a brief post on how we're approaching the player inventory.
This brief post covers how items or tools can be equipped in the game.
Just a brief update on how in-game photographs work and how they can be used by the player.
An update on the concept of "datagraphs" as well as an improvement to the overall performance.
A brief update about how helmets work in the game and how the player can use them.
Here's an update for the past week mostly involving improvements to the physics, some plant textures, and general behavior of critters and bots.
Here's an update on the progress of the behavior for critters as well as security bots.
Just thought I'd share an update on some of the recent progress, mostly with regard to interaction and atmosphere.
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