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We at Tesseract Interactive are proud to announce that Excubitor, the game we've been working on for years, has finally seen the light of day.
and thus excubitor cometh
In this blog post we will talk about the world where Excubitor is taking place and our approach for creating this world and the story around it.
dev blog entry 14: brave new worlds
The time has come! Now we need you help more then ever. Let's get Excubitor green-lit and move over to the next phase of our journey, together.
vote excubitor on steam greenlight
It has been a slow period on the Excubitor front but now we need you more then ever to make a big push for Greenlight. The first step is to choose a trailer...
excubitor poll: help us choose a trailer
As the first chapter of our development is nearing completion, in more ways than one, we realized that there is no post whatsoever about the weapons you...
dev blog entry 13: a visit to the armory
It's time to touch on one of the core elements in game development, the sound editing.
dev blog entry 11: all that noise
After going off grid for about three months we're back with an update on the progress and some tasty new screens
dev blog entry 9: there and back again
After a long deliberation process we finally decided to switch from XNA to the Unity 3D engine for EXCUBITOR. Read about our thought process behind the...
dev blog entry 8: wind of change
This time we summarize our personal gamescom 2013 experience and look at the positive and negative aspects of our first game convention attendance.
dev blog entry 7: gamescom 2013 part ii
We might have skipped a couple of weeks after we promised to write about our gamescom 2013 preparations, but the whole process took way more time and...
dev blog entry 6: gamescom 2013 part i
After we skipped last week due to a small holiday break (we need those once in a while), we return with our weekly blog updates to talk about the visual...
dev blog entry 5: smoke and fire
With this blog post we conclude the asset creation and import process. Here you read about the final steps we take before finally importing the asset...
dev blog entry 4: asset wrap up
It's time to talk about the texturing techniques we use in EXCUBITOR. After we showed you how we approach 3D modeling this is the next step in asset creation...
dev blog entry 3: hull painting 101
Read about our 3D creation process and the things you need to look out for in 3D modeling for games in general
dev blog entry 2: modeling for games
It's time to get juuust a little bit more technical with our news updates. Here we will introduce some of the core technologies that we use for the development...
dev blog entry 1: the core
After a fairly long break we decided to change the way we bring news to the community, so here's the first of our new Dev Blog entries that are supposed...
dev blog entry 0: the basics
This week we will talk about our latest addition to the game, the good old fashioned power-ups
power-ups in excubitor
After a lengthy holiday break we provide the latest update on the Excubitor development process. Today we will talk about our newest addition to the game...
defensive turrets in excubitor
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