REFUSION is a fusion of FPS and RTS game genres with great emphasis on multiplayer.
A preview of the FPS portion of Refusion's double-sided gameplay.
Refusion's RTS elements are discussed, plus some never-before-seen concepts for interface.
We won't tell you nothin'! Except when it comes to the two races in Refusion.
We talk about some of the features in Refusion's ecosystem, and why we feel it's important to the game.
We talk about our business model in order to clear a few things up about our release date, and to keep you from asking this question over and over.
A quick sneak peek of what we've been working on, as well as an opportunity to ask the Refusion team your burning questions!
You asked, we're telling! Answers to the most burning questions concerning refusion.
The height of summer finds the Refusion design studio working hard while the Marketing Department heads on holiday.
August finds the Refusion team toiling to bring you something major in September.
We're getting very close to launching our new website.
Thanks to our team "gettin' it done" we realized the need a to display the latest REFUSION developments online.
REFUSION development weekly report from Prague: Multi project development environment
This is the first of series of articles, in which we’ll introduce you to the creation process of single objects in REFUSION. Everything here we created...
In this episode of our series we’ll show the making of branches, which we use on trees and bushes.
We are happy that already 300 of you are watching REFUSION.
The first of the music video series of themes we would like to use for REFUSION.
In the following episode of our series we’ll show how we create ground, respectively its surface.
In the following episode of our series we’ll show how we create ground, respectively its surface... continuation.
In the following episode of our series we’ll show how we create terrain, respectively its topology.
nVIDIA done - rendering module finally works with nVIDIA chips & New Trees.
In the following episode of our series we’ll show how we create terrain, respectively its topology... continuation.
nVIDIA render & individually executable application/game - testing and fixing and testing…
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