Siege of Inaolia, The first game from Riftwalker Ltd, intends to put survival games on the map by offering a refined and fresh experience in the form of a game that pays heavy attention to story as well as a high replay value by means of dynamic combat, a game that promotes skill over spam while remaining easy to pick up. Set in the Dark Fantasy world of Ilastria, a world plagued by wars and magic as well as the orcs and their kin, you control one of three unlikely heroes in their struggle to survive within the ancient fortress of Inaolia, a task that they soon come to learn, has the very fate of the world in the balance.

Post news Report RSS Changing The Way Survival Games Are Played #14

Its our first post of 2012 and we've got a lot to share in preparation for our Alpha 1.

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Whats Changed Since Last Time?

We've had a new addition to our team since last time, Ian Owen has taken up the post of 'Level Designer' and he's going to be working along with Lukasz to create the survival arenas that will be an important part of our game as well as being vital for setting up the early structure of the game.
The guys have all been doing some hefty work in preparation for the 15th, you can see what each individual has been up to below:


3D & Animation Department

  • Aaron Dordi - I have been busy creating more some more props such as a shrine, chest, sack and a hand cart, they should prove great use to make the levels feel more alive and 'lived in'.
  • Artem Daskevic - Artem has not been in contact this week but is most probably working on improving and polishing the older animations.
  • Jay Lawrence - Jay is currently working on creating Duncans lower body, we're aiming to have Duncan in level with his animations by Alpha 2.
  • Matthew Walker - Matt is working on creating a tower that will be used as the landmark for the new lava based survival arena and will focus on improving the old ruins textures after this task is complete.
  • Tomas Lopez - Tomas is hard at work unwrapping and texturing the new props, I'll upload some renders of them when they're completed.


Concept Art Department

  • Aditya Nair - Aditya has created some new weapon concepts and now is going to focus on splitting any character art into individual pieces so that its easier for Jay to gather information and reference.


Level Design & Programming Department

  • Ian Owen - Ian is responsible for the recent screenshots of the lava based survival arena, he has also been busy importing and unwrapping as well as texturing a few of our old props and getting them into level, at his current rate he should have the level playable and looking pretty good by the time our Alpha 1 is released.
  • Lukasz Maj - Lukasz is the guy in charge of the snow level arena, he is currently polishing up the level, if Lukasz continues the current rate of progress we should have both the Lava and Snow arena ready for to be played by the time Alpha 1 is out.
  • Jason El Messih - Jason is hard at work installing a clean and streamlined as well as updated version of UDK so that it it not only saves space but also allows us to work more effectively, he will also be implementing our systems into the Lava based survival arena as well as making the Orc spawn and chase as well as attack the player.
Renders/Screenshots

Renders/Screenshots

Renders/Screenshots

Renders/Screenshots

When Is Alpha 1 Releasing? What Would It Include?

Alpha 1 will be releasing on the 15th of January, It will include a 3rd Person Camera, Hostile Orcs with their animations, a Lava and Snow based Survival Arena, a basic melee system(and if we manage it, Duncans shoulder bash ability).

Like What You See? Want To Support Us?

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Post comment Comments
B.R.V
B.R.V - - 96 comments

Does this "survival" mean "tower defence\waves of monsters" or it more like Stranded or (sorry folk)Robinson's Requiem? 'Cause every indie talkin about "shakin the industry" with "something unusual" and there goes just another tower defence game without any features.
I hope this one is not.

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Helmlock Author
Helmlock - - 332 comments

No tower defense, yes waves of monsters will be included but instead of focusing on gathering the biggest and baddest weapons we want to emphasize more on player skill and knowledge, its up the player to know when to use specific abilities and its the player that has to discover alternate routes within the maps, we feel that the industry has been all about surviving by gathering the biggest guns, we say survive using your own skill as an actual player.
Plus we include a fairly large story mode.

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ShiftedDesign
ShiftedDesign - - 44 comments

We have a youtube and facebook page ._.
I should pay attention more....

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