Thank you for participating in the playtest! We are striving to improve our game and share new updates with you as quickly as possible. Now, you can download our playtest version of DRAKE directly from the Beta branch of the Demo in your library. To access beta-brunch add the Dem
Thank you for participating in the playtest!
We are striving to improve our game and share new updates with you as quickly as possible. Now, you can download our playtest version of DRAKE directly from the Beta branch of the Demo in your library. To access beta-brunch add the Demo version to your library.
Then click on "Properties" in the library page of the game
Select "Beta versions," and in the "Beta Testing" dropdown menu, choose the "playtest - New Updates Testing" branch. After that, the game will download the necessary patch.
You'll know you're on the right branch if you see the [playtest] label next to the demo name.
Don't forget to leave feedback after testing!
In patch 0.1.4, we've improved the interaction with the graphical API, eliminating visual glitches during loading, minimizing, and maximizing the game, fixing crashes during resolution changes and quality settings adjustments. This should enhance the overall smoothness of the game.
We've also refined gamepad control in the game menu and corrected the display of interface elements at non-standard resolutions, such as on the Steam Deck.
Patch 0.1.4 is available to everyone who has added Drake Playtest to their library.
Thank you for your numerous detailed reviews.
They have helped us identify issues that we couldn't detect on our own.
We are currently working on improving artificial intelligence and fixing issues related to the movement of the bugs and character, such as falling through floors, doors, and walls, as well as AI navigation problems. This is a technically challenging task. Last year, we began transitioning AI components to an asynchronous architecture and aim to complete this transition. This will allow us to fix many errors, speed up scene loading, and avoid crashes. It will help us to create a stable foundation for developing an exciting combat system.
Next, we plan to enhance the inventory, add new types of weapons, and improve interactions with collectible items. We have already made significant progress in this direction and look forward to showing you these updates.
After completing the core code, we will focus on the most exciting aspects: progression, character creation screen, companions, and other features.
Hello everyone! We have some exciting news to share with you all! After considering the valuable feedback and suggestions we've received, we've decided to extend the Playtest period for our game. This extension means that you'll now have until the 15th of January to dive into our
Hello everyone!
We have some exciting news to share with you all! After considering the valuable feedback and suggestions we've received, we've decided to extend the Playtest period for our game. This extension means that you'll now have until the 15th of January to dive into our game world and explore all that it has to offer.
Your input has been incredibly helpful to us, and we're thrilled to give you more time to experience the game and share your thoughts. So, keep those comments and recommendations coming – they're making a real difference!
Thank you for your continued support and engagement. We can't wait to see what more you'll uncover and share with us by January 15th!
Friends, thank you for your feedback and comments. Last week, we dedicated our efforts to improving character control responsiveness, fixing bugs, and making minor visual enhancements to the level. Detailed List of Changes in Playtest Update v,0.1.3: - Added a main menu. Users wi
Friends, thank you for your feedback and comments. Last week, we dedicated our efforts to improving character control responsiveness, fixing bugs, and making minor visual enhancements to the level.
Detailed List of Changes in Playtest Update v,0.1.3:
- Added a main menu. Users with weaker graphics cards are advised to set the graphics to Low in the main menu before launching the demo level.
- Fixed a bug where character control broke after jumping. - Improved character control sensitivity, refined stop animation, and enhanced control responsiveness when changing camera angles. - Changed the internal logic of interacting with interactive items, fixing bugs that caused progression blocks during rapid interactions. - Fixed a bug where bugs could become aggressive even after using the A-2 wave at the station. - Transition to and from the station should now be faster. - Improved camera behavior and fixed errors related to incorrect camera switching. - Refined station geometry and enemy placement for non-combat playthrough options.
- Enhanced visuals and lighting inside the station, along with some visual bug fixes. - Improved depth of field effects in cutscenes. - Enhanced fade effects for entering and exiting cutscenes. - Upgraded VFX, animations, lighting, and overall visual styling in certain cutscenes.
Known Issues:
- Using the kick move can cause improper IK behavior in the character. A temporary fix: remove the weapon and try the kick several times to exit the broken state. - Jumping and shooting simultaneously can break the animation, making the jump animation appear incorrect. - On Steam Deck and monitors with non-standard resolutions, the Esc menu may not display correctly. - Visual artifacts when minimizing and maximizing. - Excessively long level loading times. - Crashes on PCs with weaker hardware. We're continuing to work on optimization. - We're also working on improving the combat system and aiming, as well as reworking enemy AI.
Please report any issues you encounter during the playtest. Your feedback helps us improve Drake.
Thank you for your interest in the project in 2023. This year, we've significantly reworked and improved the game's foundation. In 2024, we aim to build on and enhance these results with additional gameplay mechanics and new content. All of this would not be possible without your support. Please continue to share your thoughts on the game and stay tuned for more updates in the new year of Drake!
Thank you very much, Merry Christmas and happy New Year! 🎄
Good evening, friends. We've opened the Playtest to everyone. All you need to do is visit the Steam Page , find the Drake Playtest section, and click 'Play Now' if you've already requested access, or 'Request Access' if you haven't yet. Please note that this build is early and do
Good evening, friends. We've opened the Playtest to everyone.
All you need to do is visit the Steam Page, find the Drake Playtest section, and click 'Play Now' if you've already requested access, or 'Request Access' if you haven't yet.
Please note that this build is early and doesn't reflect the final features and quality of the game.
The game segment used in the Playtest is set around the midpoint of the game, where your character has already developed some skills and equipment. We've prepared 3 character prototypes for you to choose from.
Good to know:
The Playtest takes approximately 20-40 minutes to complete.
The version available for Playtest supports gamepad control and runs on Steam Deck. For Steam Deck, we recommend using Medium graphics settings.
Send us screenshots of achievements you earn on your first run in our Discord!
Features to help you in your playthrough:
A kick move that effectively destroys nearby enemies (sometimes too effectively).
If you die, the Resurrect button will teleport you to a safe place and restore your HP.
The displayed keys are tied to your current keyboard layout. If you use a Cyrillic layout but are accustomed to WASD, press Alt+Shift, and the displayed prompts will automatically change.
When shooting, aim directly at the enemy, taking their height into account.
Experiment, as there is no single correct way to complete the demo.
After completing, the game will prompt you to leave feedback. Your opinion about this part of the game is very important to us! If you encounter any bugs, write to the relevant section in the Community Hub, or contact us on Discord.
Known Issues:
Long initial loading time (up to 30 seconds).
Pressing anything during loading may cause the game to crash.
The character may not stop in time or may move beyond the accessible area.
Bugs can pass through closed doors or floors.
The cursor limiter doesn't work indoors. You can move the cursor past a wall, and it behaves incorrectly at the edges of some walls.
Playing on a gamepad, you may lock the character when interacting with devices. (Unconfirmed)
Upcoming Planned Features Not in This Demo:
Introduction and tutorial.
Inventory.
Enemy AI overhaul.
Humanoid NPCs and Enemies.
Save and load system.
Character skill system.
Thank you so much for your interest in Drake. We've put a lot of effort and time into enhancing the gaming experience in Drake and eagerly await your feedback!"
Come watch Denseacat, our level designer and writer, showcase the Playtest version of our game. While the stream is pre-recorded, we're here to answer any of your questions about the gameplay or how to play. Just drop us a message in our Community Hub or on Discord Don't forget t
Come watch Denseacat, our level designer and writer, showcase the Playtest version of our game. While the stream is pre-recorded, we're here to answer any of your questions about the gameplay or how to play. Just drop us a message in our Community Hub or on Discord
Don't forget to follow Denseacat on Twitch for some great indie game development streams.
Want to try the Playtest yourself? You can! Just request access for the session, running from 7 PM CET on December 15th to 7 PM CET on January 2nd
As 2023 comes to an end, it's time to look back at the year's highlights. Dreamhack Beyond has showcased over 600 standout indie projects this year, and we're excited to announce that Drake is one of them. Check out the sale by clicking on the banner below. But that's not all - w
As 2023 comes to an end, it's time to look back at the year's highlights.
Dreamhack Beyond has showcased over 600 standout indie projects this year, and we're excited to announce that Drake is one of them. Check out the sale by clicking on the banner below.
But that's not all - we've got something special lined up for you. Starting today, December 15th, at 7 PM CET | 10 AM PT, we're launching an updated Demo Playtest of Drake. This playtest will be available until January 2nd, open to everyone.
Simply click 'Request Access' on a Store Page to join in and be one of the first to experience the latest version of our Space Cowboy Action RPG!
Also, don't miss out on our exclusive developer stream that kicks off with the Playtest. We'll be showcasing different gameplay styles and key features of the game.
Tune in to see what the distant planet Drake has to offer!
Hello, space cowboys! Throughout 2023, we've worked hard on building new features and fixing bugs for our Space Western Action RPG. Now, we're excited to share our progress with you through a short playtest featuring this year's new content. Everyone is welcome to sign up! The pl
Hello, space cowboys!
Throughout 2023, we've worked hard on building new features and fixing bugs for our Space Western Action RPG. Now, we're excited to share our progress with you through a short playtest featuring this year's new content.
Everyone is welcome to sign up!
The playtest session for the demo planned from December 15th to January 2nd. To participate, simply click the Request Access button on a Store Page. You'll be notified when the playtest becomes available.
We're eager to showcase the new features developed in 2023 and to start 2024 together with you.
Check out awesome games that are all about great stories. It's so cool for us to be among legends like Baldur's Gate, The Witcher, and Pathfinder. Immerse yourself in one (or more) of the story-heavy games presented at the festival and explore the new narrative delights. Drake ha
Check out awesome games that are all about great stories. It's so cool for us to be among legends like Baldur's Gate, The Witcher, and Pathfinder. Immerse yourself in one (or more) of the story-heavy games presented at the festival and explore the new narrative delights.
Drake has always been about the story, player choices, and consequences. We aim to bring you a real role-playing experience that depends not on chance or a lucky roll but on your own skill, style of play, and personal choices.
And because DRAKE offers so many options to players, it's crucial for us to understand what possibilities you would like to see in an RPG.
Follow our Discord server and share your favorite Story Rich games with us.
Howdy bounty hunters! We're working tirelessly to make your journey through planet Drake even more thrilling! Today, we're excited to share a glimpse of our progress in this teaser: We aim to add all these updates to the DRAKE demo version within this year. Stay tuned for more up
Howdy bounty hunters!
We're working tirelessly to make your journey through planet Drake even more thrilling! Today, we're excited to share a glimpse of our progress in this teaser:
Exciting news! Drake is featured in the Realms Deep event! Join the livestream 30 Sep (Today!) at 8 PM CEST / 2 PM ET / 11 AM PT on Youtube or Twitch to see something new we've prepared about the game. Also check event steam page for awesome upcoming and already released projects
Exciting news!
Drake is featured in the Realms Deep event! Join the livestream 30 Sep (Today!) at 8 PM CEST / 2 PM ET / 11 AM PT on Youtube or Twitch to see something new we've prepared about the game.
https://www.youtube.com/watch?v=CqK_H0nA6pg
Also check event steam page for awesome upcoming and already released projects.
Don't forget to show DRAKE some love, wishlist it and share your friends!
Gamescom 2023 was an absolute blast! A massive shoutout to every single one of you who got hands-on with our new exclusive demo! Over the next few months, we're diving deep into optimizations and polishing, and soon, we'll be pushing out this demo for everyone to experience here
Gamescom 2023 was an absolute blast!
A massive shoutout to every single one of you who got hands-on with our new exclusive demo! Over the next few months, we're diving deep into optimizations and polishing, and soon, we'll be pushing out this demo for everyone to experience here on Steam for free.
Until then, feast your eyes on some fresh screenshots we've just shared:
Here's what we've leveled up in our demo:
- Completely overhauled the core movement and character animation system.
- Integrated gamepad support.
- Redesigned our UI and dialogues from the ground up.
- Introduced hacking mechanic.
- Enhanced the quality of 3D models.
- Rolled out a brand-new level from a later part of the story.
- Woven in cinematic cutscenes and voiceovers for pivotal game moments.
Currently under the development microscope:
- Refinements to the combat system.
- Fleshing out inventory and role-playing mechanics.
- And tons of other cool surprises!
For those of you who have a soft spot for nostalgia, the old demo will still be available for you for some time. We cannot emphasize enough how crucial your feedback is. It fuels our passion, drives our iterations, and helps shape the game into something we all love.
Again - big thanks to everyone who played the new version at Gamescom. Stay awesome and keep those controllers warm!
A new patch has been released for the demo version! We decided to keep the demo available even after the Dreamhack indie showcase ended and to gradually update it. The current patch is dedicated to Halloween and is aimed to improve stability. ⚠️ Make sure you delete old saves! ⚠️
A new patch has been released for the demo version!
We decided to keep the demo available even after the Dreamhack indie showcase ended and to gradually update it. The current patch is dedicated to Halloween and is aimed to improve stability.
⚠️ Make sure you delete old saves! ⚠️
You can do this in-game from the Save/Load menu. If you try to load a save from an older version of the game, the logic of the game may be broken.
Path Notes:
Fixed a variety of different saving/loading errors;
Edited some texts and some logical errors in quests;
Additional work has been done to the sounds.
Notes and boxes are now "turned off" after use
(so you can tell what you've already seen and what you haven't yet)
Hive mode is now in a "Halloween themed" design.
Many of the fixed bugs we were able to find thanks to you. Thank you so much for playing DRAKE and giving us your feedback and bug reports! After all, it's easy to do so in this google form: https://forms.gle/gPB8fYxv4ZfhzGEC8
Friends, three days have passed since the demo was published and more than 100 people have already played DRAKE! Thank you very much for your interest! Just a reminder that we have a small survey where you can leave your feedback - Some important results we have received these da
Friends, three days have passed since the demo was published and more than 100 people have already played DRAKE! Thank you very much for your interest! Just a reminder that we have a small survey where you can leave your feedback - https://forms.gle/wkMCtTD7vCSxWmG3A
Some important results we have received these days:
- One of the weakest computers on which I was able to pass the current demo: (i5 1035, 8gb RAM, GeForce MX130)
- Do not forget to change graphics preset to Low on a weak PC! (The default settings preset is High)
- The game runs even on the built-in graphics core, although it runs very unstable. It is recommended to run the demo on a PC/Laptop with a discrete graphics card. We have found the weak points and will optimize them in the future.
- Thanks to you we have found some quite critical bugs. They are related to the ability to save/load, which we added literally 3 weeks ago and have not fully tested. While we are fixing them - there is a small way around. If you encounter anything strange, especially if it happens after loading - fully reload the game and start over.
- The average time to pass the demo - about 34 minutes.
- In most of the reviews you have stated that Drake has got a well designed story, visuals and music. The comparisons with Mass Effect and other good games are heartwarming. We still have a lot of work to do on the combat system and character parameters, we'll keep you informed!
Try out our first playable version! Dive into the story, test base mechanics and common flow. Help us improve the game, leave your feedback! Welcome to the harsh world of Space Western. We need your feedback! Please, complete a short survey after playing. Current Demo contains th
Try out our first playable version! Dive into the story, test base mechanics and common flow. Help us improve the game, leave your feedback! Welcome to the harsh world of Space Western.
We need your feedback!
Please, complete a short survey after playing. Current Demo contains the mechanics we have already added to the game.
You can check out:
Four created game levels;
Dialogues with various characters;
Global map mechanics;
Puzzle solving;
Some combat and enemies;
Original soundtrack.
Beware of spoilers!
Due to the constant game improvement we still have plenty of things to work on:
Proper character controller and animations;
Role-playing mechanics, parameters and perks;
Additional content entities;
Proper UI/UX;
Full gamepad support;
and other stuff to help us create a great game!
We're open to your feedback and suggestions. Play the Demo, reach out to us through Discord or other Social media and do your share!
Teaser! Last week we've updated our steam page teaser and uploaded it to Youtube. This video is focused on the current project state and those mechanics that have already been added to the game. In the video you can see three created levels, dialogues with various characters, glo
Teaser!
Last week we've updated our steam page teaser and uploaded it to Youtube.
This video is focused on the current project state and those mechanics that have already been added to the game. In the video you can see three created levels, dialogues with various characters, global map mechanics, puzzle solving and some combat. All this will be included in the demo that we would like to publish at the end of this year, so stay tuned!
Don't forget to subscribe, press Like on YouTube and show it to your friends! It will helps us drastically!
Cheers! My name is Dmitry. In our free time me and my friends are developing Drake - a Top-Down Sci-Fi Action RPG in a space western setting! The New Year is here, holidays gone, and we’ve found out we’ve forgotten to conclude the results of the last year… and even haven’t create
Cheers! My name is Dmitry. In our free time me and my friends are developing Drake - a Top-Down Sci-Fi Action RPG in a space western setting!
The New Year is here, holidays gone, and we’ve found out we’ve forgotten to conclude the results of the last year… and even haven’t created any devlog! We suppose that our real indie-world works like - no post - no work done.
So, the belated RESULTS 2021 To be honest, this word annoys me (results), but self-reflection is a tool to progress!
Long story short: the game is in 3D now, we have defined the core gameplay mechanics, added a lot of assets, begun testing story variations, created a cool teaser and launched a Steam page!
Bye!
Just kidding, please add this game to your wishlist and get back to reading Drake Devlog 2021
Further there might be: a lot of text, devs terminology, pictures, maps, easter eggs, and a few useful links.
Let’s get started!
Formalization of the game mechanics
In 2021 we have finally defined the main theme of the game and how it should look like. We concentrated on the key ideas from quite a wide list of ones:
A Story which can be viewed from different angles. We really want to create an interesting and variative story about the brutal world of the future. It will develop around the player, engaging them in studying the world and proposing different options to solve the problems they face.
Gameplay follows the chosen role. We’d like to provide an ability to select the gameplay style based on personal wishes:
Use fast and dynamic battle system which depends on player’s reaction to speedrun the game level
Look for the alternative, slower paced ways, using hacking and solving technical puzzles
Go deep into the story, talking to other characters, convicting, manipulating and bluffing them
A Sci-Fi dystopian atmosphere. We've chosen a mix of NASA-punk and Space Western as the basis of visual style, music environment and overall aesthetics.
We have added all those points to the document called Drake Pillars - the basis of building the game. Basically, if you're a small indie or a big not-indie, and making games - I strongly advise you to read about Pillars and Triangles.
It will help you to not spray out in different directions and focus on alpha and omega. Our team suffers from this from time to time, basically. So, such document will help us to cut the unnecessary things and cultivate the key ideas.
The way we defined our “Pillars” most likely can’t be considered as ideal, but it helped us concentrate on really important parts of the game. If you are creating your own game - don’t be lazy and define your own Pillars. Those Pillars will help you further at different stages (it doesn’t even matter how finely they’re formulated). All in all, it’s just a text which can be edited and improved with better phrases anytime. The key is to keep the heart of the game in it.
Moving from 2D to 3D
What’s cool about being indie? You can just totally redirect the project (at least at earlier stages) and nobody gets hurt!
Probably, the most important and biggest thing we’ve achieved during the last year - is having remastered everything we did for the last 3 years. We have turned the 2D-sprite top-down shooter into a 3rd dimension one.
Just to have strict vision - a gif “before” and “after”
3D graphics solve many problems with visuals, customization and animations, but require more work with assets. We don’t have any financing, so we solve difficulties with models in different ways. For example, we thought that it would be simple enough to create 3D-models of cavern’s walls using only our own skills (oh, we were so wrong...)
After a few iterations we chose a variant, where we have about 20 different form-pieces. Those pieces were created with a custom-made form-generator and then manually retopped for the game engine. They have one shader, which we can expand further.
We decided to purchase various generic assets like station walls, tables, chairs, boxes, barrels, pipes, etc. from the Unity Asset Store at this stage. Most indies create their whole games using those asset-packs. Such projects may lose their own identity, but can be published really fast!
Anyway, purchasing quite a big asset-pack - be ready that your project will highly expand in its volume.
Another decision was to manually create all the characters, fauna, and other unique elements, for example the rover. All those items are the face of the project and it’s worth investing most resources into this part. I’ll write about this in detail below.
Characters and planet’s fauna
In 2021 our artists team was boosted with the 3D design specialists. After moving to a fully 3D look of the game we also started going deeper into the visual development of the characters, costumes and fauna.
The pipeline for character creation roughly looks like this:
Concept -> 2d Art for dialogues -> Sculpting (Zbrush) -> Retopology (3ds max, blender) -> Painting (Substance) -> Auto Rigging and Basic animations (Mixamo) -> Import to project (Unity)
Automatic Rigging and animations in Mixamo - are quite a weak part which limits us a lot. Skinning contains artifacts and requires some clean-up after the algorithmic approach. That’s required just to avoid stretching of the character parts which are not meant to be stretched. Also animations can work not as expected - probably because of multiple conversions of skeleton and avatars in Unity - and finally we are faced with different artifacts in bone orientation. So, if you plan to use Mixamo for your characters - keep in mind that you won’t get great quality. Except for that quality issues, at the starting stage this method can be quite helpful. It’s a way to liven your character up and check it in a project with less time and actions for further prototyping.
Unfortunately, Mixamo doesn’t work for the bugs (local planet’s fauna), and we have to rig and animate those little guys manually. Crisper - the easiest bug that is already done - its rig and animations were made with Blender. Here, basically, we've invested a lot of resources, but with manual editing that one looks awesome!
Global map, prototyping and chase mechanic.
We have added a global map prototype in the end of 2020. It was required to test the story. We placed a bunch of little text quests at each point on the map as a representation of the story which would happen in that place. This type of testing allowed us to check in game choices, the key flow of the narrative and the degree of broken logic in the storyline if the player skipped some quests for example.
In 2021 we reworked the visuals and playability of this map. Like other game levels, it received another dimension. Currently we’re using TerrainComposer2 - Unity addon, which helps us to create a planet surface on the map in a non-destructive way, meaning we’re still able to move or change something. For example, move a mountain to a man or redirect rivers backward, avoiding redrawing of the whole surface. This add-on is very interesting, but we miss some abilities for procedural approach, functions of erosion (which appeared in standard terrain editor of Unity’s fresh version) and other cool things. Also we're thinking about choosing Houdini to generate a map surface in 2022.
Picture below - just a part of map’s layers in TerrainComposer2, which endlessly are mixing up to a single surface. Those Nodes are just OP!
Also the global map obtained the seeds of the interface. We’ve created a prototype of various UI windows, tested some element placements and data locations, that should help the player on the global map. It became a good starting point for artists and game-designers. Now we want all the mechanics mentioned in the UI to start working (2022 goal?)
Finally, we have finished a big sprint (aka marathon) to create a chasing mechanic, which follows the player, forcing the character to move forward. Also added volumetric clouds to the map, which immediately stole all the GPU resources. (looks like we're creating next-next-gen game)
Arseniy, our lead developer, is very happy about having created the chasing system! Just look into his eyes filled with enthusiastic zeal to solve new challenges!
Teaser!
Together with the publishing of the Steam page we wanted to create a short video about our vision of the game in future. We combined "gameplay" parts from existing in-game assets, using the game engine. Introduction and the planet at the end of the video were made in Blender.
At this stage the teaser, most likely, demonstrates our feelings about the game, it’s atmosphere, and emotions. Basically, all game mechanics, locations and events still require a lot of work.
We hope that in 2022 we’ll create a full-fledged gameplay trailer. Actually we’d prefer to publish more videos about the game (but where is our additional 24 hours per day…)
Music
The sound in the teaser and in the game gives a huge boost to the atmosphere. I’d really like to write more about this part of production, but you need to listen! In 2021, the game obtained 3 unique tracks for different situations, and we started integration with FMOD for deeper development of the sound space and music variativity.
We've made a short video about the recording process for the teaser. Kudos to Misha!
We’ll be very grateful for checking out this video and liking it ;) It’s always inspiring!
Steam Page
We have registered a Steam page in the middle of September! In our opinion, it’s a giant step for all humankind those, who do this for the first time.
steam.drake-game.com
Don't forget to add the game to your wishlist, ask your friends, girlfriend, parents, grandma to do the same. It will help us a lot to understand if our way is right and will drastically support us.
That’s a decisive moment for small indie developers. Steam marketplace algorithm requires to see that your game is interesting to players before release date, and it’s very hard to perform this without big investments, marketing company or publisher, even if the game is incredibly brilliant. Most of the super-successful indie projects are well-built from the marketing side or just being a survival bias. It’s very important to remember this and not to leave this sales topic to the latest moment, sentencing yourself “when I’ll finish development - everyone will see it’s beautiness”
I strongly recommend subscribing to Chris Zukowski’s blog - he posts a lot of useful articles regarding marketing: howtomarketagame.com
And also, a friend of mine - Max, who exceedingly helps me with advice and useful connections, mails fresh news about the gaming industry every day: ingamedev.com
2022 - A way to heaven the Demo
We plan to focus on game mechanics and prepare a vertical slice - demo version later this year. There are a lot of interesting activities, festivals and events we plan to participate in further, so hang on!
Sign up to our other social networks (facebook, instagram), Discord server and mailing-not-a-spam list on drake-game.com as most likely you’re intersted in our project!
Let us know in comments how are you about this dimensional changes of the game? Is it for good?
Last week we announced DRAKE with a short teaser, revealing some of the world aesthetics and glimpses of gameplay. Today this teaser hit 2000 views on youtube, we are seeing a lot of visitors on our Steam page and recieving very pleasant comments about what we do. DRAKE is our fi
Last week we announced DRAKE with a short teaser, revealing some of the world aesthetics and glimpses of gameplay. Today this teaser hit 2000 views on youtube, we are seeing a lot of visitors on our Steam page and recieving very pleasant comments about what we do.
DRAKE is our first game and it was important for us to receive such a great feedback on a at the very beginning of our journey! Thank you all, we will do our best to please you with a good game!
There is more to come, so stay in touch, follow our youtube chanel and other social media!