MY LATEST GAME IS AVAILABLE NOW FOR FREE View game page WHAT'S IT ABOUT? At the end of Earth, Nilus, the God of Gore re-incarnate, lays waste to the last standing battalion - A corrupt oppression with ties to his past. Juggle between stolen weaponry and discard empty guns straigh
At the end of Earth, Nilus, the God of Gore re-incarnate, lays waste to the last standing battalion - A corrupt oppression with ties to his past.
Juggle between stolen weaponry and discard empty guns straight into enemy faces! Execute powerful kill animations to regain health and dash across the arena! Combat in REINCARNAGE is a dance of balance where enemies can be both your ammunition, your lifeline and your demise.
This is my edgiest project so far and it's likely to remain my edgiest, since I'll be moving onto some sillier shenanigans beyond this point (comedically, that includes the next two episodes of my OTHER violent shooter, Bane Murrain)!
I hope y'all can have some fun with this one and use it as a vent outlet the same way I have. As for later updates, I'm sure I'll have fixes and game-modes to add the same way I did with Mortality Decomp. Killers. Eventually.
I won't be making any DLC for this one beyond the Support Expansion, but I might update that alongside the main game at some point. Who knows.
Reduced resolution of all textures even further for smoother gameplay and faster loading times. If you were unable to load the game beforehand, you MIGHT be able to now. That's all!
Reduced resolution of all textures even further for smoother gameplay and faster loading times. If you were unable to load the game beforehand, you MIGHT be able to now. That's all!
Hey all (whoever's reading this). This has been a long time comin'! A huge patch-up and rework update for Incarnage, overdue by about 24 months or something ridiculous. These are some changes made over the course of that time in little bursts of inspiration while I was tackling m
Hey all (whoever's reading this). This has been a long time comin'! A huge patch-up and rework update for Incarnage, overdue by about 24 months or something ridiculous. These are some changes made over the course of that time in little bursts of inspiration while I was tackling my other projects.
This game was a lengthy, hellish development that I don't like to revisit often, but I at least want it to be in a decent state. I may add to it in the future to expand on the game's barely-tangible plotline since there was much cut from the game in a last-minute mad-rush to finish it. We'll see!
- Changed camera to be more dynamic + aim better - Bumped player movespeed permanently and changed combo speeds - Shrunk player damage collider - Player now has a melee punch when no weapons are equipped - Dashing now deals heavy damage to enemies - Dashing now displays a temporary shield around the player - Fire Rate of a few guns are now increased by the multiplier - Removed Horde Mode from the game
GAME TWEAKS & POLISH
- Animated Dash FX around HUD - Added a Kill Confirm effect when enemies die - Slow-mo camera closeups are triggered upon multi-kills - Dashing recharge no longer slows player - Pitch Randomized BullDozer & TacTrooper gun sounds - Pitch Randomized and lowered Gunhead's sounds - Tweaked Player physics & Friction levels - Lowered some menu sounds - Added comic-dot gradient around HUD - Added a white trail to thrown weapons - Nilus has been rescaled for canon-accuracy - Removed bobbing when moving on player sprite - Enemy bullets now flash violently
MENU CHANGES
- Game logo has changed (new colour shading) - New Disclaimer screen has been added for updated info - Changed Main Menu music to 'Annihilation' - Changed Menu background lighting to a darker red - Changed framing of Logo + Button Placements
WEAPON CHANGES
- Melee weapons are hugely buffed and expanded in range - Heavily buffed Resistance Rifle damage - New reworked most weapon firing sounds - Added pump sound to the pump action shotgun - Added hand crank sound to the Makeshift Assault Rifle - Lightly extended hand crank animation on AR after done shooting - Buffed weapon Muzzle Flashes & added missing SSG muzzle flash - Increased base fire speed & collision scale of standard + pistol bullets - Lowered volume of the Sniper Rifle - Multiple weapon pickups have expanded hitboxes vertically
ENEMY CHANGES
- Swapped multiple old gore sounds for reworked ones (from Bane Murrain) - All enemy sprites now have a subtle emission effect for better contrast with floor - Some enemy corpses now seize and twitch - SkullSoldier is more likely to be blown in half by shotguns - Skullsoldier run speed slightly increased - SkullSoldier now has a delayed melee attack instead of just walking into the player - Randomised Hawkshot enemy fire delays - Gave all the enemys giant red super-vivid hoola hoops for visibility - Reduced time Mech crushing damage is active during Mech death animation - Added a slightly longer delay to the Bone Golem's long range attack
MUSIC CHANGES
- Updated 'BERSERKR' track - Updated 'Excavation' track - Updated 'March of the Alterks' track
CAMPAIGN CHANGES
> overall changes - Starting a New Game no longer wipes Level Select progress - Added new introduction cutscene 'Exposition' - Tweaked some level textures - Changed screen scaling method of comic cutscenes - Removed Bloom post-processing from most campaign levels - Fucked around with the contrast & saturation on half the levels - Added 'The Aftermath Notes'
> sewers - Tweaked first level camera for better view
> slums - Bumped the camera height in 'Breakout' for better view - Added smoke/dust effects in the car chase level
> mines - Lowered camera shake in 'Railway Tracks'
> dungeons - Change cursor colour from Red to White in 'Blood Church'
> military camp - Enemy tanks now fire standard enemy bullets instead of sniper rounds - Change the bridge floor texture to black concrete in 'Gateway' - Changed the camera height in 'Gateway'
> tower - Tweaked camera angles on 'The Tower' - Fixed Music playing regardless of settings in 'Desktop Destruction' - Tweaked the camera height in 'Desktop Destruction' for a closer focus
This is an old game with a lot of bugs, especially since it was my first game. If you find any more issues that could be changed or patched out, send a contact for or join the discord through www.cuppakill.com
Finally, a new INCARNAGE update. Fixed a few things that broke, added a timer to campaign playthroughs + a ranking system for that, and some pumpkin decorations on the menu for the spooky season. Full Changelog: > Campaign Changes - Added an 'End Stats' screen after the campai
Finally, a new INCARNAGE update. Fixed a few things that broke, added a timer to campaign playthroughs + a ranking system for that, and some pumpkin decorations on the menu for the spooky season.
Full Changelog: > Campaign Changes - Added an 'End Stats' screen after the campaign ending - Added a 'total minutes played' statistic for campaign speedrunning - Added a 'personal best time' statistic for campaign run comparisons - Readded missing music in 'Desktop Destruction' - Fixed some Skullsoldiers with detatched pivot points in 'Resistance HQ' - Removed Motion Blur effect from 'Crossing Point' - Added more Heavy Assault Rifle pickups to 'Gateway' - Added more Shotguns lying around the mall floor in 'Shopping Spree' - Fixed the trigger at the end of 'Caged Depths' sometimes not working - Fixed the gun at the end of 'Caged Depths' not disappearing when picked up - Added an additional hint for progression in 'Caged Depths' - Added a ranking system to the 'End Stats' screen based on total minutes played
> Polishing & Improvements - There's a little theme for the main menu now - Added a Game Volume slider to settings to change global sound volume - Bullets now have a subtle white outline around them for better view - The splash screen now takes the piss out of Unity, 'cause screw those guys - Added changing menu decorations for Halloween and Christmas
> General Bug Fixes - Fixed drastic scaling issues with HUD elements & Comic Cutscenes - Fixed broken timer placement in Dungeon Mode - Fixed the Pistol being silent when fired
Happy Halloween... and stay tuned for big news. -Elias
Here's the first general quality update for the game, fixing a few bugs and adding some improvements that I couldn't fit in prior to release... ...mostly legs.... Full Changelog (Contains Campaign Spoilers): > Changes to 'Resistance HQ' - Moved Dash tutorial sign to make tutor
Here's the first general quality update for the game, fixing a few bugs and adding some improvements that I couldn't fit in prior to release... ...mostly legs....
Full Changelog (Contains Campaign Spoilers): > Changes to 'Resistance HQ' - Moved Dash tutorial sign to make tutorial pathway more noticeable - Added some Crank Rifles in the first room to pickup (in case you drop yours early) - Removed some enemys to help with pacing - Added another secret in the walls
> Additional Level Changes - Pipes now emit ambient smoke in 'Sewer Outskirts' - Added a ladder to the end of 'Shifting Chambers' - Fixed some broken weapon pickup colliders in 'Alterk Lab' - Fixed the blue gate opening without needing the blue keycard in 'Torture Chambers' - Added an Achievement for beating the final boss on Deathwish difficulty (Have fun >:3)
> Polishing & Improvements - Bullets are now sprites and render in front of quads - SSG bullets use a brighter bullet texture now - Added light Footstep noises to walking - Added physics to previously-levitating SkullSoldier corpses - Walking over the heads of SkullSoldier corpses crushes them - Meatcages now have a 50% chance of losing their rib-fins upon death - Added ambient smoke to all floor vent decorations - Player will trail bloody footprints after walking through blood - Added an additional blood pool decal to enemy gibbing - Added legs to SkullSoldier - Added legs to Bulldozer - Added legs to TacTrooper - Added legs to Cultists - Added additional explosive effects to Cultist death animation - Added legs to Bone Golems - Added heavier footstep noises to Mechs and Bone Golems - Added legs to Hawkshots (even though they're always out of view) - Added legs to Berserkrs - Added legs to Zombies - Added legs to The Police - Added legs to the final enemy
> General Bug Fixes - Fixed issue where blood particles sometimes caused audio to cut out - Fixed issue where weapon pickups wouldn't work if you recently dropped a weapon beforehand - Goop Jars now shatter on collision with the player to prevent getting stuck on them - Floor vent decorations no longer have colliders for smoother movement
INCARNAGE Version 1.2 is live! After a few hours of confusion and setup, the game now has Steam achievements for completion of each section of Krome to award your campaign progress! Full Changelog: -Added a clearance achievement to each campaign segment -Added a clearance achieve
INCARNAGE Version 1.2 is live! After a few hours of confusion and setup, the game now has Steam achievements for completion of each section of Krome to award your campaign progress!
Full Changelog: -Added a clearance achievement to each campaign segment -Added a clearance achievement to the final boss / ending -Added an achievement relating to zombies -Added an achievement relating to ducks
There may or may not be more achievements added in future updates... No promises! - Elias
INCARNAGE Version 1.1 is Live! I've made some slight, notable changes to the head explosion particles and the body explosion effects, generally increasing the level of particles and adding some nice trailing effects. Full Changelog: - Changed dampness and speed of headshot gibs -
INCARNAGE Version 1.1 is Live! I've made some slight, notable changes to the head explosion particles and the body explosion effects, generally increasing the level of particles and adding some nice trailing effects.
Full Changelog: - Changed dampness and speed of headshot gibs - Reduced sound of 'Hawkshot' enemy slightly - Added subtle armour shedding particles to reflect sprite armour damage - Reenabled blood particles from pre-release build - Blood spill decal colour changed to be slightly see through - Fixed blood particles from only appearing above player and entities - Removed the goofy rug at the end of 'Desktop Destruction' - Fixed spawning symbols not despawning in 'Construction Site' - Removed camera shake from explosions for easier viewing - Added smoke particles to explosions - Added trailing flesh strands to head explosion particles - Added funny eyeballs to head explosion particles - Sound effect added when bullets don't damage an enemy - 'Gunheads' now make firing sounds when shooting - Speed and particle amount increased for torso explosion gibs
Sorry for the long wait for an update... PC broke. - Elias
INCARNAGE HAS BEEN UNLEASHED! The FULL GAME is available for purchase RIGHT NOW - Catch it early while it's on sale! Take down Kro-Tech in a hand-crafted campaign of mayhem, guts and gore; Play as Nilus, the resistance's strongest fighter, as he delves deep into the bizarre depth
INCARNAGE HAS BEEN UNLEASHED! The FULL GAME is available for purchase RIGHT NOW - Catch it early while it's on sale!
Take down Kro-Tech in a hand-crafted campaign of mayhem, guts and gore; Play as Nilus, the resistance's strongest fighter, as he delves deep into the bizarre depths of Krome and engages with enemies of both steel and bone!
THIS IS JUST THE BEGINNING - Expect Bug fixes and Improvements through the next year! (as soon as I get a repaired pc that it is)
Thank you everyone for your support and interest in the game! This has been a huge passion project for me and my gratitude for your attention is inconceivable. That's all for now! BLOOD. GUTS. INCARNAGE. -Elias
The Incarnage Soundtrack by James Bradshaw and Elias Barker is available on all streaming services & stores! - Featuring 15 rock & metal tracks from the game to jam to! Look it up on the usual; Spotify, Bandcamp, Youtube, etc... And stay tuned for the game release on the
The Incarnage Soundtrack by James Bradshaw and Elias Barker is available on all streaming services & stores! - Featuring 15 rock & metal tracks from the game to jam to!
Look it up on the usual; Spotify,Bandcamp,Youtube, etc... And stay tuned for the game release on the 12th December!
NEXT FEST 2022 is finally here! This upcoming Friday the 7th, I will be livestreaming the INCARNAGE Demo in it's entirety from 12:00 - 1:00. I'll try and play through in multiple difficulties and maybe play some Dungeon Mode if there's any leftover time (which there probably won'
NEXT FEST 2022 is finally here!
This upcoming Friday the 7th, I will be livestreaming the INCARNAGE Demo in it's entirety from 12:00 - 1:00. I'll try and play through in multiple difficulties and maybe play some Dungeon Mode if there's any leftover time (which there probably won't be :P).
Come along to get a decent look at the game if you've never heard of it before, or if you have any questions regarding the project! I'll try and answer as many as possible.
Updates & Fixes made to the INCARNAGE Demo: - Changed starting screen scale to adjust to user's monitor size - HUD and Menu elements now scale alongside the game window - Various Screen Resolutions have been made available in the Options menu - Reduced scaling of beginning Cu
Updates & Fixes made to the INCARNAGE Demo: - Changed starting screen scale to adjust to user's monitor size - HUD and Menu elements now scale alongside the game window - Various Screen Resolutions have been made available in the Options menu - Reduced scaling of beginning Cuppakill logo to keep entirely on screen - Removed a bug that caused a black screen when entering the New Game menu a second time
Introducing Dungeon Mode... The endless mode within the demo has been rebuilt from scratch and replaced with 'Dungeon Mode', with improved loading times and a better balance of load-time and gameplay. Rather than interrupting the flow of gameplay with loading sections within the
Introducing Dungeon Mode... The endless mode within the demo has been rebuilt from scratch and replaced with 'Dungeon Mode', with improved loading times and a better balance of load-time and gameplay. Rather than interrupting the flow of gameplay with loading sections within the endless mode, the mode will now generate set-length levels similar to the handmade levels featured in the Campaign Mode. Dungeon mode also features a timer if you've got a need for speed-iness, and lets you choose any of the available weapons in the demo to tackle the level.
The finished game will feature multiple versions of Dungeon Mode, increasing in difficulty and varying in the used enemies & props.
So to recap the entire update: - Removed previous unfinished endless mode - Added 'Dungeon Mode' (Random Level Generator) - Added additional menu screen for the endless modes - Added an ESC option to return to the menu - Added option to toggle fullscreen (still working on screen res) - General other bug fixes