#Update 17: Development in January 2020
We are accelerating toward the conclusion of the game and reach the point where we will be leaving Early Access and launch the game in its final version. For this reason we have thought that rather that making announcements based on some features, to focus on showing what has cha
- A clear example of hard closing a game can be, and when you try to close a bug that was making the box displacement shaggy, only to find that in the process you have reopened two bugs long time ago closed. [previewyoutube=pbE2Vih36cE;leftthumb][/previewyoutube]
- Fine tuning some visual details to bring the game visuals to a more immersive level of details, by integrating some cloud movements that will cast some shadows on the level. In the current view, yo can see the clouds with different shapes and speeds (based on the z axis) overflying the level. [previewyoutube=7ElomWUC6pc;leftthumb][/previewyoutube]
- Some tests being done to improve the feeling of velocity while moving the game characters. Using Unity Post Processing version 2, we are updating in realtime the effects for the motion blur and for the depth of field as to blur everything in the background based on the speed of the character, and restauring them as the speed decrease to an halt. [previewyoutube=PFJlLVu_sts;leftthumb][/previewyoutube]
- The boxes mechanics have been giving us several problems over the course of the development, and in several occasions, although we thought that every had been correctly implemented, some strange conditions within the game eventually ended generating inconsistent feedback from the boxes. [previewyoutube=0meU68bhhec;leftthumb][/previewyoutube]
- Although the characters are not seen from a very close range, we always thought that it could bring an enhanced empathy if we would be able to implement some face animations. This what we have done because we think that little details count a lot in a game. [previewyoutube=PiON8DG1BeY;leftthumb][/previewyoutube] [previewyoutube=08hgEeehpmk;leftthumb][/previewyoutube] [previewyoutube=PhfjWHuSyDg;leftthumb][/previewyoutube]
- The combat system has been evolving too, both from a point of view of direct attacks as the feedback of all the strikes. [previewyoutube=8axOoQ4l9rQ;leftthumb][/previewyoutube]
- As to better balance the difficulty level, introducing the Yari samurai, a type of samurai that throws his spear fiercely. [previewyoutube=XwdetYTLSU0;leftthumb][/previewyoutube] [previewyoutube=zYlUfVi8wFw;leftthumb][/previewyoutube] We are updating more frequently our twitter and our youtube channel so follow us or subscribe for more frequent updates. @upsidedown_game HIE Youtube Channel

Although we have not been making a lot of communications, we have been working heavily on the game by creating new characters and new sections as to bring the game to the original vision that we had at the beginning of the development, and also fixing bugs or improving performance.
One of the things that was creating a lot of problems to players, was when the action was happening behind some of the elements in the scene, which in some cases are quite big. With intense melee battles happening all around, loosing for a couple of seconds the view of the action, was having some negative impact on the ability of the player to actually have a good time fighting off enemies.
A couple of months ago, we had developed a shader to actually make all the elements between the game characters and the camera, transparent, but its implementation due to the complexity of the environment elements was quite difficult and was having some huge impact on the framerate and there so in the game performance.
[previewyoutube=tEWJ07jYFPQ;full][/previewyoutube]
We have spent some weeks fine tuning the overall effect and we thing that we have been now able to maximize the effect while saving memory and drawcalls.
You can wishlist the game on steam as we are getting closer to come out of steam early access, or
if you want to support our development buy your early access release.
https://store.steampowered.com/app/613370/UpsideDown_Dimensions/
More news on our
We have been slower that we would want, as we have had to migrate from versions of the unity game engine. We have been using the Unity version 5, and we were being bugged by some problems that in order to be solved required us to upgrade the version of unity used, up to the 2018 or 2017.
In the end, we had to landed on the 2017 versions, as the particles systems, above 2017 are no longer compatible with some of the early particles that we implemented in the game, and would require a major rework that would be above our current possibilities.
With the new version of the game engine, we have been able to improve some of the elements of the game that were being used, which allowed us to improve some of the effects and some of the mechaniics being used in the game and integrate one the new enemies that we had been working on the
Dressing up the final segment of the game is also one our priorities as to be able to finally come out from the early access in steam, and get finally into full sales and all platforms.
Stay tuned for more news in the upcoming weeks.