Sine Requie: Snake Eyes

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20 posts
  1. Developer post

    Dev Blog: Combat Reanimation

    As stated in the very previous entry of this blog, The Inquisition is always listening, the major issue of the demo we released is the stillness of the combat. In particular, many have complained about the lack of animations. But what does animate actually mean? Coming from the L

  2. Developer post

    Dev Blog: The Inquisition is always listening

    “...quod non imber edax, non Aquilo impotens possit diruere.” Dear brothers and sisters, As loyal servants of the Inquisition, we passed these silent months listening. We released the one hour demo for free on different platforms, reaching many players that gave us interesting fe

  3. Developer post

    Dev Blog: If you're here, give me a sign

    Greetings Hunters! The Inquisition reports have been missing for a long time, but fear not: our faith in the project is still as strong as before! In this dev-blog, we will discuss the future of Sine Requie: Snake Eyes. As you may have noticed, our development schedule had slowed

  4. Developer post

    Dev Blog: Difficulty

    In order to cater to the needs of different players, Sine Requie Snake Eyes features four different difficulty levels, each coming with added horror and despair. "Story Mode" is for players who simply want to enjoy story and exploration without (too many) worries: the game will g

  5. Developer post

    Dev Blog: Choose your own impending Doom

    Greetings, Inquisitors! This Devblog will give you some insight into Sine Requie Snake Eyes' different game modes: indeed, the game allows you to face the dangers of Sine Requie by way of two different game mechanics, both appropriately merciless: Collegamento del sito web Race a

  6. Developer post

    Dev Blog: Smoke and Mirrors

    Greetings, Inquisitors! At the end of our past dev-blog, we were left with the question: "Are videogames doomed to linear and unchanging stories?" Today we'll tell you about the tricks and stratagems we employed to give as much freedom as possible to Sine Requie Snake Eyes' playe

  7. Developer post

    Dev Blog: Graphs, Trees and Ineluctable Fate

    Greetings, Inquisitors! We return with our dev-blog series on managing choices and consequences within Sine Requie: Snake Eyes's story. This time, let's talk about the structure of an interactive story. Think of choices and consequences within a narration as if they were geometri

  8. Developer post

    Dev Blog: Map Genesis

    Good day to you, Inquisitors! This week our Dev-blog will not tackle the second part of our "Choices and Consequences" post, but rather engage in a little digression concerning the creation of game maps! These days we are working on the map for one of the main locations in "Sine

  9. Developer post

    Dev Blog: Map Genesis

    Good day to you, Inquisitors! This week our Dev-blog will not tackle the second part of our "Choices and Consequences" post, but rather engage in a little digression concerning the creation of game maps! These days we are working on the map for one of the main locations in "Sine

  10. Developer post

    Dev Blog: Choices and Consequences

    Greetings, Inquisitors! In our past dev-blog we introduced a new subject: the way we handled consequences stemming from player choices within Sine Requie Snake Eyes's story. Not all narrative games are the same: indeed, while many titles reinforce the dramatic tension of a choice

  11. Developer post

    Dev Blog: Choices and Consequences

    Greetings, Inquisitors! In our past dev-blog we introduced a new subject: the way we handled consequences stemming from player choices within Sine Requie Snake Eyes's story. Not all narrative games are the same: indeed, while many titles reinforce the dramatic tension of a choice

  12. Developer post

    Dev Blog: Magic Realism

    Greetings Inquisitors, this will be the first in a series of Dev-Blogs aimed at discussing how we managed the choices-and-consequences aspect within "Sine Requie: Snake Eyes"'s story. This series will be named "Mistakes in Interactive Narration". The main element all Sine Requie

  13. Developer post

    Dev Blog: Magic Realism

    Greetings Inquisitors, this will be the first in a series of Dev-Blogs aimed at discussing how we managed the choices-and-consequences aspect within "Sine Requie: Snake Eyes"'s story. This series will be named "Mistakes in Interactive Narration". The main element all Sine Requie

  14. Developer post

    Dev Blog: Combat Fix

    After listening to the community's opinions and considering all the suggestions we received both online and during conventions, we have worked on some updates and fixes for the combat system, which will soon be implemented within Sine Requie: Snake Eyes's demo. It will now be pos

  15. Developer post

    Dev Blog: Combat Fix

    After listening to the community's opinions and considering all the suggestions we received both online and during conventions, we have worked on some updates and fixes for the combat system, which will soon be implemented within Sine Requie: Snake Eyes's demo. It will now be pos

  16. Developer post

    Dev Blog: Cinema & spaghetti

    Movies, just like paintings, were quite the source of inspiration for Sine Requie: Snake Eyes. Many plot elements and characters have been influenced by Italian horror movies from the 70s, such as Dario Argento's "Profondo Rosso" and "Suspiria" along with Pupi Avati's "La Casa Da

  17. Developer post

    Dev Blog: Cinema & spaghetti

    Movies, just like paintings, were quite the source of inspiration for Sine Requie: Snake Eyes. Many plot elements and characters have been influenced by Italian horror movies from the 70s, such as Dario Argento's "Profondo Rosso" and "Suspiria" along with Pupi Avati's "La Casa Da

  18. Developer post

    Dev Blog: Chapter End Summary

    One of the demo's next updates will feature the Chapter End Summary, which we are currently working on! The Summary will list all the main choices you made over the course of the chapter, including the consequences of your actions, so that you may easily understand how your adven

  19. Developer post

    Dev Blog: Chapter End Summary

    One of the demo's next updates will feature the Chapter End Summary, which we are currently working on! The Summary will list all the main choices you made over the course of the chapter, including the consequences of your actions, so that you may easily understand how your adven

  20. Developer post

    Dev Blog: Madness and Levels

    In "Sine Requie: Snake Eyes" you'll have to pay close attention to the Mental Sanity of your characters given how stress, shocking experiences and the horror of the Dead will put their resolve to the test. When Mental Sanity drops to zero, the character will be considered exhaust