Hello, we are back with another dev log. This time, with an update on what we have been up to over the last couple of weeks and some news about our first public showcase!
Ship and monster models 2.0
Sofie, our artist, has been busy getting updated models for ships and monsters into the game, as we are aiming for a more gritty visual tone than what we initially had. The pirate faction in the game is also using captured ships from other factions, so we have been working on how to portray that. Yes, this is an Imperial ship but it is being crewed by seagoing scoundrels, so we show this by painting them in more rusty and grimy colors.

The ship hulls have also been updated to have more pronounced silhouettes to make them look less cute at a distance.

The Needler enemy also got a redesign to look more fierce and hostile. Sofie has drawn inspiration from deep-sea anglerfish in her redesign. It’s quite scary-looking, if I should say so myself!
Preparing for our first showcase
We have been selected to showcase Sea Of Rifts at Copenhagen Gaming Week in the upcoming weekend, which is quite exciting since it’s the first time we will show the game to the public. Some work has gone into polishing the game, with our writer Fergus getting familiar with the in-house tools Alex has created to make narrative content for the game.

A writer stoically facing his worst fear, the empty page
On top of that, we also wanted to have something that would draw people into our booth and therefore decided to make a custom rudder controller for the game! The next blog post will be about how it was showcasing the game and will go into more detail on how we built the controller and got it connected to the game.

That’s all for this time. Please give us a wishlist if you haven’t already :)
