Here & Then EP

I’m pleased to announce that my latest EP on Ambra Recordings is available now via Juno Download and Beatport!

Ambra Recordings welcomes back Nova Scotia-based producer Snug for their first release in 2018. On the digital single Here and Then / Elemental, Snug delivers two subtly smooth compositions bringing our focus to mesmerising textures and musical colours.

On Here and Then a precisely chopped break and drumline form the framework for a lightly wobbling, hoover like bassline which is topped by delayed bells. Heading towards the breakdown the track builds up to epic proportions when lighthearted stabs are added. It’s an instant assault of warm dynamics and tones. With great detail and character, the second tune Elemental makes for more space between the beats with a catchy bassline lick, dreamy pads, thinly formed arpeggiated lead sounds and rolling Amen Break inspired drums. Overall one could be reminded of the oldskool sounds by DJ Nookie. Obviously crafted in a present-day manner by Snug, elevating the atmospherical sound of Drum & Bass into 2018. In the end, both these tunes seem to hit all the right spots. Snug apparently has soul for days. Nothing short of essential!

Science Station Epsilon

I had a bunch of time off for the holidays and nothing to do so I made this little thing to keep myself busy, as well as play around with some of the new stuff in Unity. I hope you like it šŸ™‚

You awaken on a derelict space station. The scientists aboard were researching an invasive species when something went horribly wrong, leaving them near death and unable to call for help. You are tasked with cleaning up the mess.

SSE is inspired by the mechanics of games like Super Meat Boy, and the atmosphere, openness and progression of games like Super Metroid.

In SSE there are no weapons or shooting, nor are there any push-block/switch puzzles. Instead, everything is done indirectly through the environment: lure enemies into electrified pools of water, airlocks, explosive barrels, etc.

Undermine entering Early Access this fall

Phew, after a year of hard work I’m pleased to announce that we’re just about ready to release Undermine in Early Access! The Steam store page is live now, give it a wishlist and/or follow if you are so inclined. We’ll be sending out preview keys a couple weeks in advance of the Steam launch; if you’re interested please drop me a line.

Cosmic Ray

So Ricardo and I took a week off from Undermine to work on a small prototype. Something we could knock out fairly quickly, but with the potential to be expanded in the future.Ā The result is “Cosmic Ray“, a web-based game about exploring space in search of hospitable planets for colonization.

This is an early prototype, and of course lacks the depth and openness that we would want toĀ achieveĀ with a full version, but the basic mechanics and game loop are there.

Our goal is to knock out these smaller projects every few months while working on our primary one, for a few reasons:

  • try things out and see what “sticks”, without having to commit to months/years of dev–the ones that stick will likely be expanded in the future
  • garner some interest in our games, and start building a community for our current “big” project (Undermine)
  • fun, instant gratification, and theĀ correspondingĀ dopamine release that comes with it!

We hope you enjoy! Feel free to leave a comments, suggestions, hate mail, etc. here or on the itch.io page.

Announcing: Undermine

Having recently wrapped up Operation Hardcore, it’s time to tackle my next challenge:

Undermine is a procedurally generated survival horror game with roguelike elements. Think Spelunky meets Outlast, in virtual reality.

Concept art by Katerina Ventova

The concept is pretty simple: you play as a female protagonist who finds herself trapped in a seemingly deserted mine. As you search for a way out, you encounter clues that something has gone horribly wrong. Eventually, you come face to face with it.

Early prototype screenshot

In late 2016 I signed a publishing deal with Greenlight Games in the UK, and they were kind of enough to loan me an Oculus Rift as part of the deal.

Concept art by Ricardo Chirino

 

We’re hoping to have an early access version on the Oculus Rift store for March, and a full release within a few months of that.

As with Operation Hardcore, I’ll be keeping a devlog on TIGforums.

 

Last but not least, here’s a sneak peek at some of the original music and sound design I’ve been working on for the game:

Watch this space for more details as things progress!