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After two years of being on hold, the project "Tenebra" is finally back in development. We want to apologize for the long silence and say a huge thank you to everyone who stayed with us.Now — on to the main thing. What are we working on right now?The texts for…
It was a slow month for development, but we were able to hit a couple of major milestones and make contributions to improving the project. We have big plans for 2024, which include reworking the prologue by February, testing an updated build, and early access …
Characters We have finished working on the characters. There are twenty-one altogether, making a total of forty-seven poses with variations. The artist's work took two and a half years. The result is impressive and inspiring. This is a very important stage in …
Art Department We ran a recruitment to the Tenebrae team for two vacant positions: background styling and rendering multiple illustrations. The recruiting was run fairly quietly, but we got a lot of responses. The new artists we've welcomed into our warm famil…
Unity Work continued to be centred around technical solutions and challenges with Unity. We finished a voluminous job with character controllers, avatars, abandoned the inbuilt animator and wrote our own very concise solution that reduced the load of the app. …
This month was dedicated to deep refactoring of our technical solutions, making code lighter, putting the project architecture in order, updating documentation, improving interface layout, responsiveness and clarity. Without further ado, take a look at what we…