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Devlog
Going in a new direction
April 20, 2024
by
Freddicus Game Studios
When I started developing and conceiving this game, it began with the concept of a person navigating a cave system with little to no light. The cave would offer its supernatural guidance via temperame...
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Prototype Build 2 Released
April 20, 2024
by
Freddicus Game Studios
The second public prototype build of Down is now available! I’ve added a bit more level design, tweaked some values, and updated the climbing controls a bit. Let me know what you think!...
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Prototype Available
April 16, 2024
by
Freddicus Game Studios
1
#prototype, #release
I’ve decided to make my prototype available. Mostly so my close friends can try it, but also because you’re supposed to get feedback early and often. Press pause for the controls (ESC or the norma...
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Still in beta? Pfft...
March 31, 2024
by
Freddicus Game Studios
2
#unreal, #commonui, #design
When starting this game, I knew I wanted to support gamepad and keyboard inputs. Like a good little developer, I’m always trying to make sure I’m using the latest standards for the platform that I...
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Gameplay Basics: Dropping Lights
March 02, 2024
by
Freddicus Game Studios
#gameplay, #design
As you progress through the cave, you will have to manage the lights that you’ve picked up. As you hold them, their power drains. If their power is completely diminished, they will disappear from yo...
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Gameplay Basics: Warmth
February 19, 2024
by
Freddicus Game Studios
3
The other main gameplay mechanic of Down is managing your warmth. Caves are cold, and our hero is not prepared to explore the depths. Luckily for him, there are mysterious warm beams of light poking t...
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Gameplay Basics: Fortitude
February 04, 2024
by
Freddicus Game Studios
1
#gameplay
One of the main gameplay elements of Down is being in the dark and having limited information about the world around you. Being alone in the dark in a strange cave is scary. The more time you spend in...
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Getting Started
January 27, 2024
by
Freddicus Game Studios
1
After I released Tap the Thing! into the world, I decided I wanted to make a first-person 3-D story game with a limited scope. It would take place in one room and be filled with purchased assets. I sp...
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