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Image of a Lanyard showing the Nine Dots Backstage date October 16th. Title Nine Dots Backstage Recap

Nine Dots Backstage #1 – October 16th – Recap

Hello everyone,

Thanks a lot for attending the first Nine Dots Backstage livestream! In case you could not make it, the VOD is available here.

For those of you that would rather read a quick recap, keep scrolling!

GoD Factory : Wingmen : 

A new beginner-friendly mod is out thanks to our amazing and hard-working community. Read more here.

The game is currently 50% off until October 23rd!

Nine Dots Publishing:

We want to bring our knowledge as game developers to how we do business  and try to be a better publisher than the ones we had to work with.

Our publishing philosophy stands on 7 pillars.  See what makes a Nine Dots game a Nine Dots game here:  Nine Dots Signature.

If you feel your game could fit the Nine Dots signature you can send us your pitch at publishing@ninedots.com.

WITHERBLOOM: 

We received Mitch, founder of Ever Curious, who presented the vision behind Witherbloom and its rich lore.

Find all the Witherbloom concept art that was shown here.

We also had a live demo in-engine! To see some gameplay in its current state, click here.

To stay in the loop and be in touch with the Witherbloom community and devs, join the Official Discord server here!

LOST IN PRAYER: 

Doubling down on our ambition

Following the first playtest, we’ve seen contradicting signals.

  • Some players spent hundreds of hours in the playtest, understanding that mastery takes time, and had fun.
  • Many players registered to playtest but never participated.
  • Others started the playtest but dropped off quickly due to balancing issues and the lack of a player’s goal.

So in its current shape, the game is not resonating with a lot of the players we’re trying to reach.

While the majority of studios would have canceled the game we see this as a necessity to make Lost In Prayer better.

We know we’ll need more time to achieve it. So we decided to cancel the second playtest to transform the game radically.

OUTWARD 2:

Before we shared some exciting gameplay, we shared how we make stuff in Outward. It starts with inspirations, greyboxes, colorful pieces of concept art and then we decide on a final iteration.

Torchmoose concept art Thumbnail example

You can find the concept art we shared yesterday here.

We also showed comparison of what the Outward world looks like in Unity vs. what we can now achieve in Unreal, after we switched engine.

Then, we went to the amazing “DEV GYM” in Outward 2. A convenient place where we can showcase all equipment and enemies in the game so far to try-out builds and flex our muscles. Every modder’s wet dream.

If you got any questions, join us on our Discord server.

Thank you for your support,

The Nine Dots team