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Developer Blog

Clinical a Short Story set in Blood of Sol

The inhaler wheezed like a dying horse as Ginzsby entered the crowded emergency ward. Freaks, creeps mutants and scum were lined up; waiting to be triaged or bleeding out. The riot had ended with the BG Company agreeing to treat all members of the block ward for free. Berkley Genomics was the biggest heath and genetics corporation in the solar system. They appeared as white knights but underneath, they were sharks taking what they could.

 

Jeffersons plague was nothing more than a predicted reaction from humans from earth, to the permanent settlement on New Mars. A debilitating disease that wasted the infected and eventually killed them.

 

The BG Company announced a cure about five days ago, already out of supplies, time and patience the blockers (dwellers of the blocks) had decided to take the cure, that’s where we came in; the Red Dragons. We held positions between the riot and the clinics on levels 310 to 298, a big territory held by a score more gangs. Armed with mono swords, heavy SMGs and occasional RPG we were more than a match for most gangs. Secure in our positions we went around the “job” of extorting, terrorising and running the show until they came and turned most of us into charcoal. Hailing from old Earth, hired goons with hired haircuts; speaking a variety of arcane and forgotten languages like Swedish, German and French none of them speaking Martian street chat.

 

Armed with lethal weapons like plasma flame throwers, micro missiles, robot wolves and drones. They cut a swath through us all the way to that clinic warehouse. Then those creeps began launching missiles and grenades as if they were children with fireworks for the first 4th of July. The promptly destroyed the supply of Jefferson’s cure, burning the warehouses to the ground.

 

Like ghosts those black clad mercenaries methodically moved through our turf. Fighting was fierce, we won some they won more; and in the end they got what they came for. That’s why I’m here in the hospital, with my finger in this guy’s belly wound. “Now Hanz, tell me what the fuck you were doing”

 

By Morgan, more to come

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Developer Blog

Creating a new IP from Scratch

All Lies on You
Majestic Nights Logo

It was August 2013, it was raining and I was wearing sunglasses. In a flash I had the vision of an Isometric RPG like game set in the 80’s with all the trimmings. How could I do such a game on a small budget but where we were going we didn’t need roads!

 

Majestic Nights came about in its early concept the team latched onto it like Indiana Jones snatching a priceless relic. We had come off a big multi-year project, Frozen Hearth, and due to mixed reviews and numerous perfect storm events we didn’t want to enter into the fray with something so massive quite so soon. One year and one month on, Majestic Nights is ready for preview, though as we say: it’s all in the reflexes.

 

Stick around and I’ll tell you why we did it, what we learned and where we hope it will go. First thing we wanted to do was learn to really tell stories well in games. We had a huge amount of narrative for Frozen Hearth that we didn’t get into that game. Secondly, we wanted to do a smaller project that would serve as a break for a bit for the team. And finally, when you have an idea that ‘feels’ right, and test it and turns out to be good: follow it.

 

Majestic Nights springs from my love of finding and researching secret information, and this game exposes those secrets in a fun way.  And after all, why do us Indies get into something so challenging as making games?

 

Fortune and glory, kid. Fortune and glory*.

*Both Fortune, and Glory, sold separately.

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Press Releases

Majestic Nights new Screen shots www.majesticnights.com

Declassified: Six new screenshots from Majestic Nights showing in action as he in 1980! Seek the Truth!

Visit www.majesticnights.com

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Press Releases

New ‘Game Services’ Department

Epiphany Games has created a game services department to better serve the needs of corporate Australia and our overseas partners. The Game Services department focuses primarily on creating fun and engaging mobile games and products for partner companies. Epiphany’s primary platforms are iOS and Android, however Epiphany has produced larger projects for the PC platform.

 

Recently Epiphany has delivered three mobile games in parallel for one customer, integrating into a large existing iOS and Android application framework. Previously this year Epiphany created one game and one physics-based Android screen-saver for a large US-based Entertainment Company.

 

Epiphany hopes that this new department of the company can help facilitate the transition from traditional marketing and brand-support forms to fully designed and well crafted game-based experiences.