All Posts in Unreal Engine

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Loading...Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.
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The AI is getting smarter! He can now place traps adequately based off your previous movements and actions! What traps do YOU think the #Neighbor should have?
https://discord.com/invite/mgHkB53Et7
#HelloNeighbor #PrototypeRevived #HelloNeighbour #Strategy #Horror
1hn vintage trailer - https://www.youtube.com/watch?v=UXJSBYZnSMs and game is out (wait to load in gamejolt)
https://www.youtube.com/watch?v=UXJSBYZnSMs
https://www.youtube.com/watch?v=UXJSBYZnSMs
https://www.youtube.com/watch?v=UXJSBYZnSMs
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These Images were found through a small ARG! 
#indiegame #indiedev #horror #mascothorror #scifi #sciencefiction #firstperson #narrative




Just wanted to make an update on Shadows of the Night as its private development is going smoothly, special thanks to @TheCrowinator
for being generous enough to let me use this custom house model.

Loading...In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.
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