https://www.youtube.com/watch?v=56mjoIGIxZc
Playing with #cinemachine cameras allows for more hidden content in the same "physical" space 🤓 in #CrumblingWorld
Next up
One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?
Tried turning MetaHumans into anime inspired characters while keeping Control Rig, Live Link, and GASP fully working. Inspired by Breath of the Wild, Guilty Gear, and Studio Ghibli. A fun mix of tech, design and art. 🎨
Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.
For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.
Essentials: resolution, volume, rebind keys, camera, and language.
What settings matter most to you?
Hi everyone! This is a small patch that fixes a bug in the Unique Enemies spawner. Thanks so much for keep reporting bugs and issues. I appreciate it very much!
Hello everyone! My game Crumbling World is 80% off for Halloween! Grab it on Steam for less than $3. https://store.steampowered.com/app/1003560/Crumbling_World/
In Lobo, gear can break, but it’s not a punishment. It’s part of the world’s economy — repairing costs coin and pushes you to explore for resources and treasures. You’ll also meet the twin blacksmith brothers… from different fathers. Don’t ask.
I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.
In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.
Hi everyone! Tomorrow I will be releasing the Beta Demo for #CrumblingWorld, sign up in http://crumblingworld.com if you want to play it !










0 comments