Some of the finished throwable projectiles.
seen from China

seen from Maldives
seen from Türkiye
seen from China
seen from China

seen from France

seen from Brazil
seen from China
seen from China
seen from Netherlands
seen from Türkiye

seen from Jamaica
seen from China
seen from Italy
seen from Netherlands

seen from Kazakhstan

seen from United States
seen from Kyrgyzstan
seen from United Kingdom
seen from United States
Some of the finished throwable projectiles.
I already love this game
Undungeon Gameplay Trailer PC Steam Nintendo Switch Xbox One PS4
Undungeon is an action role-playing experience that brings back the spirit of old school action/RPGs wrapped in modern design. Restore the order in the Multiverse, influencing not only the events of the present, but the future and the past as well.
FEATURES:
Heated real-time battles: combine melee and ranged attacks to vanquish your foes, heal carefully so that enemy doesn’t steal your remedy, use various buffs and debuffs to have the advantage in combat.
Colorful pixel art aesthetics: each tree or rock is hand-drawn, each enemy has dozens of carefully crafted animation frames to create a one-of-a-kind visual experience.
Several customizable heroes: implant organs into the body of the herald of your choosing to enhance them. Equip different skill runes that substantially alter the gameplay.
Wast open world: explore distant lands beyond belief, meet their exotic inhabitants and Between missions, recover, gear up and rest in Herald's Undercover Bay. H.U.B. is located in a neutral expanse between dimensions.
Advanced NPC interaction system: you can trade with Arhaban locals or recruit them to join your crew in the H.U.B. Need some crucial information from some stubborn nomad who refuses to cooperate? Interrupt a dialog to torture them right in the middle of a conversation!
Mind-bending sci-fi story: several worlds had been suddenly merged together, shattering one another to pieces in a cataclysm known as the Great Shift. The very fabric of time and space was damaged, seemingly beyond reconstruction. As a member of a secret interdimensional organization—Herald's Undercover Bay—you, a Herald, are sent to the ancient city of Arhaban to remedy the aftermath of the catastrophe.
Travels between timelines and dimensions: changes you make in one timeline will apply to all other timelines, altering environments, NPCs, and enemies. Destroyed a forest? A lifeless desert will greet you when you visit this location in the future. Switch between heralds to be able to complete different kinds of objectives in different dimensions
Welcome to UnDundeon.
Interview with the UnDungeon composer - stonefromthesky
1. Tell us about yourself. How did you start making music? What were your influences?
As you know, I make music and perform it live under the name of stonefromthesky. I started this affair in 2012. Before that I played in several bands including I afloat, which was accepted quite warmly by the fans of underground music here in Ukraine. As for my influences, I believe that on subconscious level I’m drawn to art and aesthetics of 1990-2000s. You know, White Pony, Ghost Dog, Mezzanine, Fight Club, A Sun That Never Sets, that kind of stuff.
2. Soundtracks to pixel-art games are usually stylized after 8-bit or chiptune music. You offered a different approach for UnDungeon. Your music has much more live feel to it. Why did you choose such a course?
I believe that there is no point in following “established” rules. Pixel art and chiptune music are not interchangeable in my mind. Besides, UnDungeon has a certain vibe, and I did my best to translate it into a soundtrack.
3. Are there any specific rules or techniques that you follow while working on the soundtrack and sound design for the game?
When I’m working on music, I visualize myself playing the game. I try to interpret the visual and verbal art into audio. It is like translating. I look for an audio equivalent of the emotion I get from screenshots, videos, or the story.
Also, I believe in combining synthesized sounds with live recordings for the most interesting result. Furthermore, I like to use field recording in my music a lot. For example, the kick in The Shift was made by recording a tennis ball bouncing off a mirror. Yes, I’m that kind of a neighbor that throws a tennis ball into a wall for fun. That particular time the ball accidentally ricocheted into the mirror, and I was like: “That sounds cool. I need to sample this”. So, I took the mic and recorded the bounce. That’s what ended up being the kick drum in The Shift.
4. Tell us about your gear. Does a musician depend on material stuff, or is it more about the skill set and hard work?
If you want to make music, you will need some sort of gear anyway. Be it a guitar or a computer, or even a pair of drumsticks. Despite this fact, I believe that the skills and hard work are definitely way more important than gear, especially nowadays. A good musician will be able to make music with anything he has access to.
Regarding my stuff, I don’t need much. My guitar, bass, a couple of mics, and a laptop with an audio interface - is basically all the “hardware” that I need. On the software side, Ableton Live is my DAW of choice. In regards to VST’s, I use Reaktor, Kontakt, Diva, XLN stuff. You can hear Arturia’s Mini V in The Shift and Wasteland Law. When I don’t need to record a real guitar head and cabinet, then I use Amplitube or ReValver. Additionally, I record lots of live stuff, be it a guitar or some everyday objects that sound interesting. My mic of choice is SM57.
5. Are you playing video-games? What are your favorite ones?
I used to play a lot, but now I have to choose whether I spend my time playing a game or making music. Well, I choose the latter most of the time. However, video-games are very useful if you need to clear your head after a long creative session. And the cool thing is that they are still as fun as 10-15 years ago.
My genres of choice are RPG and Action, but I don’t restrain myself to them. My all-time favorite game is Max Payne. I’m a big fan of Fallout, Gothic, SW: KotOR, Baldur’s Gate, etc. The last game that I thoroughly enjoyed was Hyper Light Drifter.
6. Are there any ideas regarding your future work on the sounds and music of UnDungeon? Will you experiment more or are you certain about your vision?
There are lots of ideas. I will certainly experiment more.
7. You play live regularly. Are you performing any songs from the UnDungeon OST at your concerts?
I’ve been performing The Shift for almost a year now, both solo and with the band. You can check out the video here:
Additionally, lots of people asked for Riding the Void, so I consider adding it to the live set at some point.
8. Tell us more about your live shows. How do you transform the tracks for playing them live?
At the moment of writing this, I have two live-show formats: ‘solo’ and ‘with the band’. When I play alone, I shift my music towards the electronic side. Live drums are substituted with drum-machines and samplers, bass with monosynth, that kind of stuff. Playing with the band, on the other hand, has more rock feel to it.
9. What do you think is missing in the sound of modern games? What would you change in it if you could?
The sound of modern games is more professional than ever. Still, there is room for improvement. I would like braver, less generic, and more experimental soundtracks and sounds.
10. When is your next release? How different is it comparing to the last record?
The release of the new album is planned for this year. Sonically, I believe it is a solid step forward. This time everything will be way more diverse and deep. The record is loaded with food for thought if you are willing to surrender to it. That’s all information I can share right now.
This interview was originally posted here. Learn more about @undungeon here: http://undungeon.com/
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sfts
Once upon a time in a far away dimension...
Artisan and his tent.