Inspiration

We draw a lot of the atmosphere from Shadow of the Colossus. The vast world, the vague history and purpose of your path, all culminate to some illusive story that draws you in. Combine this story element with strong physical VR presence in-game, along with players working together to expand the Refuge Supply Pool and building an enduring community, and you have a recipe for an enthralling game.

What it does

With our multiplayer direction, the design incentivizes players to be mindful of community resources - as it costs the player base to send someone to test their skill in the Burning Sea, where they prove themselves by conquering towers with our custom full-body character controller.

How we built it

Our concise team of two has been working on the custom character controller & networking solution for years now. The experience is built on several interactions with players in-person, from conventions to in-house playtesting. We have always begun with the foundation of fun.

Challenges we ran into

On the technical side, creating a custom character controller is an effort within itself. We've also been challenged by physics limitations in-engine. Artistically we've spent a very long time balancing story-telling with an engaging game design.

Accomplishments that we're proud of

We're proud of creating an imposter rendering system that is capable of rendering "infinite" number of objects on mobile hardware.

What we've learned

Regardless of whether you are operating one VR headset or six, it takes a team to run large-scale VR experiences. We've attended several conventions, now, to showcase our project. Each time we outdo ourselves, and each time the audience interest fills our schedule entirely - and that takes a lot of support!

What's next for Khamsin: Ledge of Glass

We have our sights set on and early access build in the spring, with the intent to generate interest and revenue for the process of feature completion, seasonal content, and large-scale multiplayer engagement to follow.

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