Hello!
I am Anton, a solo indie developer from Sweden. I want to show a game that I have been working on for the past 4 years. Started in Godot 3, then ported to Godot 4 last summer!
Here is a reveal video of a section of the gameplay:
Here are some screenshots of the environments:
Forest caves:
Swamps:
Inside a growth of viscera:
— The Premise / Story —
After the arctic melted, claimants began drilling the newly exposed skin for metals and oil. Among with the smog of machinery and under the feet of men, Earth exhaled something never before seen. A substance stimulating cell division assailed the air around Terra, causing lifeforms to die riddled with tumors, only to have their bodies be reborn into new organisms and die again. Over and over.
Hurried scribbles of scientists and paniced governments preceded the bloody spiral that would eventually end the world.
You play as one of two dying survivors. Regular people who have taken it upon themselves to hunt down the source of this misery and end it. So that whatever life evolves to replace mankind in the far future has a chance.
— The Gameplay Loop —
The gameplay is divided into three parts. The dungeons, the camper van, and the map.
When a new game launches, you start in a randomly generated dungeon with handmade rooms such as this:
It is nighttime and here you navigate the dungeon, exploring, searching for supplies and keep an eye and ear alert for any monstrous abominations that wander the world. Avoid them, fight them if you must and know when to flee.
If it gets too dangerous, head for an extraction which takes you back to your camper van and advances the time to the morning.
Here you use the supplies you have found to cook food, patch up wounds, cure ailments and craft equipment like weapons and upgrades for the van.
Once satisfied, you go over to the map as shown below:
Every day you have movement points to navigate the map with. As you move, dungeon opportunities and events reveal themselves. (The above screenshot shows a player contemplating risking an event)
You complete objectives taking you closer to your goal and when daytime is over and night falls, you pick a dungeon opportunity and risk your life for vital supplies once again.
Dreadveil relies on atmosphere to deliver its experience. The game is slow paced with spikes of explosive and chaotic moments at times. Sound and lighting play significant roles in the varied and moody dungeon environments taking place in cities, forests, swamps, harbors, Antarctic stations and inside enormous living giants.
Finally, here are some artworks made for the game:
These were made as 3D renders and painted over.
Main artwork:
Loading screen artwork for the dungeons taking place in cities:
Splash artwork for when you reach Antarctica:
All assets including audio, art, and code is made by me. No AI!
This game has been submitted for Godot’s 2024 showreel.
Slated for release 2025!
Thank you for your time!