Without further ado, we are very happy to announce that 'The Forest' is now available on Steam! We are extremely honored to have been a part of this ambitious project by Endnight Games. The Steam community has shown amazing support for our very first alpha release.
If you haven't had a chance to get lost in 'The Forest', it is $14.99 USD while in Early Access. Join in on the Discussion in the Community Hub and post bug reports and feedback. This has been an incredible launch and we couldn't be more thankful!
Are you ready for May 22nd? You are about to be thrown into a world teeming with life. No matter what you do, never assume you are alone. Here, take this axe, you're going to need it where you are going.
We're back from GDC 2014 and it was an incredible experience. While we were out in San Francisco the third trailer to The Forest was released!
It's going to be crunch time! Early Access on Steam starts May 22nd and we all want you to have the best possible experience. We've been working on Oculus Rift support and hope to get the new sets soon.
At GDC, Oren and I, got to meet the rest of the Endnight Games crew and we are very excited to be able to team up and bring this game to you. Can you survive the forest?
This is the first year PolyVector and I will be attending the Game Developers Conference, and we couldn't be more excited. We're meeting up with the rest of The Forest team and will be wondering around the expo floor. You can catch all our updates on my personal Twitter profile while we're on the road. If you happen to see a tall guy with curly hair escorting a short chick that sort of looks like a Vulcan, come over to say hello. Hope to meet some of you out there in San Francisco.
It's gonna be a big couple of months here as PolyVector switches gears from working on Sunshine and Shadow Softener to working with the team at Endnight Games on The Forest. It was recently Greenlit and uses Sunshine as part of their atmospheric system. Naturally, we're extremely excited to be part of a game we've been keeping an eye on even as players.
Our very first sale has come to close and we couldn't be more pleased with the outcome. An update to Sunshine has been released bringing mobile improvements and we appreciate all the feedback. We have plebty of things planned for our Unity Assets, but lets all take a break and play Astralis.
We're taking part in The Unity Asset Store Daily Deal! This means you can get Shadow Softener at 70% off its original price today only.
For Unity Free and Pro, use our amazing shadow technology to alleviate noisy built-in shadows for Directional, Spot, and Point Lights. Add it to your Deferred or Forward rendered projects with ease. The documentation is available to peruse so you can ask any questions before giving into deliciousness.
One of our passions here at Punk Labs is video games, and we've had the immense pleasure of getting to work with a team creating an Xbox Live Indie Game. Our part was small, but we are no less proud to have been a part of the magic that is coding and seeing ideas come to life. So, let us present to you, Astralis.
Astralis is a sci-fi shooter that takes you across a vast land ravaged by an alien invasion. Secure vital areas and pass judgement on deserters. What are you waiting for? Go get the demo!
With the recent Unity 4.2 update users developing with a free license have the ability to use hard shadow filtering. We've come up with a way to soften those shadows and add the ability to insert custom filtering. We have both Forward and Deferred (Unity Pro only) renderers covered. Start customizing your directional and spotlights today!
Sunshine! has been developing quickly, today marks the released of 1.3 and thus bringing volumetric lighting to your deferred rendered games.
This has been a huge overhaul as we take all the feedback given to us from developers working with Sunshine! in their Unity projects. You can now use the Light Scattering without Sunshine's shadows for those with too many custom shaders who are happy with the built in Unity shadows. You can preview Sunshine! in the Editor, and many other improves!
Don't forget Sunshine! is also for iOS or Android projects.
Game development has always been our passion, we've tried jumping head first into very ambitious game ideas after our first successful project was released. The reality was, game development is an insane task to take on for only two people. So, we had to rethink how we were going to break our way into this very amazing industry.
Let me introduce to you our very first commercial project for game development, Sunshine!
Sunshine replaces your forward rendered directional shadows in Unity Pro with 4x4 PCF soft shadows, and true volumetric lighting. It will provide shadows on unsupported devices like the Tegra 3, think OUYA and the Google Nexus 7. Don't just sit here reading this, go make your game!
First off, we wish all of you a very happy New Year! And second, please forgive our lack of updates in 2010, it was a rather slow moving year. I thought I'd take some time to let everyone know what we've been up to, and what we have planned for 2011.
This is probably the perfect time to address some questions about RocketDock. We know it's been a long time since a new version came out, but we feel at the current state RocketDock is in, it has left us with a chance to expand into other areas. Development is definitely not dead, but it is still on hold. We only have one programmer. There has been some hashed out plans for a RocketDock 2.0 just to tease you a bit. RocketDock.com is still maintained by us and has a thriving community of artists who share their own creations as well as derivative works. We're constantly taking time out to make sure the site is running smoothly, and users are aware of artists copyright/licensing. We're hoping to be able to give the site a much needed facelift sometime this year.
Right now we have focused all our attention on Dead Shift. When we first set out our plans for Punk Labs we wanted to make games, and with Microsoft opening up the Xbox 360 to independent developers without publishers and huge financial backing, our eyes lit up and we knew this was our chance. It's been almost two years of learning how to develop with XNA and C#, and all the intricacies of Xbox 360. We tried to make it in time for the 2009 DreamBuildPlay competition, but we didn't feel confident in the current state of Dead Shift. We think this year we'll finally have something to show for DeamBuildPlay2011. We want to get Dead Shift out officially this year, and we plan on releasing to the Xbox Live Indie Games market place, as well as available to download for Windows. I can't give a lot of specifics regarding dates, pricing, and hardware requirements right now, you'll have to visit the Dead Shift blog for updates.
So, there you have it. I will try to post more updates this year regarding development and other happenings here at Punk Labs.
With the release of Windows 7 upon us, it is about time you all hear about RocketDock's compatibility. And we're happy to announce that RocketDock works just as expected. So if you're thinking about upgrading, never fear, your favorite dock will run and handle all your minimized windows, docklets, and icons just as it had under Windows Vista.
Just a few quick updates here at Punk Labs HQ.
First up, we're not going to make the Dream Build Play 2009 competition deadline. It was a super ambitious goal, and we just can't compromise on our vision to meet the deadline. Don't worry, we're still hard at work on "Dead Shift". You can find development updates on DeadShift.com.
Secondly, the Punk Labs site has been upgraded to MODx 1.0.0. Everything should be the same, but if anything appears to be out of place get in touch with us.
Microsoft has opened registration for this year's Dream Build Play Challenge and a long time goal of Punk Labs (and even before Punk Labs existed) has always been to create console games. Since we are still pretty small time, a console game was far out of reach for us. With the freshness of Community Games on the Xbox 360 our dream might just come true.
Let it be known that we have registered for the Dream Build Play 2009 Challenge and hope very much that we can make the deadline for finished game submissions. The bad news is that we cannot make a beta available for testing among our ever-so-faithful fans. If you happen to have an XNA Premium Creator account, you might see our game up on the Play Test list eventually. So keep an eye out for progress. PolyVector has a development blog up on DeadShift.com.
For the past month or so we've been working very hard and stepping up RocketDock.com's features. We are really excited to finally have the new site up and running. Here are some of the new features you can find on the site:
- Private Messaging
- Friends List
- Addons listed by:
- Most Rated
- Most Downloaded
- Most Discussed
- Newly submitted files must now recognize original authors and give attribution
- Statistics in User Profiles
- More user profile options
We hope everyone enjoys the new additions. Happy downloading!
We've spent a little time reworking our image converting web application known as "Converticon" to be completely in Adobe Flash. This takes the strain off our servers and allows us to expand Converticon's features. Now you can convert JPEGs, GIFs, ICOs, and PNGs to either ICO or PNG images that are very useful for use as dock icons. Enjoy!
It is always a sad day when you have to put one of your projects to rest. Today we have decided to go ahead and take Mutate offline. While we really thought we had a good idea we know when to admit defeat. The execution was just not where we wanted it. So with a sad heart we bid Mutate a fond farewell.
Our energy right now is being spent on reworking RocketDock.com so we can give everyone a better experience finding addons for our a little dock. When the new site is up we'll have a list of changes and features.
We would like to thank Kauto for submitting updates to UberIcon plugins he has developed. There are new versions of Blur, Break, Ripple, and Roll available on the UberIcon Plugins page. In addition he has created a new plugin called "Explosion" which is also available now for download.
When we purchased the new server to run RocketDock.com we wanted to make sure it would also be able to handle all of our current sites and projects as well. We have been running Punk Labs and a few other sites on a second server due to RocketDock.com's growth and resource hogging. Fortunately the new server is powerful enough to handle everything with room to grow. We are very pleased and are happy to say the major site migrations are over. Both Punk Labs and RocketDock.com have made it and all site features should be available.