Make shorter games with worse graphics and fewer shareholders
09.10.2025 19:21 β π 1841 π 526 π¬ 24 π 34@projectkvasir.bsky.social
An indie PS2 style stealth action game by @arvy.bsky.social @froshadowing.bsky.social @dzhukov.bsky.social inspired by Splinter Cell, MGS Peace Walker and Hitman: Contracts Demo coming soon! https://store.steampowered.com/app/3285390/Project_KVASIR/
Make shorter games with worse graphics and fewer shareholders
09.10.2025 19:21 β π 1841 π 526 π¬ 24 π 34When you think nobody's watching...
πSound On
#screenshotsaturday #indiedev #gamedev #unrealengine
Testing the new cover system
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Working hard on making sure NPCs can reason about and dynamically select beneficial vantage points during combat, using Unreal's EQS
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"...and I'll look down and whisper 'No."
Slowly but surely the demo level is coming together - this garden area is being crafted with the help of Scythe, Unreal's landscaping tools and external tree meshes
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We have projectiles now.
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Is this really an immersive sim if you don't have bathrooms?
Slowly but surely we're populating the game with various different interactions and scenes for the player to discover.
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The Infiltrator gets an updated look!
We've polished up the player model to be on par with the other NPCs. The idea is to make the other skins available for selection in the full release (with additional looks available later).
#indiedev #screenshotsaturday #stealth
Just make it exist first, you can make it good later
An evolution of the Big Katch office lobby, featured in the first mission. It started its life as a Blender sketch, and was then recreated in Unreal (with the help of Scythe)
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Doing research on how to best clutter office spaces in our game. Hit us up with you favorite example (game or actual office).
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Finally we have mechanics for tasering someone in the balls.
16.08.2025 11:29 β π 10 π 2 π¬ 0 π 0Yes, you can hit them where it hurts
16.08.2025 11:27 β π 13 π 1 π¬ 0 π 0Fresh out of the oven:
16.08.2025 11:26 β π 3 π 0 π¬ 1 π 0Our game features non-lethal stun gun, where takedown speed depends on the target and hit location.
A headshot instantly stuns most enemies except heavies. A torso hit stuns weaker guards with a delay, while masked guy wears a vest & wonβt be stunned at all
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For a stealth game it's incredibly important to introduce NPC reactivity.
In this case the guard notices that the door has been opened, when it should've been closed. We're working on more objects that the players can interact with!
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Weapon UI update
Revising the look of the slots to bring clarity, accommodate for longer weapon names and distinct selected state
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oh
29.07.2025 04:50 β π 3 π 0 π¬ 0 π 0Weβre incredibly happy to be using Scythe for level design in Project KVASIR, itβs an amazing tool
27.07.2025 09:58 β π 48 π 4 π¬ 1 π 0Works as intended!
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A proper oldschool skybox
This is like a real game now or something!
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"...a certain microwave casserole"
@dzhukov.bsky.social is hard at work on the interaction system and how it integrates with AI reactions. Sound on for this one:
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PROJECT KVASIR :: Tools of the Trade
π₯P90 - one of the most stylish guns around
Model by the mighty @diroffus.bsky.social
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Adjusting the UI after testing how it gels with the game environment. Also making it a bit more compact for more elegance and readability!
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Some of the UI mockups from our game, channeling the Y2K-era spy thriller vibes
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Screenshot of a Steam-themed Windows XP desktop. Netscape and Winamp can be seen running. This is a recent screenshot, captured from VirtualBox.
Party like itβs 2004.
07.07.2025 17:06 β π 127 π 31 π¬ 7 π 1Hah, we are very much inspired by some parts from MGS2 and Zone of the Enders 2!
As for the period specificity - we're still figuring this out, however our UI is already designed to support 4:3 :)
"There are certain things that cannot be contained in digital information."
Sharing a concept for simulated VR training space in Project KVASIR
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Fortnite lobby be like:
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Trying out different lighting set up in UE5.
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