Check out a base, malfunctioning tech, and foreboding caves in the latest Hevn gameplay trailer!
Here we demonstrate a few of the gameplay and narrative mechanics in Hevn. This video represents a work in progress.
Three years in the making. Two devs. One new teaser.
Announcing our first teaser trailer and Steam Greenlight submission.
Facts Beach is a game play analytics webapp. It's meant to be simple to use, but powerful enough to give us a great understanding of how our players are...
HEVN presents a complex narrative that is dripped and hinted to the player throughout their experience, building a detailed world with a history, corporate...
A brief post on how objectives/quests are implemented in Hevn from a programming perspective.
A brief and somewhat technical post on how dialogue is being implemented into Hevn.
Hello there! Here's a brief update on how "low pass" audio filters are being used to help make Hevn sound more immersive.
A brief post about player health, how it works, and the health menus.
This brief post covers how items or tools can be equipped in the game.
Just a brief update on how in-game photographs work and how they can be used by the player.
An update on the concept of "datagraphs" as well as an improvement to the overall performance.
A brief update about how helmets work in the game and how the player can use them.
Here's an update for the past week mostly involving improvements to the physics, some plant textures, and general behavior of critters and bots.
Here's an update on the progress of the behavior for critters as well as security bots.
Just thought I'd share an update on some of the recent progress, mostly with regard to interaction and atmosphere.
Hello there! Here is the latest blog post about how human inhabitants are made.
The Twitter account for Hevn (@hevngame) is finally up!
Blog post about saving and loading the player inventory data in the game Hevn
Blog post about creating and handling the sound for the player in Hevn.
A blog post about how dynamic lighting and shadows are handled in the game.
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