Worbital is a real-time artillery strategy game, peppered with a heavy dose of cosmic chaos. Spun off from the turn-based Interplanetary, Worbital attempts to realize interplanetary war in real-time, emphasizing hype-filled gameplay and gravitational destruction. Each player commandeers a planet, building support structures and increasingly powerful weapons. The goal: be the last civilization standing! With the shifting gravity on your side, aim your cannons, blast your enemies and enjoy the fireworks! It is unshackled from the grounded and deliberate style of its predecessor, in favor of unrealistic fun.

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Art Style Update


Hey, everybody! This week we’re putting out a little update on the Worbital art style development.

Our priority missions right now are building the essential tech for the game and defining graphical style of Worbital. While the first one is obvious, you might wonder about the art style changes—why are they needed? We had the mock-up graphics done for the reveal teaser (see above), but our work wasn’t done there. A big factor was the time pressure before the unveil. We were set to premiere the teaser during the Northern Game Summit, which allowed for limited time to revise the art style. A semi-polygonized look seemed like it would fit the general feeling of the game and the assets for it would be fast to produce, so that’s what we went with initially.

Worbital Concept HotKnife

Once the announcement rush was over, we had some time to think ahead. Polygons were tricky: they looked good on close-ups and big objects, but when zoomed-out they were messy or just disappeared completely. After some consulting within the team and with our peers, we decided to ditch polygons to achieve a more unified style.

An important thing about Worbital’s initial style and also something people have noticed a lot is its colorfulness. The new style attempts it in a different way, shifting the color from the planets and the backgrounds to projectiles and explosions. Ba-BOOM!

Worbital Art Style Mockup

Above is a screenshot showing off the current progress. What do you think?

So, that’s what’s up. A more extensive article about the art style development is coming later, so stay tuned. You can read our first feature telling about the origins of Worbital in our blog.

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Latest tweets from @worbitalgame

RT @Jamesac68: As it turns out there's no such thing as too much #screenshotsaturday, but it does make picking the ones to feature… T.co

18hours ago

Strategy-schmategy. Worbital is all about shooting enemy planets till they explode. Simple and elegant, isn't it?… T.co

Dec 9 2017

Here’s a view of early structure graphics in Worbital. This is how railguns and lasers look at the moment. Texture… T.co

Dec 2 2017

Is it Langoliers?! No, it's just an explosive chain reaction annihilating the whole solar system. #gamedevT.co

Dec 1 2017

Mmm... It's just so satisfying to watch the planets explode one by one in the chain reaction. Also, this is our fi… T.co

Nov 29 2017

Recently we posted about our development progress, explaining why we decided to rework Worbital's art style:… T.co

Nov 27 2017

Here's our progress at refining the Worbital art style. What do you think? #screenshotsaturday #gamedev #indiedev T.co

Nov 25 2017

We are now spreading cosmic chaos on Instagram. Come join us! Instagram.com T.co

Nov 24 2017

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