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Deep in the heart of the Alaskan wilderness, Irving Dynamics has built the world’s largest Hadron Collider, which they hope to use to harness Dark Matter energy. But when the facility comes under a surprise and sudden attack, leaving the base crippled and many within it dead, the last hope for the future of human civilization is in the hands of Amber Kingsley, a disgraced former Army Special Forces officer.

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Name Change:

Officially as of today we're going with Shatterpoint Eos Rising. Over the next 72 hours you'll see of all pages change to reflect this change. "Dark Storm" has been a fun internal name but its just too congested for us in terms of how many games use it currently.

Center Area Adjustments

At Fenrir Studios we pride ourselves on transparency and self reflection to ensure we are always going about things the best way possible. In some cases we've had to completely stop and change/rethink how we approach certain things to ensure we learned from previous mistakes or just were doing it as efficiently as possible. When we've had to we will tear down entire systems and ensure they are functioning the best they possibly can. Over the next few months into April and May we will wrap up internal testing and transition to gathering applications for external playtesters as with honoring any previous playtesters we already have on our Public Discord and our Private one for developers.

We wrote a "Job's" system for basically just processing tasks that the Irving staff might do during the early stages I.E patrolling sections of the base, talking,sittings and eating to help populate the facility. We also are in the middle of implementing a method of have a transporting Sya info AI that walks around that talks to NPC's and the player and relays world information at times when the player requests it.

Play-testing/Internal Playtesting:

Over the past few months since our last post in January we've been focusing on improving some base systems that our system is comprised of I.E better helper tools for level designers and game designers and better error checking. I.E The process of how new patrols are added to the levels from how doors operate and check the players current quest progress. We've been learning from our mistakes and pushing forwards to improve the tools our artists work with on a daily basis and take their feedback and criticism to improve them.

We've also taken to breaking up the prop modelers into separate groups processing over some problematic assets attempting to squeeze every frame back to the play sessions. We finally have a steam internal build and we can safety say we can now play through the first hour of the game with a few problematic sections still occurring causing instability/crashes we are addressing in the last 2 hours of chapter 1.

We've have a renewed focus to ensure we are playtesting and debugging the games to resolve dozens of crashes and issues we've encountered.

A crash one of our level designers was encountering via stack overflow in their failed move logic. We've been extensively testing all paths of gameplay and looking for issues such as this. Obviously we cant catch them all ourselves but we'll certainly try and bring in external testers around July-June to help us polish and work with the team give us feedback on how they feel about all aspects of the game.

We've also been working to get our final character creator system finalized by the 30th internally to make sure all characters look unique and to remove odd things such as skinning errors as seen with the characters hair randomly flipping around in the screenshot above. Heck we've even taken to updating and improving out quest objective tracker to ensure you know at all times where to go for your currently tracked quest.

We've also taken to developing some UI elements for the cover system to give better visual feedback to players on what is currently avaible to them action wise and we're hoping to implement them in the internal builds on steam over the next few weeks.

We've had some issues with relying on AI not having the proper logic so we've been working on an Ancile AI to enable the two sides to fight a bit more without relying on cheap tricks. Derek worked on them briefly but im sure they will require more attention for sure as we work closer to polish to ensure they are working properly

I think over time the center area will get a lot better to really being an amazing first vista with the music and final edits. Heres a quick preview!

Not to mention we've also had some sillyness related to AI and the various AI that have "Jobs" in the starting stages of the game. Spawning in various wrong directions and just our correcting and ensure they always work.

If i had to sum up some of the errors we run into as we work to polish things up i think this video would perfectly sum that up

Concept Art

Ashley our brilliant Concept art lead has been working on cutscene art you'll see on ambers personal background on her PC during the intro. Heres a quick W.I.P of that! Again these are works in progress and will be tweaked and worked on all the way up to release for the intro sequence.


Cut-scenes are progressing slowly but with great progress in respect to the level designers as they key and setup all the various ones in the sequencer tool but we cant show any of that because well spoilers! =) We've been studying how cutscenes are created in various other triple A games and how lighting/cameras are composed and cuts created . Its still very much a work in progress but we cant wait to show you guys the finals for those that get in during playtesting and for the others at release.

Studies into other games and how they handle their cutscenes this is an example from Evil Within 2

Discord and Dev Community Server (All are welcome!)

What we're trying to do by opening up a public discord for people that are interested in the game to talk to devs and follow news and to make a hub for our patreon to talk with us. If your supporter or patron message a dev or post in the chat so we can verify it and give you the proper tag.

Team Discord ^


Due to our game being a royalty contract. (You get paid after the game is released based on how much time and work you put in), we often have people drop out randomly at random intervals as life demands. For this reason we are almost always looking for new people to bolster our ranks and join the Fenrir Team.

If you are interested, please check our post here for more details.

Other Ways to Support our team

O and remember, buying the VR Missions helps keep our server infrastructure up helps us keep developing the game. It makes our lives as indie developers that much easier. If your not interested in the VR or already have it check out our Patreon by clicking the image below. Thanks for following us and we hope to have a solid release soon next year! Also we'll be looking for QA testers to test performance and gameplay! So watch Indiedb closely!

A Link to our Team Patreon! ^

2017 in review and whats to come! Updates #17

2017 in review and whats to come! Updates #17


Over the past year we've had quite a few successes and failures! In this article I will attempt to catalog and go over these events and give some insight...

Sometimes We Need to Go Backwards Before We Can Move Forward Updates #16

Sometimes We Need to Go Backwards Before We Can Move Forward Updates #16

News 3 comments

Over the past 2 months we've been using extensive profiling and memory analysing tools to ensure we are properly utilizing all computer resources available...

New Weekly Dev Blog Animation and Programming Updates #15

New Weekly Dev Blog Animation and Programming Updates #15


In this dev blog we go over how the animation division is progressing and programming in their respective dev videos this week.! New dev Updates are now...

Dev Update #14 One Step Closer to QA Testing | Public Dev Discord Server

Dev Update #14 One Step Closer to QA Testing | Public Dev Discord Server

News 1 comment

In this Dev update we go over the hurdles we've gone through over the past few weeks and update our community. So Stay tuned we have a lot to go over...

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Dark Storm: Shattered Dreams

Dark Storm: Shattered Dreams

Full Version

Lauren Kingsley is on her way to the Daedalus Space Station in order to begin work installing a new defense network that will link hundreds of satellites...

Dark Storm VR Missions Kickstarter Release

Dark Storm VR Missions Kickstarter Release

Full Version 7 comments

Dark Storm VR Missions Dark Storm: VR Missions, developed with UDK is a fully realized project that plays more like a single player game than a modest...

Draft Sketch of Amber for Developer Video Blog

Draft Sketch of Amber for Developer Video Blog

Wallpaper 1 comment

For the first time and on a now weekly basis we will be updating the Indie/Moddb site Friday with a new development video from a random division. But...

Dark Storm Wallpaper

Dark Storm Wallpaper

Wallpaper 2 comments

Dark Storm Wallpaper Amber Holding off Advancing Russian Specnaz

Comments  (0 - 10 of 260)
JillValentine69 - - 5 comments

Whens the expected release date of this title? i love stealth titles like the ones you mentioned and are using SO MUCH inspiration from so i'm super keen!! Screw Ubisoft! bring on Dark storm!

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Silmarill_SK - - 362 comments


The game characters (and also the dev team!) lack ethnical diversity.

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OnyeNacho - - 1,347 comments

**** that ****. Their game, their rights, their power.

Deal with it.

Reply Good karma Bad karma+4 votes
Shia_Surprise - - 9 comments

Also their tasers look like corn grippers, not very diverse seeing as though i google three pictures of corn grippers and not one of them looks different then taser from update. very bad ethic. Also I feel she-hulk is a straight rip from marvel i dont appreciate plagiarism.

Reply Good karma Bad karma-1 votes
Shia_Surprise - - 9 comments

nvm i found one that doesnt look like taser, its corn grippers that look like corn kernal. Sorry my mistake. Evidence here, No bad ethic


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duck354 - - 419 comments


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CactusHead - - 2 comments

Hey, looking awesome! I'm not sure if you would need it or if you're already 'hooked-up', but I would love to score some tracks/songs for you and your game! If you are interested, I can show you some samples of some of my work. You can email me at:
_____ _______ _____ _______ _____
cactusheadcontact[(at)gmail.com]. <-The at symbol didn't work xD
_____ _______ _____ _______ _____
Thanks, and good luck with your game! :)

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nathanpinard - - 5 comments

We currently already have a composer and sound design at the moment. Thanks for your interest!

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CactusHead - - 2 comments

Okay, thanks for letting me know! :)

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peekaboo0 - - 1 comments

Two things that really annoy me- repetitive enemy responses ("must be my imagination!" or "she's here!") and Amber's animations. I hope her running/walking animation will be better, because for now it looks very basic.

Anyway, the game looks great and I can't wait for it!

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Dark583 - - 204 comments

o you've been playing the VR build on steam? duely noted :D

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Latest posts from @adarkstorm, @darkstorm


Jan 5 2018 by adarkstorm

Dark Storm Ascension/VR Dev Update #7 Indiedb.com

Mar 8 2017 by adarkstorm

The Story So Far…. New Years Update! news - Dark Storm Ascension Indiedb.com via @indiedb

Jan 3 2017 by adarkstorm

RT @EA: @adarkstorm Hi, great that you're interested. We have a blogpost here Goo.gl and will provide more info in the future.

Jun 27 2016 by adarkstorm

VR missions is up for the Summer Sale on steam! Grab your copy today for 4.99$ Continuous updates every other week!

Jun 23 2016 by adarkstorm

Hello everyone today 1pm PST. our weapons modeler Adrian is going to be streaming on twitch Twitch.tv T.co

Jun 19 2016 by adarkstorm

Dark Storm Ascension Novel on Amazon now, check it out! Tinyurl.com T.co

Jun 10 2016 by adarkstorm

Checkout it out our weapons modeler Adrian, he's currently working on the weapons attachments come say hi :D Twitch.tv

Jun 5 2016 by adarkstorm

The level dersign stream is over now, thank you to the people that hung out with us for the past few hours <3 T.co

May 24 2016 by adarkstorm


Dec 12 2006 by darkstorm