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Shadows of Synthia (SoS) is a multiplayer 3rd-person shooter being developed by a single developer in UE5. It is a dark, mature cover-based shooter in which you take on the role of a gun-wielding Magical Girl seeking to appease the Shadows who dwell in the sunless City of Knowledge, Synthia... with blood. Customize your character before utilizing a fluid cover movement system and unique Ether abilities to enhance your weapons and gain a tactical edge in combat. SoS will include various PvP modes supporting up to 8 players, optional story content, and (hopefully) PvE content post-launch.

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Shredder Rounds, Ether Mode, & Crosshair Updates (DevLog #15)

Shredder Rounds, Ether Mode, & Crosshair Updates (DevLog #15)

News

"Show don't tell", as the saying goes! In this article, I show off a collection of gameplay updates that have been completed and never shown, including...

New Scope, a Modular Character Model, and Rising From the Hiatus Ashes (DevLog #14)

New Scope, a Modular Character Model, and Rising From the Hiatus Ashes (DevLog #14)

News

In which I discuss coming back from a hiatus, the new scope of the game (features that have been changed, etc.), and creating a modular character model...

Magic System, Focus, and Payouts (DevLog #13)

Magic System, Focus, and Payouts (DevLog #13)

News 2 comments

Summarizing the work I've completed implementing the beginnings of the "magic system" (aka Ether Abilities), the Focus ability, and the payout system.

Sound, VFX, and Ragdolls... Getting Back Into It! (DevLog #12)

Sound, VFX, and Ragdolls... Getting Back Into It! (DevLog #12)

News

An overview of the work I've completed this past week on my first pass at weapon/movement audio, new visual effects, and cleaner handling of ragdolls.

Maps, Menus, & Basic Lobby System (DevLog #11)

Maps, Menus, & Basic Lobby System (DevLog #11)

News

In this article, I show some of the new environments I'm putting together to better facilitate testing various game systems, as well as the beginnings...

Refactoring & REST APIs... oh my! (DevLog #10)

Refactoring & REST APIs... oh my! (DevLog #10)

News

Update on how the networking work is going, my REST API application, and some code refactoring I finished yesterday.

Magic System Design & HUD Prototype (DevLog #9)

Magic System Design & HUD Prototype (DevLog #9)

News

In this article, I run through my initial HUD prototype and the basic structure for how I'll be implementing the Magic System in the game.

Magical FX & Crosshair Feedback (DevLog #8)

Magical FX & Crosshair Feedback (DevLog #8)

News 2 comments

A brief look at my prototype crosshair system, some FX I've created to provide more visual feedback to the player, and the first-pass implementation of...

Cover System - Advanced Cover Movement & Inclines (DevLog #7)

Cover System - Advanced Cover Movement & Inclines (DevLog #7)

News

Implementation details for move out of cover, SWAT from cover-to-cover, and vault cover while sliding. Also a high-level overview of how I got cover movement...

Cover System - Peeking Around Cover (DevLog #6)

Cover System - Peeking Around Cover (DevLog #6)

News

Brief summary of my work the past week on getting peeking around cover and left-handed animations implemented.

Cover System - Vaulting Cover & Efficient Movement (DevLog #5)

Cover System - Vaulting Cover & Efficient Movement (DevLog #5)

News

Some details on my vaulting cover implementation, additional decision on how to handle aiming in cover (and why the decision was made), and new options...

Cover System - Adjacent Walls & Aiming (DevLog #4)

Cover System - Adjacent Walls & Aiming (DevLog #4)

News 1 comment

Talking about my implementation for moving between adjacent walls of cover, aiming in cover, and a serious headache that had a simple solution.

Cover System - Basic Movement (DevLog #3)

Cover System - Basic Movement (DevLog #3)

News

Brief discussion on some updates I've made to my original cover system implementation ideas, and details on where I'm at with movement in cover.

Cover System - Design Philosophy & Implementation Ideas (DevLog #2)

Cover System - Design Philosophy & Implementation Ideas (DevLog #2)

News

Talking about my design principles for the cover system, the next big system that needs to be implemented in the game, as well as some initial ideas for...

Handling Third-Person Perspective Shooting (DevLog #1)

Handling Third-Person Perspective Shooting (DevLog #1)

News 1 comment

My first post on the game! Article talking about how I'm handling my line traces to deal with pesky third-person perspectives in shooters (especially...