From the award-winning Italian pen and paper R.P.G. Sine Requie, Snake Eyes is a Horror-Thriller R.P.G. with survival elements.
Coming from the Latin word for soul, anima, to animate is literally bringing something to life. In this blog post, we are discussing how to revive our...
dev diary: combat reanimation
We released the one hour demo for free on different platforms, reaching many players that gave us interesting feedbacks
dev diary: the inquisition is always listening
The Inquisition reports have been missing for a long time, but fear not: our faith in the project is still as strong as before!
dev blog: if you're here, give me a sign
In order to cater to the needs of different players, Sine Requie Snake Eyes features four different difficulty levels, each coming with added horror and...
dev diary: difficulty
Greetings, Inquisitors! This Devblog will give you some insight into Sine Requie Snake Eyes' different game modes: indeed, the game allows you to face...
dev diary: choose your own impending doom
Greetings, Inquisitors! At the end of our past dev-blog, we were left with the question: "Are videogames doomed to linear and unchanging stories?" Today...
dev diary: smoke and mirrors
We return with our dev-blog series on managing choices and consequences within Sine Requie Snake Eyes' story. This time, let's talk about the structure...
dev diary: graphs, trees and ineluctable fate
Good day to you, Inquisitors! This week our Dev-blog will not tackle the second part of our "Choices and Consequences" post, but rather engage in a little...
dev diary: map genesis
Greetings, Inquisitors! In our past dev-blog we introduced a new subject: the way we handled consequences stemming from player choices within Sine Requie...
dev diary: choices and consequences
Greetings Inquisitors, this will be the first in a series of Dev-Blogs aimed at discussing how we managed the choices-and-consequences aspect within "Sine...
dev blog: magic realism
After listening to the community's opinions and considering all the suggestions we received both online and during conventions, we have worked on some...
dev diary: combat fix
Movies, just like paintings, were quite the source of inspiration for Sine Requie: Snake Eyes. Many plot elements and characters have been influenced...
dev diary: cinema & spaghetti
One of the demo's next updates will feature the Chapter End Summary, which we are currently working on!
dev diary: chapter end summary
In "Sine Requie: Snake Eyes" you'll have to pay close attention to the Mental Sanity of your characters given how stress, shocking experiences and...
dev diary: madness and levels
Each character in "Sine Requie: Snake Eyes" is defined among other things by a series of Traits that may help or hinder them depending on the context.
dev diary: traits
Your mission will be of utmost importance, and you will often face the dangers of Night along the roads of the Sanctum Imperium. "Sine Requie: Snake Eyes...
dev diary: night/day mechanic
We are currently working on adding random encounters! While encounters at key locations will be strictly tied to your choices, some adventures (or misadventures...
encounters on your journey
Currently working on a chart for the Brothel blitz at the beginning of "Sine Requie: Snake Eyes"!
update: fowcharts for the brothel blitz
In Sine Requie, to valorize players choices, the game auto-saves every time a narrative section is over. In case of the Inquisitor Mazzoni unfortunate...
dev blog: save system
We like cards more than dices because their results do not reset at each draw: cards in a deck are like limited resources that players need to manage...
tarot cards
As the demo is now available on steam too, we updated it to correct bugs and grammar mistakes.
steam demo for snake eyes is now available!
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