Celebrating Seven Years

Two new abilities (Hydrosurge & Ironwright). Rituals granted through choice selectors. Map polish, bot avatars & behavior improvements. Physics props and much much more!

Welcome to the 2020 Spring Post. I have been regularly at work improving Attunement. Take a look. Patch Notes Improved enemy navigation capabilities (seek elevation, destination nav while facing a target) Twenty tracks of combat music (not custom made, but a big step forward) Better bot conveyance in the loading screen New reusable assets to […]

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A long awaited feature for Attunement is that of non-human competitors. One of the biggest risks for Attunement is that of being a ‘multiplayer only’ game. It is a dangerous siren song to make a multiplayer game. It’s fun at conventiosn but the moment a player has no friends nearby, you have a useless piece […]

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Hello everyone, Palmer here, So two of us (Dillon & Palmer) spent the last week down in California at GDC! For me, it involved showcasing the game at the 4th annual GDC Playtest and Prototype Night. GDC I did get the opportunity to talk to several game publishers and learn more about that process. I’m […]

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Greetings! Progress has been steadily moving forward on a myriad of smaller fronts. To Start: Discord We now have a Discord server: [https://discord.gg/Kw9g2XM] Feel free to join up, hang out! Swing on by if you’re interested in Attunement or in a friendly game development community! Loadout Builder An improved loadout builder has been a long […]

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The past year has flown by. Been pretty busy with my job, but a slew of improvements have come down the pipe. Quick List of 2017′s improvements New Ability Candidates: Void Zone, Hunters Trap, Wind Slash Terminus: New close quarters map Design Checkups: Tuning unhealthy abilities, smoothing rough spots Ritehaven: Playable main menu Code Refactoring: […]

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Hello everyone, Jarell Pryor here! I’m the Environment Artist on Attunement: Power of the Gods. Here’s a brief overview of our design process behind the aesthetic of the map Cliffside. The Start I was tasked with developing the overall visual concept and details for this level prototype that I was given. Palmer and I playtested […]

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