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Anduo Report May 2nd, 2025

Cleanse thyselves with news from the creators. This week, we gear up for the threats ahead

Less:

Less has conjured new, beautiful weapons.

These are a few of the variations which we still have not decided on:

Merc is currently working on a 3D version of the weapon to see which one would look better in flesh.

PMPerfect:

Hello gamers!
For this update we were exploring the new area - the Underground passage built upon an ancient sewer system where the Spider-Lady you saw in the previous report would reside. 

Entrance for said passage plans to be dynamic, you would fall and gonna find yourself in this moist, dream-lighted area


Underground Passage structure, sewers can be quite treacherous: the layout we have in mind so far is a tunnel sewer system you have to explore first before going forward with your quest.

New nemesis awaits you here:
Goblins Corrupted by the Spider-Lady. All tangled. We played with the idea that goblins would fall into the passage by chance and once the Lady got the hold of them. They got captured and eventually fall under her control. Initial concept of how it may look, a lot more to play with in it, with more drastic changes upon corruption and some fun new possibilities for interactions ;) 


And lastly, the main location of this area - Spider-Lady lair room! It will be in the mist of sewer system where multiple tunnels gonna lead to: 

At the moment working on a couple more ideas and concept regarding this area and assembling this area in the engine, so later on we would have a playground to test new mechanics.

That’s it from me for this report!
Wish you all a lovely weekend and cya later!

Jugger:

The Erokin is in the details. Jugger goes into nitty gritty details to define our beast:

Highpoly is done:

Low poly in progress:

The finished version of the low-poly model

Mapping in progress. Imagine placing a sticker (that has the textures) on a 3D object, and you need to adjust it in a way that it wraps around the shape, so that it wraps, stretches, and rotates. Next time you play Erokin, you will know that the way textures look nice and just right on characters is because of Jugger!

Merc:

I’m happy with how the head is turning out. I need to style the hair a little more, but so far I really like the shapes and think it will look great when flowing and moving.

I added tons of extra little details across the body. We improved the construction of everything, added proper belts and straps that all connect and link together properly, all the metal pieces are properly banged up and worn.

I took another pass on the breasts to really make them feel like they are cupped by the armor but gently spilling over the sides because of their volume and weight. I’m gonna back myself on the back for these ones, the looks HEAVY. I hope we can add a little wobble to them when she moves!!!

For the armor I wanted to push things a little more. So I started adding elements that reflected some of the themes surrounding this character. I won’t go into my head cannon but the figures in the armor are faceless to mirror the headlessness of Dullahan and her mask.

Swurst:

Swurst has prepared some animations for more action between Alda and one of the guards.

Hey all! Been a touch, huh? Hoping to start ramping back up again and get you all some more of the juicy content you’ve been waiting for! Enjoy these lil previews :P 

Low intensity:

Medium intensity:

High intensity:

Climax animation:

Zanzo:

Zanzo has been working on further improving some of the newly introduced UIs and made some changes in the backstage area so that it becomes easier and quicker to build future UI that matches the quality and visual language of the established UI designs.

A little info to was added to unlocked items, saying where you can make use of them:


Part of the backstage work is changing and optimizing certain aspects of UI elements that have already been in use to simplify the workflow or enable them to be used more widely and making them more versatile. By now a big variety of building blocks have been created that can be used to quickly assemble many of the simpler menus in a way that erokin’s signature UI look is automatically taken care of - for the most part at least. As an example, a building block for numbers with a unit or some other caption has just been added, which ensures that the right fonts and styling are used at all times and the visuals are consistent across the game so that the players can familiarize and easier read and comprehend all the infos that the multitude of menus provide for them.

Rokean:

In preparation for the combat system, we now have dynamic sword trails we can customize for each of Alda’s weapons ( • ̀ω•́ )✧


lady_turkiz:

hi hi, lady_turkiz here! (。・ω・。)ノ♡

I’ve recently joined as a Game Producer to help Bearcore with admin-type tasks and support the team as a whole. From organizing our Trello and Miro boards to helping everyone stay on top of things, I’ve been working behind the scenes to keep things running smoothly. I also act as a bridge between our external artists and the team. ( •̀ ᗜ •́ )و✧

Before I joined, Bear used to handle all this alone—when I asked how he managed, he sent me this GIF ┐( ̄ヮ ̄)┌ Please everyone pat Bear in the comments!

Here are a few snapshots of what I’ve been doing:

I make sure we don't forget any of our random ideas!

I also react with "surprised pikachu" to the artists’ work.

(...plus a lot of less fun but necessary things.)

Anyways, I'm so glad to be here! Thank you for your continuous support~ (づ。◕‿‿◕。)づ

Thank you for attending the vigil, it would not be the same without thy presence.

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