Let’s talk about Megasphere. Does it have an awesome pixelated design? Yes. What about eerily creepy, randomized environments? Check. Permadeath and tough as nails enemies? Check.
Physics-based gameplay where everything affects everything and you can destroy pretty much anything you can shoot at? Che-wait, what? But, also, yes.
Megasphere is an indie baby being nurtured by Russian designer Anton Kudin, of whom I had not heard of until last week on Twitter. Why aren’t other outlets flooding us with information about this beast of a game?
Anton Kudin is a Russian designer whose work is mostly geared towards i0S/Mac apps and websites. Browsing through his portfolio you’ll see the guy has a knack for making things look sexy and you can follow his game development on Twitter.
Maybe it’s because the game is currently in pre-alpha stage, which feels like a term meant to describe a super thirst trap of a game, but look at the sweet trailer above and tell me you’re not salivating through your eyes. Do it. I dare you.
Kudin has been hard at work on an alpha which he intends to release for free to those who subscribe in the game’s official site. That in and of itself is pretty awesome, but what keeps me hooked is watching his responses to people on the game’s devblog, where he goes into detail about how he accomplishes some of the effects for Megasphere’s weapons, lightning and other elements. It’s not only a nice place to follow the game’s growth, but to learn something about Unity development as well.
Currently the aim is to release on Steam, but hopefully consoles as well depending on people’s reaction to the alpha release and pre-orders. In the meantime, we’re promised there won’t be any tutorials and just like any other roguelike worth its salt, we’ll have to learn about our surroundings by good ol’ fashioned observation and dying a lot.