Studio Update and Title Announcement

Hello Hello!

Let us start off by saying - yup, we got quiet again! It sucks that has become slightly characteristic of us. But as a team, since early January we’ve been the busiest we’ve ever been. Safe to say, Leviathan is in full force! Doing what though?!

Well, we’ve been under NDA and so haven’t been able to talk about it. But, I am happy to say that we are developing a small indie game code named Project Illuminate that will be out later this year!

To answer the first and obvious question, no this is not Project Lodus, Project Lodus related, nor does it take place within the same IP as Project Lodus. This is a new title, a new IP that will be out very soon. Due to the NDA we are under we can’t go into details but we can say - if this indie game gets the kind of attention that we hope it will get, it can make waves. It sheds light on pretty heavy issues and does some pretty cool stuff. To answer the second most obvious question, Project Lodus is still considered Leviathan’s main project, it is still our dream, and it will be made!

In the grand scheme of things Project Lodus is not a “big” game. 8-10hrs is not a very long time to play through the main campaign. ARPGs can be very profitable and well-received (as Runic has shown with Torchlight, Grinding Gear recently with Path of Exile, and Blizzard of course being the Diablo kings despite their recent missteps), but for a start-up indie company with everything to prove, the price tag that comes along with Project Lodus is tough to swallow for those with the checkbooks. We’ve been bootstrapping this development for two years and that will not stop. We will not cease, we will find a way to continue. And right now the best and really only way to keep moving forward is to prove ourselves as a studio.

If we can prove ourselves we can help to legitimize our ask for Project Lodus. Unfortunately Leviathan as a whole can’t live off of ramen and water and get this thing done - though we (Hans and Garrett) have already done much of that and only survived as long as we did due to the support of our gracious families. The other thing that has been keeping us from developing Lodus for free (or sweat equity, as it’s called) is that our programmer has thus far been playing the part of the Spinal Tap drummer (look it up :-P). We bear no ill will, but due to life circumstances we’ve gone through about 3 programmers thus far. I’m happy to say that the programmer that did our Lodus E3 demo is on board again as the lead programmer for our current game. But we are still hoping to find that programmer who can share in the passion for this project and Leviathan in general and be our permanent Technical Director.

I sincerely hope you all get where we’re coming from and are excited to see what we can do as a studio. We’re in active development. We’re getting the kinks out as a studio. What we’re working on will be out later this year and assuming we can pull this off, we can get a great light shone on ourselves as a company and by extension Project Lodus. We truly and honestly believe this is the best thing we could be doing for Project Lodus in the long run. Lodus is our dream - we meant that when we said it! It’s our goal, our passion and we will make it happen. And when we do make it happen, it’s gonna be a kick ass game because of the path we’ve taken. Right now that path includes releasing Project Illuminate for you all on Steam for PC and Mac later this year. Which, we have to say we are really stoked for!

So- that’s the announcement for today. We’ll have many more announcements as they come through, both as a company and for Project Illuminate specifically. We have a full pipeline of stuff happening now, so get ready for more posts and announcements than you’re used to! Ha. And lastly, on behalf of Leviathan as a whole, you all are freakin’ amazing. Thanks for sticking with us and once again, we can’t wait to show you what we’re made of. :)

All the best,

Hans, Garrett, and the Whole Darn Leviathan Team

[you can also read and comment on facebook or our forums if you prefer]

Introducing our first community challenge!

Do you have some awesome combat moves ideas for the characters in Project Lodus? We’d love to hear about them! As we continue to craft our combat system, we want our community to be integrally involved in that process. We will be active on the forums taking suggestions and discussing possibilities and after we’ve got a pool of good moves, Hans will be trying them out on camera for you to see. From there, we will continue to evolve the moves until finally we have a set of them to create in-game!

Learn more of the details and join in on the open discussion in this thread on our Leviathan forums. See you there!

The Junkbot returns, new and improved! A bot converted into combat mode from cobbled together bits, he’ll be a low-mid level enemy in Project Lodus. Art by Michael Hanfling with coloring and additional art by Garrett Schultz.

We’re proud to reveal our revamped Project Lodus playable characters! These represent our current stylistic direction much better and this time have an early pass at gear styles too. Lloyd Hoshide did an amazing job on the art. A little more info and a 1080p version here.

New Project Lodus concept art by Blake Rottinger. The village of Meridian on the planet Lodus - where our playable characters come from. 1080p wallpaper size here.

Important Cyberpunk News Bulletin

Last night was a momentous occasion for our art director Garrett, who’s inspiration blog was tweeted by the legendary William Gibson. You may know him as the author of Neuromancer and many others, the coiner of the term “cyberspace,” and for being credited as the father of cyberpunk. Needless to say, Garrett flipped out about this as his blog exploded with new cyberpunk fans’ attention. Just thought you’d want to know William Gibson is watching!


You can see the glowing review that Gibson retweeted here.

Art Director Garrett here. In celebration of my birthday today, I give you (far ahead of our internal schedule) Project Lodus WIP mockups! Top is the standard intended in-game view, bottom is with momentum mode engaged. Read more about it and see 1080p versions here!

Project Lodus enemy robot sketches by Lloyd Hoshide

Project Lodus enemy junk bot variation sketches by Michael Hanfling

Our Design Director Hans in action today while we were working out more choreography for our main characters. Here he’s pulling off a butterfly spin planned for Project Lodus character Vulcan. Badass, no?