Hello,
As mentioned in our previous devblog we participated in the Gvarados Gamejam which unfortunately did not go as planned.
Gvarados Gamejam
Indeed, on October 21, 2022, we started thinking about a horror game with the characteristics of what we have learned so far:
- Characters custom
- Our own animations
- Animgraph 100% custom
- Gameloop
- Cinematics camera
We also learned how to create a shader during this gamejam, a better use of the ModelDoc “the possibility to take a weapon in each hand” and to publish a game on the S&box platform. Check it out on asset.party !


We wanted to create an endless horror game, to get out of the traditional linear and scripted horror game schema that can be found on the American Youtube « Markiplier, zachbealetv.. ».
But nothing went as planned, to begin with my computer decided to talk to me.
As you can see in this video my computer wants to fly away like a helicopter or it looks like a bee has come and lodged itself in the shell and in the panic I took the decision to dismantle it again and again to repair it.
On the other hand Pol had personal problems that did not make him fit to develop in a good way.
But our biggest mistake was that we didn’t let other people test our game because we were not organized.
We put a lot of effort into making this game, and maybe in the future we’ll work on it again.
This post is not a post to complain, on the contrary, it is to reassure you. Despite our last place, our desire to continue this S&box adventure has grown. We are more ready for the next gamejam!
Monkey Fortress
Back to our main project;
I’m learning the Substance Designer software, I want to use my textures and models to get out of the source aspect by giving Monkey Fortress a very stylized look.



I also realize that level design in my opinion is one of the most complicated pillars in the creation of a video game, despite my studies in building I do not have the reflexes of a good level designer I have to learn everything from scratch. The task is long and the learning hard but it is worth it.
Concerning Archibaldys there was a huge work on the emotions of the character, the cosmetics “in the test phase”, and the morph editor.



You can watch the progress on this video :
In this video I also show you the construction of the walls and their destruction, after this video Pol took the decision to change the voxel system by the CSG method “Constructive Solid Geometry” with the help of this system we gain realism which greatly improves the user experience.


For the weapons, Pol did a great job on the weapon spray and we’re getting really close to what we want:
In conclusion
We want to release the minimum viable product (MVP) of Monkey Fortress on January 7th, 2023.
This release will obviously not be the final release of it, big changes still happen.
This release will also allow us to detect possible bugs that we have not yet encountered.
Everyone who joins the discord before January 7th 2023 will get a beta tester rank on the discord, as well as an in-game rank allowing them to unlock character creation for life. They will also (if we wish to implement a paid battlepass in the near future) get a 50% discount on future battlepasses.
In addition, everyone who streams on our game on 7 January 2023 will unlock a rare aesthetic in the following weeks.
We hope you will be there for this occasion and that you will enjoy the game. We will remain open to any proposal to improve the game experience so that our game will be one of your favorites on this S&box adventure.