Devlog

Psychroma X Future of Play

Hey, everyone! I know it has been a minute since our last post, but we thought we would update the devlog with an exciting announcement – Psychroma has launched a new trailer and release date through the Future of Play Direct showcase!Our new trailer features never before seen gameplay, new branding, a new song and…

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Developing Our First Puzzle

Hey, everyone! It’s been a minute since we updated this, since we’ve been hard at work developing a demo for May. In particular, we have been focusing on getting the puzzles and progression together, including the main puzzle mechanic, a séance memory fragment puzzle. We thought it would be insightful to share a bit about…

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Finding the Game Loop

Hey, everyone! The team over here at Rocket Adrift has been hard at work developing some of the foundational elements of Psychroma over the last couple weeks. One of the elements we wanted to talk about in this post is the game loop. Part of what helps people understand how a game will play before…

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Pitching Psychroma

Hey, everyone! We have been focusing on putting together pitch decks and sending them out to publishers and investors over the last couple of months. So we thought it would be useful to share what we’ve learned over the process! Here are some steps we took as well as some tips we learned while pitching…

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Seeking Funding for Psychroma

Hey, everyone! For the past month or so, we have been diving into getting funding for Psychroma and looking into different sources and the expectations of each type. We thought we would share some of our findings with you on this week’s devlog. Here in Canada there are primarily three different sectors for funding –…

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Sprite Animation

Hey, everyone! This week we thought we’d share a bit about our pipeline for character sprites, from initial design to animation. There will be a lot of animated elements to do for Psychroma, including but not limited to visual effects, background elements, special cutscenes, default/special character sprites & possibly even character portraits. Pixel art animation…

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Production Planning

Happy new year, everyone! We’ve started off 2022 with some housekeeping, organization, planning for pitching and formulating our pipeline and deadlines for the first quarter. We’ve managed to plot out a rough overview of a production schedule with tentative deadlines. For the next few months we will be focusing on building the Steam page, pitching…

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2021 Retrospective

Hey, everyone! We did it. We survived 2021! This devlog will be the last of the year and in it, we’ll talk a bit about what we’re working on as we approach our holiday break and we’ll also look back on the year. Last call As the new year approaches, we’ll be working on finishing…

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