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Create free accountthis is our Game of Throne fall a minimalist space defense game where during the day you will not upgrade your castle and at night you defend against waves of enemies things are starting to get real because we just published a demo on Steam fresh out of the oven literally published a few minutes ago so that means after you finished watching this video you can play what we made in this video we're Jonas and Paul and I hope you enjoyed the staff lock [Music] I still had to test and balance the waves for Frosty the third level in our game so that means deciding which enemies spawn when and playing the level over and over again the next morning was pleasantly surprised to see that Paul got started on a pretty nice looking menu screen I'm not too Keen I have a giant list of bugs to go through we have a lot of ground to cover in this video so I'm just gonna speed through this as much as possible here you can see me at the new level to the level select screen with that Frosty is pretty much complete and we can move on to the next thing which is music and what I just recorded are three videos that I'm gonna use for making music now so we have the title
screen we have the level select screen and then we have some gameplay and then this is the one I'm recording right now and these three I'll just drop right into Cubase now so I can start making some music for them let me show you this is very very different from the William snail soundtrack so tracks took me quite a while to get right this is just the very first attempt for the menu and I made another version over here which is a little more minimalist [Music] I quickly realized that the most important thing for making something sound medieval was to get the percussion sounds right so moving forward I put my focus way way more on that [Music] [Music]
and yeah it was good but we weren't entirely happy yet so it was time for me to take what I've learned from the previous day and level up my game I made a bunch of different versions with different instruments and basically these here are the car instruments just for the beat so if we enable just these we'll just hear the beat and we can add a couple of instruments for example flute which is our favorite I think so far foreign depending on which instruments you add it sounds very different for example I also made an epic version [Music] and a creepy version for example as well I'm quite quite happy with what I got here now this is version four and if you download the demo after this video this is the version you'll hear in the game [Music]
I can imagine you're getting a bit tired of seeing me work on music and so what can I say I kept working on music I wanted some extra epic music for the final wave and I also wanted some music for the title screen I'd say at least all in all this music making process was a good lesson and you should be able to scrap things if they're not good [Music] okay I'm getting tired of this as well we're skipping ahead this turned out to be the title screen music and for the final wave I got foreign enough music for now we can always make more later for now it was time to get
back to unironically my favorite part the content grind the very colorful things here are some additional perks and mutators you can pick for your Loadout for example the range of all of your Archer units is greatly increased that should be a fairly easy one to implement pulse and offers some new UI mockups for the loadout selection and I thought it looked pretty cute definitely a quite a lot cleaner than what I had and we're just gonna speed forwards a bit thank you [Music] [Music] unbreakable I was still busy implementing new perks which as usual led to some unexpected bugs I wanted to add a perk that allows the player to teleport through mine shaft sometimes it worked and sometimes it didn't actually chat GPT for new how to fix the issue so
that's cool it works now another day whoa um paulison vacation this week last week I wasn't really I was fairly busy so last week Paul worked without me more or less in this week's the other way around this week I'm working without Paul my main goal for the week was to finish a demo build and upload it to steam it seems like Paul made very good progress on the UI update it looks until it's very nice I thought maybe there's something easy I can do to make the menu feel a little more finished I decided to add some subtle particles in the background they're a little difficult to see but if you zoom in you should be able to see them they look very nice I had to fix up the tutorial because in the last devlog the gameplay changed so much that there are a bunch of new mechanics that we have to teach now so my goal is to kind of implement that into the tutorial and you can see the tutorial manager is quite complex and long like there are tons and tons of different texts that can be shown in each of those texts has very specific requirements for when it's shown and so on and so forth so you can
imagine that it's quite annoying and tedious to add anything new to this or to refactor or rework this in any way and I usually keep track of all of the bugs and issues I still got to fix on a little sheet like this so here you can see I cross out all of the to-do's that are already taken care of I can now find Throne fall and Throne fall demo incredible it feels like I somehow managed to spend my entire week just on reworking the tutorial here I initially had an arrow pointing over here but I felt like there was taking attention away from this pop-up here so I removed the arrow and now only the this message is popping up here so tons and tons of custom code to make all of that happen use left shift or RT controller to Sprint when you're at full health so now as soon as we do that you can see the arrow pops up long story short tutorial is done and I hope
I'll never have to touch it again it might not look like it but this is actually incredibly good news I made some Shader stuff work look at that that is 100 Shader based and that was not easy to do it's not easy to do at all with custom shaders because that's a Shader we downloaded from the asset store it's a fairly complex Shader and yeah this would have been honestly this would have been impossible to implement without GPT like it didn't just spit out the correct solution it's not at that point yet but it helped me to understand those shaders in a reasonable amount of time and I managed to implement this in a very reasonable amount of time I'm extremely hyped Fu but later now I apparently broke everything and nothing works anymore so that's that's frustrating a few but a few but I essentially ended up weight
painting the parts of the tree that I wanted to move in the wind and that red color is then used on the Shader to determine how much the mesh should be moved at that point so now all of the trees are subtly waving in the wind it's not too visible as it should be but it definitely makes the world feel more alive right away there was still some more work to do for the demo of the game namely putting some restrictions on which levels you can play and how far you can progress in The Meta progression the trailer on the steam page desperately needed an update so I recorded some footage and started putting a new trailer together polygavings are pretty good and reasonable feedback for the trailer I had to reshoot the footage without UI but I think in the end it was worth it only 16 shots and only seven sound effects usually have more sound effects just added a little bit of um wind here or what is this that's more wind [Music]
we also decided to take some new screenshots because the old ones were kind of outdated and now the store Page is ready for the demo launch this is the procedural animation system I started working on for the boss fight I will have little parts that can move with the boss so let's say goodbye to the old placeholder visuals for the boss and let's say hi to the eyes I have another component here where I can change the animation instead of this procedural animation tool now it's spitting enemies
I brought the clip onto Cubase so now here I download a bunch of different sound effects from soundstripe and just lay at them on top of each other so this is 10 zones layered on top of each other and here this main sound here is even something I recorded myself [Music] good morning there's a lot of empty areas still here so we would either have to fill all of that up or what I'm thinking is you don't really need to see that area right so instead of filling that up I think it might also be good to just move the camera a few but you don't need to see this all you got is use this so now you can fight here and basically see
your base at the same time I've talked with Paul and we decided to revert the change because keeping the king in the center feels kind of more immersive Paul updated the building upgrade UI and we also have a settings menu now or a first layout at least and here you can see me build the remaining level or what's outside of the level because now that we don't have any camera boundaries we yeah we need to build that so perhaps you're noticing that this game really looks like it's pretty much done like it's ready for Early Access and yeah yeah I'm surprised as well how did that happen so quickly it's mind-baffling I'll let you know a little secret though we started working on this game pretty much exactly one year ago so getting to this point just making three levels took us one year the reason why we're only at day 150 or so is because you take it a bit easy right I have other projects to work on I still work on will you snail a little bit I work on my YouTube channel a little bit so we're not spending full five days a week on Throne file the main
reason we're fast is because there's two of us this time so compared to will you snail everything's happening twice as fast this time around speaking of us I did a little performance check and things were not looking so great actually even on my high-end gaming PC we're running under 60 frames per second and there's not even any combat going on luckily there's some low hanging fruit for example instead of drawing all trees individually we can merge them into batches and that reduces the amount of draw calls quite significantly I also try to get GPU instancing working for the units don't worry if you don't know what that means it's basically another technique to reduce draw calls but as you can see it broke all of the animations for the units wonderful now all of the animations work again and we're running at 140 frames per per second so if you go and play the demo right now you can let us know how the performance is I'd definitely be curious to hear that I hope it's okay and just in general the reason why we're releasing a demo why we want to launch An Early Access is because we want to get you involved in the development so we set up a Discord server communicate with us let us know what you think we do have a very clear vision for the game
and there are certain things we're just not gonna do with Throne fall but besides that what you tell us your feedback will have a very big impact on where this game goes next and also how far this game goes like we're not sure how much content we want to make it will we keep it at three levels maybe when we make more levels if enough people want to then sure the final call to action is play the demo and tell your friends help us spread the word because we're entering into the marketing phase now it's getting serious thank you very much for your support and I'll see you in the next one oh
Thronefall is a minimalist base-defense game that balances daytime base building with nighttime combat against enemy waves. The development team, consisting of two developers, recently reached a significant milestone by releasing a playable demo on Steam. This release marks the transition of the project into its marketing phase, with the developers actively seeking player feedback to shape the game’s future content and scope.
The development process, spanning approximately one year of part-time work, focused on refining core mechanics, UI, and technical performance. Key technical achievements include the implementation of custom shaders for environmental effects, such as wind-animated trees, and the optimization of rendering through batching and GPU instancing. These optimizations were critical, as initial performance tests showed frame rates below 60 FPS on high-end hardware, which were subsequently improved to 140 FPS. The team also utilized AI tools like ChatGPT to assist in debugging complex systems and understanding shader implementation.
Content development involved iterative design for music, UI, and gameplay perks. The audio design process emphasized medieval-inspired percussion and layered sound effects to create distinct atmospheres for different game states. Additionally, the team overhauled the tutorial system to accommodate new mechanics and updated the store page with new trailers and screenshots. The developers attribute their increased development speed compared to previous solo projects to the collaborative nature of the two-person team. Moving forward, the project’s trajectory—including the total number of levels and features—remains flexible, contingent on community engagement and feedback gathered through the newly released demo and official Discord server.
Thomas Brush · 2026
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