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Hi everyone! To start this newsletter, we have some awesome news: our new demo has been released this october! Of course, it includes our new artistic direction, but it also shows off a new user interface and lots of other cool new stuff. In particular, our specialists are now fully active when the crowd is on the move. What this means is that each of them has his or her own special ability.
Alana, Eridia & co still give you useful info during the preparation phase, plus they also act during the movement phase. For instance, if you send Salim to scout ahead, he’ll reveal dangers or hidden places on the map.
Needless to say, we’re quite proud of this demo! Which is why we showed it at several french expos, to as many of you as we could.
During the Video Game Days, we created our very first event. It was November the 24th at the Dr. Feelgood bar: we set up computers for 5 hours so players could test our game. There was beer, lots of people and Resilience, all the necessary ingredients for a great day!
We also were at IndieCade Paris, at Game Connection (to meet people from the videogame industry) and visited Network Gaming Association, a parisian videogaming student group. Outside of the Paris area, we also went to Game'in Reims, in the east of France, and to the Toulouse Game Show, in the southwest. Each time, it’s a new opportunity for you to play Resilience, to watch its evolution and even to share the news to the world!
The common theme to all of this? Lots of cool meetings with you all, new and old followers alike. And, furthermore, many, many great feedback. Thanks to all of you who shared with us your impressions of Resilience! It’s always heartwarming and, even more importantly, it helps us improve our work and create the best possible game.
If you didn’t try the game yet, don’t panic! No doubt there will be other opportunities. And for the most curious, we’ll send you soon a special mail, so be ready!
Until then, we wish you an awesome month, enjoy the end of the year, with or without restraint!
It’s summer, the weather is nice and at Sweet Arsenic we are working hard!
For us, THE big summer event was the Japan Expo at the beginning of July. It was the first time we were involved with one of the biggest French conventions. Having a spot in the indie space was a great experience for us.
Why? First of all, because we got to meet a lot of you. We got to see again some of our long term fans, which always gives a wonderful feeling. Of course we got to let people try the game, for most it was the first time, which is always both slightly stressful and a pleasure! So we wanted to take advantage of this newsletter to thank everyone who dropped by with encouragement, feedback and smiles during those four days!
For those who weren’t there, the Japan expo were four very intense days, with plenty of people dropping by our area. No time to enjoy the other booths, but we are not complaining! We had come with some decoration, including the nice Resilience lamps which you can admire below, as well as 3 computers with the latest version of the game. Those three computers definitely got a lot of usage, as most of the time, there was a line at our booth. Some people even circled back after the rush in order to test the game!
On the first two days, we came with Fabrice Druet, our art director, in order to make signed drawings for the visitors. It was the perfect time to organise a prize draw! The people who signed up for this newsletter could therefore win a signed drawing. We had a random draw and the four winners have now been informed by e-mail! Please check your mailboxes (and your spams), you might be part of the lucky ones!
As said, it was a great experience and a great way to showcase our latest demo. If you had not play or seen Resilience in the last months, you might have been surprised. This version now reflects the art style intended from the beginning, even more so than the one presented in the last newsletter. The action phase in particular has a definite comic book style. It’s still work in progress of course, but we’re beginning to feel proud of the output.
Since then, of course we keep up the good work and not just on the demo level! We will tell you more as soon as possible, promise! So enjoy your summer and of course continue following us on social media!
It’s finally time for a Sweet Arsenic newsletter release! We know you have been waiting impatiently!
Since our move, we have installed ourselves comfortably in our new office and have continued working on Resilience.
By the way, if you haven’t seen our new place on social media (where you can follow us for short term news), there is what is looks like :
Since moving in, we have realised that the squad creation and units controls did not fit. As we don’t wish to keep something which does not work, we changed it for something better. Julien our Game Designer, explains the changes:
First change “the squads are now created from outside the crowd” which allows for an easier selection and control of them. When a squad is created this way, “the closest survivors” from the point you have clicked will leave the crowd and walk towards it. Let’s see it in a picture and screenshot :
Second change, probably the most immediate fun: “it is now possible to draw obstacles on the ground”. What for? Simply to order your survivors as the obstacles will be avoided by the crowd. This way you can prevent them from taking a shortcut you consider dangerous. On the first picture, we drew an obstacle. On the second, the crowd is avoiding the obstacle in the middle of the road:
Furthermore, we are of course continuing to meet you so you can try our demo, get your feedback in order to improve the game! Very recently we were at the Jussieu University in Paris for the Geek&Games Festival. A great experience, with plenty of interesting talks. Here is a picture of this moment:
So the Resilience adventure continues, with you of course! We are looking forward to sending you the next newsletter and in the meantime, you can find us on social media and/or at game conventions!
Hello everyone! First of all, from all of us, we wish you a great new year 2017!
Because yes, you will have noticed, a new year is starting. For us, it is also the end of our first year as Sweet Arsenic: a year rich in encounters, work, idea and concept confrontations and feedback from more and more people. It was not easy, of course, but that’s how we progress each day to offer a better game.
So what’s up with Resilience? Well it’s moving forwards, thanks for asking! Following the first feedbacks from the public and the editors, we have worked to refine our art direction and integrate it in the game, especially in the movement phase.
We now have a playable demo, sent to the editors in December of which you can see a few screenshots below. Starting with the preparation phase, where you can decide your next steps:
Then comes the movement phase, where the crowd you manage is moving. As you can see, for those of you who came to one of our public presentations, it has changed a lot!
Please let us know what you think of these evolutions, to suggest ideas or ask for more info and pictures on our social media, Twitter, Facebook or Instagram. We love to read your input!
Once more, we wish you a very happy new year of Resilience!
Hello everyone! If you are getting this email it means you are part of the VIP that signed up for the Sweet Arsenic newsletter.
This october, our studio is really busy and we’re launching this newsletter. Why? Because, after several months of work, we are finally ready to introduce ourselves and Resilience, our first game, to the public.
These first spectators, first readers, and probably soon first players, are of course you who signed up here and we would like to thank you. So here are the news:
Sweet Arsenic is now officially born with the demonstration on the 15th of September of the Resilience prototype in our showroom. During this evening, from which you can see a few pictures below, our Game Designer Julien Barbe presented a first level of our future game, in which the player manage a group of survivors after the end of the world.
Since then, we kept up the momentum by presenting the game at two events: Fanny's Party 64 end of September, then the Microsoft Experience 16 in October. These were great opportunities to show ourselves, to meet you and to share the project and it’s progress. If you were not able to make it, do not worry, there will be other opportunities. Here are a few pictures:
We have the next event already planned: we will be attending Game Connection / Paris Games Week in Paris, from the 26th to the 28th of October 2016. Of course we would love to see you there !
In parallel, we have started a fund raising action which is active until the 15th of December. It will allow us to continue according to plan. Now that we are officially visible, you can find us on social media as well: our web site has been launched : http://sweet-arsenic.com/ as well as Twitter, Facebook and Instagram!
Just like this newsletter, these channels will allow us to keep you in the loop regarding the progress of Resilience as well as the studio Sweet Arsenic. Don’t hesitate to follow us there as well!