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NECROPOLIS - A Diabolical Dungeon Delve by Harebrained Schemes. The Art Of Gaming. BLUBBER BUSTERS. Top 100 Most Anticipated Indie Games Of 2014. He year that was 2013 is behind us.

Top 100 Most Anticipated Indie Games Of 2014

It’s gone. Kaputt. What a good year it was for indie games, too. It’s hard to imagine how it could get any better, isn’t it? Well, actually, no, it’s not. How we see it, 2014 is going to be another fabulous year for indie games, and just to prove it, we have a huge list of games that should be coming out sometime this year, with any luck. We’ve also got close to 150 other indie games that we know about and should be arriving in 2014, but didn’t get into our list of 100. Without further ado, here are our top 100 most anticipated indie games of 2014! Not only does Cuphead have the good looks of a 1930s cartoon, it’s also a side-scrolling run-’n'-gunner that the developer hopes will break a Guinness World Record for the greatest number of boss fights in its genre.

In a world where there are no women, the men rule, but they’re also colossal, violent idiots. Many spaces and paths are impossible in Monument Valley, yet it’s your job to navigate them. Monument Valley by ustwo™ games. Hyper Light Drifter by Heart Machine. Note: $10 gets you the game on PC, Mac or Linux, Steam or DRM-free. $15 and up lets you choose PS4, Vita, Wii U, or OUYA!

Hyper Light Drifter by Heart Machine

You can add extra rewards to your current tier if you so desire (remember, no need to change your tier, just add the amount and we'll see the amount and a note from you during the survey): Add $5 - Digital OST for the gameAdd $10 - Unlock the Alternate playable DrifterAdd $15 - Additional Copy of the Game for any platformAdd $30 - Limited run t-shirt (no international yet)Add $35 - SNES style physical box and manual (no international yet)Add $42 - Limited Compact Print (11x14) (no international yet)Add $60 - Printed Softcover Companion Art Book (no international yet) Drifters of this world are the collectors of forgotten knowledge, lost technologies and broken histories. Our Drifter is haunted by an insatiable illness, traveling further into the lands of Buried Time, steeped in blood and treasure hoping to discover a way to quiet the vicious disease.

Rifle Roly Poly. BELOW. Mirage – Mario von Rickenbach. A game about perception and popcorn.

Mirage – Mario von Rickenbach

You play an underwater tophat that has coupled together with a human foot, ready to explore its surreal surroundings. By grabbing eyes and other body parts along the way, you can perceive the world differently. Mirage started as my bachelor project at the Zurich University of the Arts. Pavilion. Before. Puns, I can’t do them.

Before

So… it’s time I explain what this project is all about and where things are headed. It has been a busy few months not working on the game, but that’ll be changing soon. Until recently I had been working on Before by myself, in my spare time. However, I’m very happy to say that I will no longer be tackling this ambitious project alone, having enlisted the help of good friend (and vastly superior programmer) Päl Trefall. Together we have been working towards a refined prototype of the game, based on my early experiments. So, how will it play? The game controls much like a real-time strategy or “god” game, though I think of the player as more collective conciousness than deity. The core of the experience is survival; guiding your tribe through their life in an often dangerous world. As the tribe grows, so will their desire for somewhere to call home.

The game is open ended and somewhat of a sandbox. What next? Thanks for reading! Cryamore Development Blog. An exploration-puzzle game on an uninhabited island. The development blog. We just finished porting The Witness to D3D11.

An exploration-puzzle game on an uninhabited island. The development blog.

It took a little longer than I was hoping and one of the unexpected difficulties was getting our D3D9 HLSL shaders to work in D3D11. The D3D shader compiler provides a backward compatibility flag (D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY) that I was hoping would allow us to use our shaders ‘as is’. Unfortunately, it seems the backward compatibility mode has not received much love and things were not that simple. I run into several compiler internal errors, and even after finding workarounds most of our shaders did not actually compile, but would have required significant modifications, the resulting vertex and pixel shaders would often not link at runtime, and the use of register annotations on samplers only allowed us to control the layout of the samplers, but not of the associated textures.

This is essentially what we already do in the OpenGL backend to transform GLSL into HLSL. No type inference for sampler types.