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Indivisible - RPG from the Creators of Skullgirls

Created by Indivisible: RPG From the Creators of Skullgirls

Indivisible - A 2D Action RPG from Lab Zero PS4/XB1/Win/Mac/Linux

Latest Updates from Our Project:

Tue May 17 '16 Announcement
almost 8 years ago – Tue, May 17, 2016 at 12:09:45 PM

Hi there, Indivisible backers!

For this update we wanted to provide a glimpse at some of the monsters you’ll run into on Ajna’s journey. The enemies you encountered in the playable prototype - the Hungry Ghost, the Ahp, the Belu, and the Manote Thiha - are just the very tip of the iceberg in terms of the unique creatures you’ll come across in Indivisible.

These enemies will of course find their way into the final game, but here’s a look at some of the new ones you’ll be introduced to early on.

Keep in mind that, as always, all designs are subject to change for the final game!
 

Preta

Preta are closer to the traditional depiction of hungry ghosts, with a thin neck and small mouth, and are the grown form of the Hungry Ghost from the prototype. They are afflicted with an insatiable hunger for a particular substance or object, usually something gross. Hungry Ghosts tend to swarm around them.

Here are some doodles for the Preta!:

 

Ahool

The Ahool is a giant flying bat-like creature that lives deep in the forest, with sharp claws and a massive wingspan. This beast gets its name from the sound it makes.

Here are some Ahool sketches!:

 

Kabandha

The Kabandha is a tree-like demon with no head that has an eye in its chest, a mouth in its stomach, and long arms.

Here are some rough concepts for the Kabandha:

We’ll share more monster/enemy concepts periodically as the project progresses. This was just a little extra taste!

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!

Mon Apr 25 '16 Announcement
about 8 years ago – Mon, Apr 25, 2016 at 12:18:11 PM

Hi there, backers!

In the last update we gave you a look at some of the environment concepts we’ve made as we continue to hone in on the style for the world of Indivisible. Today we want to give you a quick look at design, and Ajna in particular!

The primary design goal of this pre-production phase is to animate and implement all of Ajna’s attacks and abilities, then play-test them extensively to make sure they’re FUN! When it comes to the gameplay for Indivisible, that is priority #1.

Ajna will wield several different weapons throughout her adventure. You already fought through the prototype using bare hands and the axe, but Ajna will also acquire a bow, a spear, and a chain-sickle.

Aside from the axe, the design of each individual weapon isn’t quite finalized, but you can start to imagine the wide range of attacks and traversal abilities these weapons will bring to Ajna’s arsenal.

At this stage, Ajna’s final loadout by the end of the game is largely decided, and the visual design of the more advanced ones are still being brainstormed. If you’ve tuned in to Mike Z’s dev streams on the Lab Zero twitch channel, you may have already caught a glimpse of some of the standard animations already being implemented. Here's a look at what she has so far!

 

Thanks, and don't forget to follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!

Tue Apr 5 '16 Announcement
about 8 years ago – Tue, Apr 05, 2016 at 06:39:57 PM

Hey backers!

Since settling into our new office we've had our noses to the grindstone. Just yesterday we submitted our first development milestone to 505 Games!


The first six months of Indivisible’s development is pre-production, where we lay the groundwork for the rest of the project. While this is heavily focused on concepting, we’re also producing new animations and gameplay, working on the engine, and other things we need to do to hit the ground running when we transition to full production in September.

A big part of this “pre-pro” phase is about zeroing in on how we want the final product to look and feel. Concepting in this phase is vital for the artists, and is especially true for environments. Concepts help set the tone for development of a given area or level.

Naturally, that means cool environment concept artwork, so we wanted to show you some of it! Bear in mind that these aren't final and are subject to change.

Here are some rough concepts of the area surrounding Ajna’s village, which is an open forest that has overtaken some ancient ruins.


 

These are color thumbnail illustrations, exploring what the mood and tone of the environment might be.

 

Here are a few early concepts for buildings in and around Ajna’s town.

While nice, we decided they were too realistic for what we want out of Indivisible’s world and art.

Since then, we’ve decided to take a 70/30 approach with the art - 70% fantasy, 30% real-world inspiration. So in this case, we’re using real-world materials and styling as inspiration, but playing with the housing shapes to play up the fantasy elements.

Resulting in these designs, which are a bit more varied and fun.
 

We’ve also got this nice environment detail illustration of a goddess statue:
 

Here’s a concept piece exploring what an indoor environment might look like:
 

If you've been tuning in to our dev streams on the Lab Zero twitch channel, you may have caught our Lead Environment Artist Eric Kozlowsky doing some modeling work, sculpting some handsome bricks.

Here are the fruits of Eric’s brick-modeling labor so far:

The above screen represents a target diorama, which we hope will set the look for the rest of the in-game art to come. Though it's untextured, the basic shapes and feel of the area is already apparent. Before we start building the modular pieces needed to build the levels in production, each environment will receive a similar 3D diorama treatment.

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!

Tue Mar 8 '16 Announcement
about 8 years ago – Tue, Mar 08, 2016 at 03:31:56 PM

Hey, Indivisible backers! Long time no see!

Since you last heard from us, we’ve been hard at work setting up our new office, staffing up, and getting operations started back up. We're now settled into our new office, and development on the full game is well underway.

With all of that boring ops stuff out of the way, you can expect to hear from us regularly from now on!

(Doodle of Ren & Qadira)

We're currently in the pre-production phase. That means we're doing lots of planning and concepting of the game’s world, monsters and characters. Proper planning is key to making a good game, so this is an important part of the development process.

While we concept, we’re also prototyping Ajna’s new traversal abilities, improving our engine’s renderer, and rounding out Ajna and the prototype’s cast with additional animations. Soon we'll begin creating exporters and tools to get things flowing smoothly by the time we move out of pre-production and into full production about six months from now.

One of the major things we're tackling right out of the gate is Indivisible's environment style. The backgrounds in the prototype weren't the aesthetic we imagined for the full game. Here are some early draw-overs of backgrounds in the prototype we did to get closer to our target style.

We don't know yet if we can achieve this level of detail in our modularly-built levels, but it's our current target. Finalizing a style requires careful choices about scope and implementation.

A lot goes into making an in-game environment look like this. Our new environment lead, Eric Kozlowsky, marked up the concept image to gauge how texturing and other assets will work to maximize efficiency and flexibility of level building while hitting our artistic targets.

We've also been working on new animations we know we'll need for some of the characters. Here's a couple for Zebei and Tungar:

Zebei’s Low Health Idle

Tungar’s Backward Movement

You'll start seeing development streams on the labzero Twitch channel in the near future, so subscribe and get notified the next time we go live and watch the magic happen! We’re planning to stream animation, environment modeling, texturing and concept streams!

It's not too late to get in on the Indivisible hype train! The campaign is in "InDemand" mode, meaning some perks are still available. We're inching closer to that next stretch goal: full VO for all major characters!

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!

Thu Dec 24 '15 Announcement
over 8 years ago – Thu, Dec 24, 2015 at 03:28:00 PM

Hey, backers! We hope everyone's been enjoying a merry December.

We've been working diligently to get all of our ducks in a row, ironing out the production pipeline, scouting out new office locations, and hiring new staff!
Let's take a moment to bring attention to the fact that WE JUST REACHED OUR 2ND STRETCH GOAL!
Indivisible will get a fully-animated opening made by Titmouse Inc. and a (still very mysterious) anime studio!

Here's info on our next stretch goals:
$2,050,000 - Full VO for all major characters
Indivisible is currently budgeted to only have voices in battle and some critical story scenes. With the money raised for this stretch goal, we’ll expand the voice acting to cover all interactions with major characters.

$2,300,000 - Multiple endings & hardcore bonus dungeon
After the game is released, we’ll update it with multiple endings and a hardcore post-game bonus dungeon, with new monsters and more!

505 Games helped us put together a little thank-you video. Check it out!



Lest you think we forgot, here's that Incarnation reveal from the end of the campaign:
~ Ren ~

A master of his unique weapon, a poison-bladed chain scythe he calls "Fang", Ren's incongruous beauty belies his violent nature. Many rumors surround this mysterious assassin, but the facts are few. Though known to have cleaned up messes for the ruling class of the Jade Empire, mercenary work is not beneath him - if one has need of him, and can locate him, he can be bought. And of course, there is the signature forked tongue he gives to each and every victim.

Past those scant few details, little is known. Rumored to strike with the speed of a cobra and to be impervious to heat and cold, there are those who whisper of an unholy union of human and snake. Some say he waits within the shadows, biding his time until the perfect moment, while others maintain that he approaches his victims in broad daylight, unconcerned with any defenses. He is said to kill for pleasure, to kill for greed, or to kill in an attempt to sate the void inside his soul.

Despite the varied speculation, on one point the stories all agree: a bite from Ren's Fang is always fatal.

Finally, we've been hanging onto this for a little while: another stellar Incarnation intro video! This time focusing on the lovely Zahra:


This one was also produced by the wonderful Kai Kennedy!

We hope you all have a fantastic holiday. Look for more updates as we dive into the new year!