Recently, we've been working on more and more concepts, most of them don't really turn into anything. Something we're working on right now and can confirm as an upcoming project is DYNAMICA 25, which will be the best DYNAMICA improvement to ever release since the first game launched. We're heavily modifying the game, making it as enjoyable as possible and adding lots of new features. We've also released an improved version of an old game of ours, The Basement, which includes AI enhanced textures and optimal resolution support. Other than that, fear not, Futuresoft has not fell! It never will, we may take pause from developing to focus on other things, but we will never die, we will always return. It's mid-november, a rainy and ugly month. Projects as big as Agency of Fear will not release at all in 2025, small chances in 2026 as well. Agency of Fear will remain our biggest project for a long time. Maybe forever? If only there was enough free time for us, we wou
Agency of Fear is Futuresoft's biggest project since it was founded in 2020. Unreal Engine was a new engine for us and we learned it throughout the development of Agency of Fear, and we are working on many other Unreal Engine 4/5 projects, but as usual, we're not sure all of them will release, some are concrete ideas and others are simple prototypes. Normally, during a game's development, each thing you add takes time and it isn't easy, but we would like to say a couple of things. The easiest thing to develop in Agency of Fear was the map , but it took 80% of the whole game's development. Good maps, bad maps, removed parts, added parts, concepts, ideas, etc. It took the most time as for maybe every videogame ever with multiple maps. So in conclusion, the maps weren't hard to make, but it took very long, considering we didn't want a short game. The hardest thing to develop in Agency of Fear is related to scripting, and it was the save system , there were