Dev Log #1: History & Roadmap


Dev Log #1: Shelter's Edge: History & Roadmap

Hey there! We’re here to share our first dev log for Shelter's Edge. This log will cover the making of Shelter's Edge; from initial concept to our ongoing timeline- Make sure you buckle up and prepare to embark with us.


What is “Shelter's Edge?” 

Shelter's Edge (originally“Last Refuge”) was a game jam entry for 2024 GameDev.TV Jam. This ten day jam offered a free course by GameDev.TV so long as the game submission followed its guidelines and included an actual playable build! Our team was thrilled to have access to that unique opportunity, as a good handful of us were emerging juniors, looking to level up in games! Our mighty remote team of 6 creatives hopped on to create a game that revolved around the jam theme of “Last Standing.”  

We started off by coordinating with our team’s Game Designer, Dany. With “Last Standing” in mind, our team began to brainstorm ideas. Some concepts were thrown around:

  • “Reach a Missile Launch facility protecting the cure for a widespread disease?”
  • “Taking the last surviving human baby to an oasis amidst a war-stricken landscape?”
  • “Play as a survivor of their destroyed home, locating their lost family and loved ones?”

Our Project Manager and Lead Programmer Vit had suggested that our game’s central concept should be survival based, but to stand apart from the fray, to focus on “less combat, and a destination to reach.” After some deliberation, our team went forward with an apocalyptic-inspired, survival horror game.


Establishing the Core Gameplay Loop

Shelter's Edge is an apocalyptic sci-fi horror survival game where the player takes on the role of a nuclear explosion survivor, traversing the remains of their city to reach the only bunker left intact. To stay alive, the player must:

  • Gather Food and Water through Raids
  • Gather Fuel for their Truck to reach the bunker
  • Avoid Monsters through Puzzle-Solving and Stealth


The player is given choices for where to make their stops before reaching the bunker. Each stop has a description detailing the kinds of resources that are available, or if a player is feeling risky, can spend Fuel to explore mysterious locations. This was pivotal in the game’s replayability and encourages the player to go back and explore (Or if they die, consider alternative routes!) These stops are also referred to as our “Raids.” 10 total Raids can be made for exploration and resource-gathering. If the player survives and manages their resources effectively, they will reach the bunker and win the game.



The Art Direction, an Atomic Masterpiece

Our Lead Artist Con Ray and supporting Pixel Artist Hawky, dove Shelter's Edge into the pixel dimension, taking on everything from Character Design, Environment Design, and UI!


Because of the Truck being a primary location for the player to progress, it was designed with the most care and attention to details. Con Ray took care in balancing the truck’s maximalist design of mechanical futurism with the limited color tones of muted greys and dull fluorescent greens.

The Player is surviving the aftermath of a nuclear explosion, so they play as a person in a hazmat suit. The initial design was conceptualized by Hawky, then finalized and animated by frame through Con Ray.


In turn, the enemy, environment and UI design drew close to more simplistic designs. Not only did this decision help to complete visual assets within the jam time, but it also helped to easily communicate to the player of where to go, what to grab, and what to avoid. For example, our Lead Artist Con Ray describes the design decision for the enemy monster, “...by using one dark color for the monster's bodies, it makes them incredibly easier to animate while also still being scary and unnerving.”



Sound Design, a Symphonic Fission

Shelter's Edge’s player immersion was taken a step further through the sound design of our team’s Composer Antonguilio Giardino. By fusing the game’s fast-paced tension and pixel style, Antonguilo created an 8 bit retro vibe-inspired approach for the ambience, and a more realistically eerie direction for our SFX. You can preview the Main Theme along with the in-game sound design in a gameplay showcase here featured by our Game Designer Dany!

Post-Jam-Mortem & Current Roadmap for Shelter's Edge

In its final moments, our programmers Vit and Yaygun took our team to the finish line, and the team carried on after the jam submission to play-test, squash urgent bugs, and polish. The voting period concluded after June 10th, and our team was beyond ecstatic to see that out of over a whopping 1,000 games submitted, Shelter’s Edge ranked #92 Overall! Seeing the outstanding praise and support received from our fellow jammers inspired the team to go forward with developing a full release of Shelter’s Edge.

So, what’s in-store for the road ahead? We’ve got some plans for expansion through lore, gameplay, and more surprises. This project is now being developed by Null Jam Games, and marks Shelter's Edge as their first ever IP! Here’s a list teasing just a handful of new additions:

  • Tutorial Level
  • New Locations and Map System
  • New Enemy Monsters
  • And more…!

To rev up your engines for this final stretch, here is a showcase of changes made to the camerawork and lighting for the Truck!

 

We hope you enjoyed our first dev log for Shelter's Edge. If you're looking to up the mileage on our roadtrip, follow us along at our official socials, listed below. See you for the next one!

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