A Decade of Sublevel Zero
[p]10 whole years ago today, we released Sublevel Zero on PC. To celebrate, we've put together some stuff we think you're gonna like![/p]Retrospective E-Book
[p]First off - we've put together a PDF looking back at the game and its development. It's the result of poring through our archives, hunting down things we thought might be lost and reflecting on what we've found. [/p][p]The Retrospective is full of concepts, developer interviews, tales from the trenches and more, including lots of never-before-seen stuff. It's even got a link to the original prototype builds we made for the Ludum Dare game jam![/p][p]Retrospective PDF[/p]90% Discount
[p]For one week you - or the friend you've been trying to convince to try 6DoFs - can get the game for 90% off! [/p]Development Footage
[p]We've fished out some old private gameplay videos and made them public. These were used for things like events and expos, previously only seen by people who were at them. Now anyone can get a look back in time at what Sublevel Zero looked like while we were making it.[/p][dynamiclink href="https://youtu.be/kaS1x4QBmgA"][/dynamiclink]
[dynamiclink href="https://youtu.be/f56_qMi0A6o"][/dynamiclink]
Pre-Launch Builds
[p]But... we can go one better than that. Thanks to the magic of Steam, if you really want to see how much the game changed during development, you can now play three internal builds from January, May and August 2015.[/p][p]To play these builds on Steam, right-click on the game from the library page and select "Properties", then the "Betas" tab. Drop down "Beta Participation" to find the three "retrospective" branches.[/p][p]From our testing, none of these builds interfere with your save data. But, if you're unsure, you can pause cloud saves and/or backup your save files (the PlayerData folder in the Sublevel Zero game folder).[/p][p][/p][p]retrospective_jan2015[/p][p]Press Esc to open the dev menu. This allows equipping a few weapons, respawning all the enemies and most importantly flipping Y. There's no procedural generation - this was all the "content" we had![/p][p][img src="https://media1.giphy.com/media/v1.Y2lkPTc5MGI3NjExMzFtNzUzanlienhyNHB3bWVqeWdocDFwZDd0OWpkaXV1eGV6NWJ0YiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/Osei1im0CuXKg27Wwo/giphy.gif"][/img][/p][p][/p][p]-retrospective_may2015[/p][p]This-< is a build we showed at a few events. The procedural generation was partly working but not fully, so we opted to hard-code this one. The map also wasn't fully working so that's not there either. But it does have Oculus DK2 support if you've still got one of those about![/p][p][img src="https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExaXozNTE1M3IwN3JwYm1tejNxcnlod2lsc3Uwa3Z1cDNhYTFoeHloaCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/w4U6Z1WBW8LZyUVNA1/giphy.gif"][/img][/p][p][/p][p]-
retrospective_pax2015[/p][p]This-< is the build we showed at Pax Prime 2015 as part of the Indie Megabooth. This was just over a month before launch, so it's pretty complete, but there are lots of small differences. Feedback from this expo was critical to polishing the game for launch.[/p][p][/p][p]Oh and one last thing[/p]