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DISMAL Survival Game

A project in London, UK by Gael Romanet

Funding Unsuccessful

Fully designed with Unreal Engine 4, DISMAL Survival Game is inspired by Subsistence, Stranded Deep, and The Forest.
Backers: 15
Average Pledge Per Backer: £22

Funded: £325 of £10,000
Dates: Jun 23rd -> Aug 22nd (60 days)
Project By: Gael Romanet
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Last Updated: August 22 @ 10:18 -0400 GMT


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Latest News

DISMAL SURVIVAL on Indiegogo - early September

August 19th - via:
Hi there! A very last update before the campaign ends here on Kickstarter. I have restarted the campaign on Indiegogo. The link will be available early September here: Dismal Survival campaign on Indiegogo or simply search DISMAL SURVIVAL on... (Read More)

DISMAL Survival - Composer Hired!

July 22nd - via:
Just an update to share a fantastic news. I am extremely pleased and honoured to say that, the very talented Alessandro Saini is now part of the development team. His collaboration will put the game to the next level with game sound ambiences and... (Read More)

DISMAL Survival - Last Update For Here

July 21st - via:
This is the last update here I am sharing on kickstarter. All other update will now be on the official website of DISMAL Survival: I want to say a special thank you to Warrick for the very constructive and positive comments... (Read More)

DISMAL Survival - Alpha 0.8

July 21st - via:
Sunrise example with Real Atmospheric Lighting + Real Depth of Field = Real Atmospheric Depth. This is the final landscape rendering regarding lighting. I don't think this will change much unless I cam up with something even better.  (Read More)

DISMAL Survival - Real Atmospheric Lighting

July 21st - via:
The position of the sun in the sky (or the game time) is now impacting on the light rendering of the landscape as well as the reflection from the clouds in the atmosphere. In the shared ten screenshots, the position of the sun in the sky (or the game... (Read More)

DISMAL Survival - Alpha 0.7 - Real Depth of Field

July 18th - via:
I reshaped the first island with a better ratio of x: y: z. The result is a Real Depth of Field (RDF). The global rendering is way better than before. From a bird side view, this is now looking super realistic. The video has been recorded directly... (Read More)

DISMAL Survival - Alpha 0.6

July 16th - via:
There is an inside sea on the third island. The third island map. An early morning to late evening walk, enjoying the landscape view while discovering and taking 28 screenshots in 4K. A full game day cycle is exactly 1 hour. Next update in a couple... (Read More)

DISMAL Survival - Island maps

July 16th - via:
Island maps and details. Island 1 is the starting island. There are big forests on Island 1 and on Island 2. There is an inside sea on Island 3. There is a lake on Island 4. There is almost no tree on Island 5. Island 6 is in the middle of all other... (Read More)

DISMAL Survival - Alpha 0.5a

July 15th - via:
This is the second island. The islands are designed based on a square pyramid shape. This method always shows beautiful stunning views from any high point. This is also a natural process of any landscape - mountain based. An early morning walk,... (Read More)

DISMAL Survival - Alpha 0.4b - Game View Screenshots

July 14th - via:
16 screenshots in 4K taken while playing the game. The islands are designed in a way to always show beautiful views. If you look properly, you can see the crosshair.  (Read More)

DISMAL Survival - Alpha 0.4a - Bird View

July 14th - via:
Bird view of the first island.  (Read More)

DISMAL Survival - Alpha 0.4 - Final Trees and Foliage

July 14th - via:
Final Trees and Foliage for the first island. All generated with 1 click using 8K heightmap-masks from World Machine 3 Professional fitting perfectly the landscape source. All screenshots (Early morning in-game) are rendered from actual game footage... (Read More)

DISMAL Survival - Alpha 0.3 version

July 12th - via:
Using 8K heightmap-masks from World Machine 3 Professional fitting perfectly the landscape. All screenshots (Early morning in-game) are rendered from actual game footage with Unreal Engine 4. Even if this is still very far from my vision of the game,... (Read More)

Updade - Alpha 0.2a version - Distant waves ambience

July 10th - via:
Distant waves ambience recorded from Unreal Engine 4 Editor. You'll need an HTML5 capable browser to see this content. Play Replay with sound Play with sound 00:00 00:00  (Read More)

Updade - Alpha 0.2 version - More natural lighting, foliage and trees placement

July 5th - via:
An updated for a more natural lighting, foliage and trees placement. The following screenshots are from the in-game Alpha 0.2 version. HighresScreenshot00001 - Alpha 0.2 version - 06.07.2020 HighresScreenshot00002 - Alpha 0.2 version - 06.07.2020... (Read More)

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