Game Development

September 3, 2016

Modular Team September 2nd 2016

After the Modular Modeling Team finished up work on the Bar Scene we moved on to making the second place everyone will see: The Settlement. The majority of our team members have been hard at work making various environmental pieces to flesh out this post apocalyptic version of a city, from large central structures that are the epicenter of the settlement to the defensive walls protecting the edges, we’ve been pouring out piece by piece to give it a look of old tech meets new.
August 25, 2016

Sound Effects Team August 25th 2016

A friendly hello from all us here on the Sound Effects Team at Razor Edge Games! Everything that's not music or voice that you hear in the Afterfall will have been imagined and incarnated by the talent on this team. This week is our turn to take the torch and shine some light on what exactly our sub-team is up to.
August 18, 2016

Hard Surface August 18th 2016

We at the Hard Surface team have been hard at work creating Props, Weapons and Vehicles for you all to use in game. Whether it be a coin you pick up or an Antimatter beam rifle, we’re there to keep you immersed and surviving out in the Afterfall. We work with both High and Low poly assets, which means the Low poly will be used in game and what the game counts for its polygon limit.
August 10, 2016

Character Assets Update August 8th 2016

Character assets' focus has been modeling various clothes, armor and hair cards. Now that we have a fairly large catalog of clothing and armor assets completed, we moved to primarily modeling hair cards. This has been a challenge on many levels.
July 28, 2016

Level Design Update July 28 2016

Hello fellow survivors! The world of the AfterFall is a surreal one, filled with a mix of futuristic technology and the ruins of our own civilization; and we on the Level Design team have the privilege to serve as the architects of this new world.
July 25, 2016

Sound Adventures through the Epocylipse

This week’s adventure: Journey Through Sound, Voice Over Edition. This week as we move along our project we delve deeper into the Epocylipse. We decided to take a break from the treacherous journey and settle down in one of the settlements. We find a rather interesting bar in our journey. I needed to relax and quench this agonizing thirst I had. The bar looked as if it needed a good repair, but you can’t be too picky when it comes to The AfterFall.
July 16, 2016

Concept Team Update!

Greetings and salutations! This week is the concept team’s turn to share what we have been cooking. You probably noticed the animated trailer on our site. That was created as a joint effort between many different artists and animators on the team. It was a lot of work (and painting) but in the end a cool product since it really captures the vibe our game is shooting for.
January 26, 2016

The Year of the Epocylipse: A New Kind of RPG

As of this month we have begun ramping up for our full press release and marketing campaign. The team is anxious to show you, our fans more about the game we have been working on and make this the year of the Epocylipse. For months we have be purposely holding back adding to our Media section on our website or saying too much in this Dev Blog, while we worked very hard on the game getting it ready to show you.
November 29, 2015

First In game Footage & Cinematics

Hello again, Its been some time since my last post. The Team (160+) and I have been very busy working on our internal playable demo and getting ready to show our 1st in game footage to the public.
August 3, 2015

PC Pre-Alpha

Many have been asking when will the PC Pre-Alpha will be ready. Well a little history so far. We played well over 500+ games sessions during the table top alpha test phase, we intend push hard towards getting our PC version Pre-Alpha to a state to allow testing as soon as possible.