1 / 1

Our Games
Unreleased VR Horror Project (WIP)

Our current project is an unreleased VR title that is currently in pre-production while we work out the fundamental aspects of the game.
We are hoping to start production early 2023, and have a playable demo ready by december 2023.

Without spoiling too much of what we have planned of the game, we can share that it is going to take place in Central Europe, with the majority of the gameplay taking place on a moving train. It will be a single-player game, featuring multiple endings for the player to pursue, with plenty of interactions throughout the game.


Towards the Sky (2021)

Towards the Sky is a relaxing 3D platformer with a minimalistic and colourful design, fun game mechanics, and an interesting, randomly generated level layout. No playthrough will ever be the same, and it is up to the player how they choose to reach the top.

About Unus Lupus

Unus Lupus is a small game development studio based in Denmark, making fun and visceral games for VR, using the Unity game engine.
We here at Unus Lupus are greatly passionate about VR, and we hope to add our titles to the growing VR community.

Our Collaborations
Full Moon Fears (2022)

Full Moon Fears is a reverse horror game about a werewolf who finds himself in a terrible position. It is his first night in his new form, and bloodlust has already claimed the lives of his wife and child. With nowhere else to go, the werewolf must escape the area and start a new life in the mountains, away from the terrible memories and judgement from others.

Alas, the villagers have no intention in letting a bloodthirsty werewolf escape with its life intact, and are out in force to hunt you down. They do not know that you are their friend and fellow villager, and will stop at nothing to get rid of you. You on the other hand, are unable and unwilling to raise your hand to your fellow man.

Full Moon Fears was developed as part of the first game collaborative game project at PlaygroundSquad Falun, a game development school in Sweden.
The game was made in six weeks by a team of ten people (3 game designers, 3 programmers, and 4 artists), and the project was led by Christian Andresen.

Download a build here

Development Diary by Christian Andresen

Day 1: Monday, 14th of November, 2022

Today was the first day of the project, where we got everyone together and started talking. We discussed several topics about the games, what ideas I had in mind, what documentation I could share, etc. During this discussion I received several ideas from the team, some of which had big impact on how the game was designed, notably regarding the layout of the actual map itself, and how the game should progress. This led to the game changing from an open-world game to a more linear one, but still with some semblance of player choice and exploration. After that I got everyone working on a task and started reworking the GDD to fit the new ideas.

Day 2: Tuesday, 15th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone’s progress. No real talks on what people were doing as most were Then attended a lecture about GIT and version control. Talked to the artists about the art-style and the feelings and atmosphere we want to convey to the player. Worked with Alva-Maria to improve the level, going over ideas for save-points, obstacles to the player, etc. Worked with Elliot, the Lead Artist, on improving the Trello-board for the project, and went over some ideas for detection, navigation, etc.

Day 3: Wednesday, 16th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone’s progress yesterday and coordinating tasks for the day. Afterwards I met with the lead artist and programmer to discuss the Trello board and possible tasks for each team. In the end the decision was made for each team lead to create and organize the relevant tasks. Spent some time talking to the individual team members to review their work and come with input for improvements and additions. The rest of the day is a mixture of working on the GDD, setting up GIT and FORK, and making Unreal play nice with the Source Control. Will hopefully start blocking out the level tomorrow, assuming the structure for level and sublevel files has been decided on.

Day 4: Thursday, 17th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and expectations for the day. Programmers have gotten their flowcharts cleared, helped set up everyones respositories, and are now working on some code prototyping. Artists are working on buildings and characters, with some meshes soon being ready for rigging. Progress is overall going great. Talked to Elliot about the blockout level, specifically how the folder structure for it should go, and if we should use sub-levels or not for the project. Spent some time going over ideas and thoughts with Alva-Maria, although she did not seem well and so I suggested she went home. Rest of the day was spent working on the level blockout, where I managed to sculpt out a very accurate version of the 2D map seen in the GDD, although it is still missing placed assets..

Day 5: Friday, 18th of November, 2022

Started out today with a SCRUM meeting, catching up on everyone's progress and expectations for the day. Programmers have started working out code-specific file structures with Elliot, and worked on some prototypes for enemy AI, player movement, and camera controls. Artists have produced some basic meshes that can be rigged, meaning we are likely to start working on rigging and animations in the next week. As both my co-designers are ill, I spent the day working on the level blockout and preparing the presentation for monday's sprint review. Will be meeting monday with the other team leads to coordinate next weeks tasks and expectations for each discipline.

Day 6: Monday, 21st of November, 2022

Started out the day with total chaos. All team members, excluding myself, had to move to their new seating arrangements. This relocated our SCRUM meeting to 10 in the morning. We were mostly going over what we were going to be doing today and this week, with a lot of focus being spent on the sprint review at 14:00. I myself spent a lot of time working on the presentation, going over talking points in my head, and generally preparing for the ordeal, which lasted nearly two hours. After that day I talked to some of my team, before ending the day with updating this dev diary and answering questionaires about scripting courses.

Day 7: Tuesday, 22nd of November, 2022

A few delayed team members meant a later SCRUM meeting than expected. Caught up with everyones progress and daily tasks, and started working on a new version of the game's level. Managed to get a few more ideas down on paper, but lacking knowledge on the sublevels we were using. Spent some time reading Casper's document on the subject, and also talked with Alva-Maria about story and music for the game. Ended the day with a discusison with Elliot about the layout of buildings in the map and their purposes.

Day 8: Wednesday, 23rd of November, 2022

Tried hosting a SCRUM meeting at our desks, did not go well. Hard to hear the team over the noises from the room and people entering/leaving it. Spoke with Elliot about the Trello Board and the scale of the blockout level. Remade the blockout to fit a proper player scale (1 Unreal unit = 1 meter), and started work adding buildings and foliage to the map. Working with a rough version for now which will be polished up during the rest of the week.

Day 9: Thursday, 24th of November, 2022

Sick

Day 10: Friday, 25th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Programmers have reached a new point with the enemy state machine, and player controls. Artists have gotten a lot of work done in terms of materials and characters. Today was spent mostly working on the level blockout, which fortunately is almost done. All that needs doing is placing down locations for enemies and interactables.

Day 11: Monday, 28th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Sat down with the team leads to talk about expectations for the coming weeks and spent the rest of the time working on the sprint review, as well as getting Melinda started as she just got back. Did the Sprint Review and got a lot of good questions and feedback, both in person and on Discord, and spent the last hours of the day responding on Discord and thinking of ways to implement the ideas given to me.

Day 12: Tuesday, 29th of Novemeber, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Talked to Melinda and Alva about ideas related to the intro scenes, some seeming more possible than others. Also discussed the possibility of collectibles in the game, such as moonstones that increase the players speed. While these are not strictly horror related, I feel they could help break the monotony of the gameplay without ruining the atmosphere. Spent a lot of time reworking the foliage due to issues with navmesh not detecting foliage collisions. That has been fixed. Also added a lot more buildings to the level blockout to make it seem more varied. These are however still placeholder objects. Assuming the player is ready tomorrow, I will hopefully start working on a package we can hand out for testing.

Day 13: Wednesday, 30th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Melinda and Alva-Maria stayed behind to discuss story, while I went back up and started preparing for the playable level for friday. I added a new version of the player and started adding enemy spawners, only to encounter issues with both, which would become a multi-hour ordeal with a lot of back and forth between myself, Casper, and Bella. Another issue we ran into today was that one of the programmers was sick and had checked out the player asset, meaning we could only manipulate the code, but we managed to get everything working by the end of the day. We should, assuming no issues with making a playable package, have something to show off here on Friday.

Day 14: Thursday, 1st of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Gone over with the entire team what we need done for tomorrow, and started working on filling out the level with interactables and enemies. Talked with Bella and got the level setup with a goal/victory conditions, and tried to help getting the game packaged/built. No issues building, but the game refuses to start up which is something we need to figure out how to get working. Tomorrow I will be focusing mainly on getting the build ready and presenting it for the milestone.

Day 15: Friday, 2nd of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Spent most of the day trying to package the game, and we managed to get everything built in time for the actual milestone presentation. Managed to get a lot of good feedback and questions from the audience, but did not get around to actually using it just yet.

Day 16: Monday, 5th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Gone over with the entire team what we need done for tomorrow, and started working on filling out the level with interactables and enemies. Talked with Bella and got the level setup with a goal/victory conditions, and tried to help getting the game packaged/built. No issues building, but the game refuses to start up which is something we need to figure out how to get working. Tomorrow I will be focusing mainly on getting the build ready and presenting it for the milestone.

Day 17: Tuesday, 6th of December, 2022

Sick

Day 18: Wednesday, 7th of December, 2022

Sick

Day 19: Thursday, 8th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Agreed to feature freeze, and just finish what we have now over the next two weeks. Spoke to Melinda who caught me up on everything that happened while I was gone, notably that the camera angle has been changed (again), and the level has been significantly scoped down and changed. Made a blueprint version of the lamppost, complete with collisions, navmodifier, and lights, so they really light up the level. Also started working on a tutorial, and making a few landscape changes to better accomodate the tutorial area.

Day 20: Friday, 9th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Sat down with some of the second years and reworked the lighting for the scene. Also made some changes to the enemies, added a proper fog to prevent the player from seeing too much of the level at once, and adding generally to the horror atmosphere.

Day 21: Monday, 12th of December, 2022

Sick.

Day 22: Tuesday, 13th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Had some issues with conflicting lights, but managed to fix them by redoing some of the lampposts. Sat down with Martin, deleted all the lighting work I did friday and redid it in a more realistic manner using skylights, atmosphere, etc.

Day 23: Wednesday, 14th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Spent the day trying to optimise the game whereever possible, changing settings and properties on meshes, lighting, and general rendering behaviour. Also made some changes to the tutorial environment and its lighting properties, notably reducing the area where the tutorial text appears within to prevent screen crowding, and enhancing the lights to make the tutorial objects pop out more. Also added the new mesh and animations to the player model.

Day 24: Thursday, 15th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Spent a while thinking about what's left to take care of, looking over feedback we've gotten recently and making changes to the camera. Unfortunately those changes were lost due to source control issues. Spent some time playtesting and checking for bugs, finding some involving the bear trap which causes issues with animations. Also worked on adding navmodifiers to the fences, and fixing navmesh issues relating to the bridge models.

Day 25: Friday, 16th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Spent a while thinking about what's left to take care of, looking over feedback we've gotten recently and making changes to the camera. Unfortunately those changes were lost due to source control issues. Spent some time playtesting and checking for bugs, finding some involving the bear trap which causes issues with animations. Also worked on adding navmodifiers to the fences, and fixing navmesh issues relating to the bridge models.

Day 26: Monday, 19th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Spent the day preparing for the sprint review, held the sprint review, then spent the rest of the day going over the feedback.

Day 27: Tuesday, 20th of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Spent a lot of time working on the navmesh, fixing issues with it and adding navmodifiers to areas that needed it. Aside from that I fixed some bugs relating to the menus, with duplicate menu widgets apppearing.

Day 28: Wednesday, 21st of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Spent most of the day fixing small issues and playtesting, relaying any bugs to programmers and artists. Added boob radio.

Day 29: Thursday, 22nd of December, 2022

Spent the first hour of the day going over our game presentation and the last issues related to the build. Had the presentation, then went home for Christmas.

Contact Us

For General Inquiries: contact@unuslupus.com

Want to give feedback?: feedback@unuslupus.com