We're All Going To Die news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak4
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score60% positive
- Total reviews35
- Release dateFeb 19, 2021
- DeveloperBlack Banshee Studios
- PublisherBlack Banshee Studios
Genres: Action, Casual, Free To Play, Indie, Strategy
Company pages: Developer: Black Banshee StudiosPublisher: Black Banshee Studios
We're All Going To Die Steam news
We're All Going To Die news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Telling the Story - Music - 21 February 2021
by Jeremie Wallis, Audio Engineer The modern gamer has three main things they look for in a game: gameplay, art design, and audio. The gameplay dictates if the game is fun for a person to play. The visuals determine if the game is enjoyable to look at. The audio is what the player is listening to the entire time they are playing, and can be very important to both draw people in and keep them interested. Audio itself can be further broken down: everything from the music you hear to the shot firing from a laser rifle, to the sound of a teleporter just humming in the background are all different audio assets that have to be created, balanced, and mixed to give the best experience for the player. Let’s start by talking about the music. Our goal for the music of We’re All Going to Die was to have cohesiveness to the different areas, while making each one still feel unique. We looked at instr…
- We're All Going To Die is Now Available - 19 February 2021
Hello Everyone! First our team would like to thank you for taking an interest in our game, We're All Going To Die. After many months of work on this project and being in quarantine we have finally reached the release of our studio's long term project. That being said, we have been taking notice on the issues within the current version of our game. We plan to implement fixes and update it as soon as we can. Thanks again for all your support and try not to die! Sincerely, The developers, producers, designers, artists and writers of We're All Going To Die
- Telling the Story — Gameplay - 19 February 2021
by Jeremie Wallis, Audio Engineer While a great soundtrack and popping visuals can get a gamer drawn in, the mechanics of a game are what keep people playing day in and day out. Product owner Tyler Baker knew that, for the first console release, making a splash was important. “Before production started, the studio head wanted us to go big for our first console release,” Baker said. “We didn’t want to release just anything, so we decided to pick things up a notch and do things we hadn’t done before as a studio.” This led to We’re All Going To Die, the most ambitious game from Black Banshee Studios to date. Marking such a milestone led to some big changes in the original game design. “The only thing that stayed from the initial design was the fact that it was a twin stick shooter. The original design was more of a tower defense game in which the players would have to pick classes and defe…
- Telling the Story — Art Direction - 18 February 2021
by Jeremie Wallis, Audio Engineer “Coming up with an art direction is one of the hardest things to do on a project.” We’re All Going To Die’s artist Giovanna Amorim succinctly explained the challenges of art design for the project. Project owners usually have a vision for a game, but communicating that isn’t always the easiest of processes. Former art lead Zachary Flannery said, “When we first started WAGTD, the product owner wasn’t sure which direction to go. It didn’t get finalized until well into the process. The only art direction I had was that it was low poly and simple. We stuck with that for the longest time.” After conversations, concept art and early models, the team worked together to get more specific. Current Art Lead Shinnosuke Shimochi explained the turning point for the project was “when we decided on an asset pack for the character models. Once the asset pack was determ…
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