Grappledrome news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peakNot available
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score79% positive
- Total reviews14
- Release dateFeb 13, 2017
- Developer800 North
- Publisher800 North
Genres: Action, Indie, Early Access
Company pages: Developer: 800 NorthPublisher: 800 North
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Grappledrome Steam news
Grappledrome news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Dev Update - 14 December 2018
Hello all, You may have noticed we removed the purchase option on the store page. That's because over the past several months development had slowed down substantially. Unfortunately, family circumstances has taken a lot of our free time away. This is an ongoing concern and so consistent development on Grappledrome is virtually impossible for the time being. We'll continue posting updates as we get time to work on the game. Another factor in all this is the rapid reshaping of the indie development scene. To be honest, it's bewildering trying to figure out the best way to approach a game release. Thanks for hanging in there with us. We have not abandoned Grappledrome but we are on a hiatus of sorts! The Devs
- Dev Update - 15 July 2018
Hello, For the past several weeks we've made good progress on a playable level based on some of the concept work shared in previous updates. We're putting this together to develop all of the basic components we'll need for the rest of the game. Some basic NPCs, power-ups, simple cinematic sequences, etc. Setting all of this up can be surprisingly time-consuming as we're integrating all of this into existing character classes that weren't necessarily set-up with these elements in mind. Here's a quick preview of what we're working on. The screenshot is from the Editor. Most of this level is untextured and the lighting is extremely basic at this time. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27582168%2Fbd69bc788ed5426cbe989259e8fd8e559c0293ce.png By going through this process with a small, manageable level it will allow us to go a lot faster with the larger maps whi…
- Dev Update - 11 June 2018
Hi all, We've been continuing our work on environments and enemies. The map that's getting the most work is nicknamed the "Grappleroom" for now. It's a space in the campaign that will be relatively safe from which the player can access the main maps that comprise the game. Think of it like a training room where you can shoot some enemies, practice grappling, and just get comfortable with some of the main mechanics of the game before tackling a map. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27582168%2Fcc849e9798c75d62e9078ea2850da0cc6c285129.png There is a main chamber with floating platforms and plenty of surfaces you can swing around on. Branching off from the main chamber are pathways to other maps. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27582168%2F6cd4244b19a0ffe69014c98a3c9dcac054861dcd.png What you see here is concept art but we are…
- Dev Update - 4 May 2018
Hi everyone, The work continues. We finally felt comfortable writing out a full description of the game. The overall length and scope of the singleplayer had been a bit vague as we weren't sure how big of a project we wanted this to be. We feel like the story works well and should be a satisfying experience. The total length is tough to estimate at this point but it should be in the neighborhood of 4-5 hours. So on the short side but we hope it will have some replay value. Environment art continue to be the main area of focus. In addition the regular stream of concept art we've begun laying out actual levels. We're still trying to solve a number of problems with scale. The grappling mechanic allows the player to cover incredibly huge distances and so designing spaces that are fun to move around in as well as visually interesting is definitely a tough challenge. https://steamcdn-a.akamai…
- January 2018 Update - 1 February 2018
Hello all, sorry for such a long delay between posts. The holidays were quite busy and we just didn't get a spare minute to put a nice update together. The past few months of concept work has focused on NPCs. The art we've done so far for environments feels pretty good and we have enough of a handle on it now that we feel comfortable modeling finished environments (which we're working on for the beginning of the game). Now we need to populate those spaces with the Overlord's varied minions. Conceptually, we are going for an enemy design that looks strange and surreal. Because the story of Grappledrome will take place as the Overlord is slowly going insane we want the enemy design to reflect that. The enemies you encounter will have a certain form and design to them but there should always be something strange and slightly off about them. The Grappledrome in its more perfect days was a f…
- October Update - 21 October 2017
Hello all, We continue to focus on the opening of the singleplayer campaign. In our last update your saw some concept art of the eye stalks which are a part of an inspection tunnel the player will find him/herself in at the start of the game. Like any piece of entertainment it's critically important to capture the audience right at the start so we're spending a lot of time thinking through the game's opening moments. Last update you saw an inspection tunnel and some ideas for the eye stalks you'd see along the path. We've done more along these lines and begun modeling the interior. In addition, we also some objects that you'll see at the beginning that we're calling "Hypercubes". These are very large structures that will give the impression of human souls marching to their doom in the Grappledrome...the eventual fate of the player! These are meant to imply, in a surreal sort of way, a p…
- Update - Sept 2017 - 23 September 2017
Greetings! We’ve spent the last several months in a long and steady process of reorganizing how we handle development for 800 North projects. For several years we worked pretty much exclusively on whatever game project we wanted to. This includes Dino D-Day and Grappledrome as well as some other projects. Following the Early Access release of Grappledome – which didn’t exactly set the world on fire – we decided to return to our former careers and pursue game development on the side. If you’ve followed us for a while you may know that we previously worked in television production before embarking on Dino D-Day. The primary reason for this change is the new Steam store front. When Dino D-Day was launched the risk of financial failure on Steam was low. You could make a game, get front page, main capsule exposure for a week or two and feel confident that you’d at least make most of your mon…
- Update news - 11 March 2017
We are only days away from the new update. Our development blog has some work-in-progress images of the new map, Basilica, and the new melee weapon. You can check those out here: Development Blog Once the update hits, we will get back into our playtest schedule and finish Basilica with what we learn.
- Grappledrome now available in Early Access! - 13 February 2017
Enjoy a 10% launch discount, as well as a 20% loyalty discount for Dino D-Day owners.
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