Early Access 2.0 Out Now!

https://www.youtube.com/watch?v=mmrfy8-njtw ...
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Players Choice: Best Upcoming Indie of 2018!

Dear Action Figures, Because of you, we came 1st in Indie DB’s Players Choice: Best Upcoming Indies of 2018! We could not have won this award without the support of our troops. Soldiers, we salute you! 2019 is going to be an awesome year for HYPERCHARGE: Unboxed. From all of us at DCC, thank you! ? – Joe ...
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2018 Indie of the Year Awards!

Full announcement here. We need your help to secure our place in phase 1 of voting for the top 100. The closing date for voting for phase 1 shall be 10th of December, 2018, at which point votes will be tallied and verified and the top 100 projects will be announced ...
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Development Progress – Early Access 2.0 – T. Rex, Ponies and more!

T. Rex, Ponies, new Garden map and much more. View the full announcement here ...
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Early Access 2.0 – Development Progress – Minigun & Bouncy Balls!

Soldiers! There’s a lot more to show in our next announcement such as; a new map, enemies and a useful buildable. Full announcement can be found here ...
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/ / HYPERCHARGE: Unboxed

Early Access 2.0 – Development Progress – Dino’s, UFO’s & much more!

Hi all, THIS IS JUST A PROGRESS ANNOUNCEMENT, NO UPDATE HAS BEEN RELEASED. I hope you are having a great weekend so far! Guess what, it’s about to get a whole lot better. Gameplay To reiterate, you no longer defend just 1 Core, but instead 3. The reason being is because currently, the gameplay is way too static and linear. It doesn’t force much change in view of how you move across the environment as a player. Having multiple Cores to protect allows enemies to attack from new heights, different angles and are more dangerous because of their new pathing. This also puts more of an emphasis on teamwork. Oh, and let’s not forget to mention; you find new weapons and attachments which are scattered across the map as each wave progresses. If you remember our previous development progress announcement, we mentioned a lot of stuff we were working on. Well take a look below and see for yourself. (Below are ...
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Early Access 2.0 – Delays

Hi everyone, As the title says, Early Access 2.0 is going to be delayed and will not be shipped for the end of this month. We’re sorry! Many have asked why can we not we ship out updates into smaller increments? There are reasons for this and to hear it from the horse’s mouth, Dec, our Lead Programmer will explain why; The development of Unboxed is going great. We have made many improvements to the game and our team is in a real creative flow. Even though overall development is steaming ahead, we’re still not at the point in which we feel the game is at a stage where we’re all happy with its gameplay, content and balance. Not after the huge overhaul of the game we’ve implemented in the last few months. Once we’re happy with the gameplay and at a phase where we feel the information from players would be useful to us, only then will we be confident ...
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Level Progress – Early Access 2.0

Soldiers, Here are some images of new and existing maps. Our focus is to make sure each environment offers more diversity regarding movement of the player. We want you to able to run and jump across pretty much everything you can see. Most things will not be out of reach. But be aware; enemies too can reach such spots. Well, that’s it for today. I hope you like what you see and are getting as excited as us! We are working extremely hard to make sure Unboxed is going to a very fun and replayable experience. For those who are interested, you can join us on Discord and our Mailing List below: Newsletter Discord Thanks for your support, Digital Cybercherries Ltd. digitalcybercherries.com ...
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Development Progress – Early Access 2.0

Hey Action Figures, THIS IS JUST A PROGRESS ANNOUNCEMENT, NO UPDATE HAS BEEN RELEASED. Straight to the not so good news. As you already have guessed, we didn’t manage to release Early Access 2.0 for the end of May. We’re very sorry. We thought we could have pulled it off and shipped out the update, but it would not have been workable to do so. I realise I may sound like a broken record, but please remember this announcement. We are battling on after now being a much smaller team, many of us working full time jobs, you get the idea. Development and workflow has increased, despite delays and huge setbacks, so we are moving forward. Now onto the good news. We are digging deep and making some gargantuan changes to HYPERCHARGE: Unboxed. Please see below our progress. NOTE: There are much smaller things we’ve added / changed to the game which may not be shown here. I’ll probably add ...
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Developing with InstaLOD – How it has helped us!

Hello everyone, How did HYPERCHARGE: Unboxed benefit from using InstaLOD? Find out below! Creativity and Efficiency  As game artists on a small team of indie developers, we work behind the scenes creating as much eye candy as possible for HYPERCHARGE: Unboxed. The core of the job is to be an efficient and creative visual problem solver. The one challenge all game artists must be professionals at is efficiency, and this is where InstaLOD closes the gap in our pipe at Digital Cybercherries to increase our output tremendously. Focused Content  A high profile asset that will require a lot of polish may take a few days to weeks in most pipelines. This is mainly driven by the numerous steps taken to achieve a final game ready asset, but the one’s most time consuming can be the final low poly, UV layout, baking and LOD generation depending on final model complexity. These four steps alone can eat up hours to days’ worth of work. When we ...
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