Tag Archives: subaeria

Getting Greenlit in less than a week on Steam Greenlight


If you’re here to figure out the best strategy to be greenlit, let me squash your hopes before we get started. I don’t fully understand how we got Greenlit. I…

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Art direction, and why it’s important


In a big production such as Subaeria, a story driven videogame that unfolds in a unique world, you need an art direction that transcends the project visually. The look of…

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Level Art: Mixing form and function

After a short intro to level art, I wanted to explore more thoroughly the creation of an environment in Subaeria. I’m not an architect -and probably never will be-, but this…

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The four playable characters of Subaeria

In Subaeria,  you’ll have a chance to play the game as 4 different characters with their unique agendas, interweaving storylines and multiple endings. They all come from different backgrounds and…

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Reconciling Procedural Labyrinth Generation and Narrative

     Procedural generation is popular amongst independent developers, and for good reason: It allows the almost infinite generation of new content, and, with the help of well established rules, allows a…

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6 people and 1 game at PAX

After spending about 10 months working on Subaeria, we decided to take the game to PAX to have people try it out. So the 6 of us made the trip…

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Level Art 101

     Level art is a bit like interior design: We put some colors on the walls, arrange the furniture, and fix up everything so that it looks nice. Concretely, the…

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Welcome to Subaeria!

A year ago, we here at Illogika studios started work on our first original title, Subaeria, a story-driven Procedural Death Labyrinth set in a colorful dystopia. We’ve been building the…

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