JunkfishMay 26, 20215 minJUNE UPDATE BLOGWe have some quite big updates to Monstrum 2 that we’ll be rolling out this Tuesday, June 1st.
PaulNov 5, 20203 minDev Blog #9 - AudioA quick write up on what our plans for the music and music systems are, and a little sneaky peeky of how it's sounding!
PaulOct 2, 20203 minDev Blog #8 - Production InsightAs we come to the end of the first phase of development and get ready for an Early Access launch, let's talk a wee bit about our journey.
PaulJul 31, 20202 minDev Blog #7 - Meet (most of) the MonstersWe wanted a hulking monster, inspiring fear even when at a distance, so making him stand out was important.
JunkfishFeb 26, 20202 minDev Blog #6 - Character Concept ShowcaseIn this development blog, we will show you some of the work that went into the monster and prisoners concepts.
JunkfishJan 22, 20203 min2020 VisionWhat we did last year; how we're starting off 2020, and what we're looking forward to later in the year.
JunkfishNov 27, 20192 minDev Blog #5 - A Little Light ReadingThis dev blog is back, and this time we're shedding a little light... on our lighting systems.
JunkfishOct 16, 20197 minDEV BLOG #4 - The Secrets of Sparrow LockThe Fort descended into chaos; unmasked, the head of Research Development changed into the de facto despotic ruler of the Fort, cutting all
IceOct 2, 20197 minDev Blog #3 - Sea of SoundsIn this blog post, I'm going to go over some of the thinking behind the ambient and environmental sounds for Monstrum 2
IceSep 18, 20193 minDev Blog #2 - Extreme ExteriorsThis blog will be focused on early concept art for the overall environment design, so get ready for a lot of images.
IceJun 28, 20194 minDev Blog #1 - The Sea FortressThis is the first dev blog, so I’m going to tease a bit about the environment of Monstrum 2 to get things rolling: specifically the sea fort
JunkfishDec 16, 20153 minArt Blog 22 – Polish. Cut. Pour.Interior of the helicopter now has its texture pretty far along, didn’t take long – I used that ‘Frankenstein’ method (mentioned in the...
Adam DartJul 23, 20152 minUpcoming events- The Monstrum VR Tour Rides On!Ahoy! Just a quick recap of what we’re up to and what we’ll be doing in the upcoming weeks! Monstrum! Most obvious and first up:...
JunkfishJun 20, 20151 minMonstrum is 25% off for the Steam Summer Sale!Ahoy! You read the headline and that’s exactly what it is. Lots of people jumped into the Steam Summer Game and… 📷 Ding ding! You all...
JunkfishMar 26, 20157 minArt Blog 25 – Hard Surface Modelling Techniques [Part 1]📷 Hey All, So I am going to discuss my hard-surface modelling workflow in Autodesk Maya. Hopefully, this should give you insights into...
JunkfishFeb 10, 20151 minProgramming Blog 16 – Bug fixesHello all! Whilst the programmers at Junkfish have very much enjoyed watching videos of people trying to complete Monstrum this last week...
JunkfishJan 5, 20151 minNews – Monstrum Gameplay TrailerAhoy! A quick update ahead of Monstrum’s Early Access release, a new trailer! Made entirely from gameplay too! Enjoy: Don’t forget,...
JunkfishJan 4, 20151 minArt Blog 23 – Tour of the ship!Hey everyone! Hope you are all looking forward to the upcoming early access release at the end of the month. In the time up to release, I...
JunkfishDec 18, 20142 minProgramming Blog 15 – Pathfinding SolutionsHi, it’s Stephanie here and today I’m going to talk about our pathfinding! (It was supposed to be Bean, but he forgot his password!) The...
JunkfishNov 17, 20141 minProgramming Blog 14 – Door DestructionHi, Andrew here! Just a quick post today. In Monstrum, doors can be knocked down by the monsters. We are currently improving how this...