APRIL 2025 DEVLOG


Since the last update, I've been focused on fleshing out the story and lore of the game, but I do not wish to explicitly detail those in these updates. A good friend told me it's best to create a rich lore and provide only a small window into it. I'd much rather show you in the game itself through environment art and cutscenes when it's ready. However one major part of that is the main character, which as I touched on before was long overdue for a redesign.



So here is the old design, really nothing interesting to say about it. It was supposed to be a robot, but it doesn't really have any distinguishable features, just a white smudge. Some people thought it was supposed to be a ghost. Even worse is every animation except the idle, is at a lower resolution than this.


And now here is the new! Certainly a lot more interesting. I've been heavily into y2k aesthetics like cybersigilism, metalheart and chromecore, so I knew she was going to fashion some spiky shiny metal. The colour palette I wanted to be pastel and ethereal, since the lore is pivoting to be more gothic, she is essentially a holy knight, so should have some angelic features (she will probably have a wing ability in the future).


She is wearing a blindfold, which will be explained later on. I chose to have the sword always in hand this time, firstly because it looks cool, but also because the sword can emit light, making the character easier to see in dark areas.

I haven't chosen a name for her yet, internally I call her Lunar, but really don't think it will stick. I'm a huge fan of the character designs in xenosaga, phantasy star online 1 and final fantasy 7, 8, 10 and 13, so maybe you can see that come through.


Last of all is new animations. Now this is a massive undertaking, and I've only done movement so far, no attacks yet, and even some of these still need tweaking or more frames. I am not a professional animator by a long shot, so I am learning as I go. The new design is obviously much higher fidelity than the old, so there is way less lenience in how pixels can be placed. All that said, I think it's coming together pretty well and I'm very excited to soon see her fighting enemies.

Aside from recursor, I am being kept busy by combo devils and contract work. I've talked about combo devils before, there is always new stuff being posted on our socials, so peep those if you are interested. Most of my contract work has been for a game called Odinfall.


I work as a vfx and tech artist, I made the bifrost (rainbow thing) that you can see in the trailer, and many many other things. The game is a roguelike twin-stick shooter, much inspired by nuclear throne. It's out in early access right now on steam, so if that's your thing, go check it out :)

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