Thank you for the feedback, we're glad you are enjoying ReDead so far! We appreciate your comments and they are very helpful to us, as we have mentioned in other replies we have lots planned and look forward to sharing the updates we are working on soon.
Aerix Art Games
Creator of
Recent community posts
Hey thanks for the great feedback! I just got done watching the video you recorded actually, and I really appreciate the time you took to give us feedback as you were playing. I left a comment on it as well. We are glad you are enjoying ReDead so far, and look forward to sharing all of our planned updates soon as me move along through development of ReDead!
PS: Your last bit of feedback made us both laugh a good bit, easily the best piece of feedback we have gotten so far haha. Thanks again for playing.
Hey, thanks for the detailed feedback! Narrative, story, and areas like reasoning behind actions (realism wise) are all things that are not yet really developed in this game in any way right now as we are focusing on the core gameplay first, but we have some very big plans in the future for that. I would expect that if you came into this current build now looking for it, you'd probably be disappointed. As far as your other feedback goes on this list, we will certainly take these things into consideration going forward and we again, appreciate it lots!
The Things I Really Liked
Wow...this is actually pretty neat. I love the art style and visuals, the theme you have going here is rather intriguing. The sound design is also really good for this kind of game, it is right in line with how I would expect the sound design to be but somehow better in some places even. I like that right away you are given the run down on the basics, and for a game like this I would expect some level of mini-tutorials if you will that direct you on things as you go along. Your game does it well, and not in a way that I would consider annoying. It took me a minute to figure out that not everything could be picked up with a button, and you actually just had to run over some things to pick them up. The shooting is impactful and combat is satisfying, I like the hold left mouse feature to shoot more powerful shots for guns. The combat itself is actually pretty challenging in some aspects where if you decide to run in a group of enemies like an idiot you will die instantly, which I like. It emphasizes on the tactical aspect well (finding cover, outmaneuvering enemies, etc). AI is great by the way, they absolutely want you dead and make no distinction otherwise. The auto crouching is a really neat feature and I quite enjoyed that aspect of the tactical side of things. I especially enjoy the explosions, blood, and gore effects you got going here for your style of game.
The Things I Did Not Like
At first I did not know you could zoom in and out with your camera view, but man, it's pretty jarring when zoomed in anywhere close to the player. I feel like the zooming levels should take into account the sensitivity of the camera movement to make it smooth, but right now that is just not there at all. I've seen some other games that have this issue with this sort of camera perspective or a similar one, but here it is pretty jarring if I am being honest. The part where I got to pick up the molotov (the camp area I guess it was) I was genuinely confused with how the camera was behaving. Maybe start with it more zoomed out at least so I can see where my player is at? There were even some instances like when I came across the propaganda tower that I actually didn't even know where I was on the screen because my camera was centered on my cursor off in the middle of the level. Something like arrows showing where your player is actually at on the screen would be nice. The main problem is it just moves too quick and is all over the place between the zoom levels, the following the cursor location, and figuring out where your player is at on the level when manipulating the camera at times. The interaction text above some objects that ended up being in the way of my camera view of player was a bit annoying, but something I could look past for my first play session. I can't help but think there's gotta be something less obstructive that you could do for that though. Lastly, I had a hard time pausing your game - it worked but only if I spammed the P key I think it was? And it was very delayed to show up when I did that, so not sure what was going on there.
Other Random Thoughts
I thought it was odd you could not destroy the propaganda tower with grenades and instead go to walk over it to get rid of it. Unless I was missing something there. I really want to blow those things up.
Final Verdict
Overall, it's really fun and I quite enjoyed it. I was actually surprised by the quality you have here, and it's something I genuinely want more of in a final game version. I would pay for a finished version of something like this for sure. Excited to see the updates.
- Was the game enjoyable? Could you imagine playing a longer version?
It was a lot of fun! What drew me in is the games I grew up playing that were similar to this one, it's good mix of simple arcade tank shooting and a bit of challenge to continually move and dodge enemy projectiles.
- Was the boss too hard/easy?
Seemed overwhelming at first visually, but was overall pretty easy for me. I probably also lost more health than I realized by the end of it.
- What was frustrating?
The aim seemed a bit...not accurate at times? Like the rotation of the tank had some sort of lag to keep up with the cursor, which I get since it's a tank game but was a bit too slow causing my aim to seem a tad off at times.
As others said, the space key for the alt fire is a bit odd in my opinion. I actually didn't read the controls the first time and just tried to figure it out for myself and never hit the space bar to try it until I read controls the second time. Even something like right mouse might be better.
At one point there was a floating object in the middle of screen near my tank and I didn't know what it was, at first I tried shooting it. Then I went over it a few seconds later and it said I won the game. Had no idea what happened or what it even was lol.
- What did you wish you could do?
I wish I could upgrade through your upgrade shop! Haha, all jokes aside...I know it's not there yet but I think this would make it much more replayable for sure because right now it's kinda just a one run and done kind of game and it's hard to actually continue your current session when no upgrades are currently present.
Overall it is fun and I like the style / theme you have going too!
Thanks for the feedback, we are glad you are liking it so far! The invisible wall is indeed intentional to keep the player moving forward, but it is not a permanent solution, and we are still in the process of figuring out what would be best. Items have a usage durability, and so we are still playing around with balance as well. As far as visuals go, we have a lot of things planned and look forward to what we end up doing to take it to the next level. Cheers!
This is awesome! Thank you for sharing. We would also like to point out that since this jam, we do have a new version alongside a recent hotfix for that version released on the game page itself, and we have a holiday update incoming very soon! We'd love for you to check those as well if you'd like, and let us know what you think! Cheers.
This Game Was A Submission for the Epic Megajam, but due to an engine bug with the legacy input not working inside of our main menu pawn class in 5.6, the first build we uploaded is unfortunately not playable past the main menu.
We did correct this about 30 minutes after the jam had ended and the working build is uploaded below.
Corrected Build Link: https://drive.google.com/file/d/1ISe30vNCGnz8nd94ixvDHAgCsl7SAhrA/view?usp=shari...
Thank you for the insight so far, I am still looking into a fix update; but an announcement will be published on this page when it is released. In the meantime, you are welcome to join our Discord community here: https://discord.gg/mBZvEPU to stay up-to-date on the project and provide further useful feedback if you'd like!
Thank you for helping out again,
- Connor
I think I have found what is causing this bug, and I'll try and do another build this weekend to see if it has been fixed. I believe it is a specific rendering feature that is not compatible with Intel Graphics that makes Integrated GPUs throw a fit with lighting when enabled. Thanks for helping bring awareness to this issue again, very much appreciated. A new dev log will be posted when it's been addressed. Thanks, - Connor
So it appears your specifications are indeed under system requirements for the game (primarily your GPU), although you should still be able to run on super low settings. What I find odd is the yellow graphical issue going on there in the main menus most of all. Are you able to adjust your settings by clicking options or does that issue prevent you from doing so? If so, I would lower them all drastically, try different resolutions, etc to see if anything changes. I am actually curious as to making sure there's at least no graphical issues like this on lower end hardware so I'll see what I can do from there. Again thank you for helping out here, really means a bunch! - Connor
Hi, sure so I would be happy to help. On a Windows system (which is the only operating system this game is built for currently), you can view your system specs by going to your Start Menu and typing in msinfo then from there clicking the System Information result as follows. From this screen you will be greeted to all of your computer's hardware specifications in one place. I only need your general specifications from you to debug though so that would be the following under each corresponding "Tab" on your left sidebar (they are titled as follows under their relative tab names):
System Summary:
- Your OS Name.
- Your System Type.
- Your Processor.
- Your Installed Physical Memory (RAM).
And then under the Components tab on the left, and then Display:
- Your Graphics Card Name (At the very top).
- Your Resolution (Display Resolution).
Thank you, and if you have any questions let me know!
Hi again! I noticed, it may be because you had unfollowed accidentally I presume, but just note; there has been a few, but mostly minor patches. I really aim to focus on it more this next year, and hopefully that can gain more coverage, and some exciting stuff can come out of it all, such as release on Steam when the time comes, etc. In the future, I'll be utilizing the dev logs here on itch more to help express this.
Best regards,
-Connor from Aerix Art Games
What is this topic for?
This is the main thread for general feedback, constructive comments through early access and so on, to help make this game the best it can be before it reaches Steam in Early Access.
Join our Discord for further Discussion today!
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Rules:
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- When giving any sort of criticism, keep it constructive. This means simply giving reasonable explanations behind issues and so on. In other words; just be honest and tell me what's good, what's bad and what needs improving so I can make it better!
- Lastly, just have some fun! That's what this is all about and I am so blessed to share this journey with you all.
*Any further questions, feel free to ask in our General Discussion topic (sticky) as well. Cheers, and happy adventures!
This is the official topic for all game updates, dev-logs and more accessible only by authors and mods!

Current:
Huge Announcement folks!
My game, Wolfthorn has been successfully pushed as a demo on itch.io!
What does this mean for the game and it's push towards success back on the Steam market?
This is a vital step for the game being able to be thorough enough for a full release on Steam.
That also means there is a much lower chance their will ever have to be an Early Access release on Steam itself, since most testing may work out
through the game's course of development on sites like itch.io, and/or indie.db alone.
So what's the most important thing I should know before downloading the beta from itch.io at any given time?
Always note this will be a in-development, continuously updated title while itch.io. This means a few things. One, don't expect any sort of "perfection" right out of the box.
This is continuously evolving game, meaning development is pursued every day of the week, nearly 24/7 in my current state.
Secondly, things will be changing at a constant, and almost always, there will be dev-logs, streams, and more to follow, which if you're interested in the game and it's development, are
very, very important to follow as closely as possible.
Lastly, right now, Wolfthorn and it's beta is entirely optional to donate towards it's funding.
That means, donations aren't forced of course, but are significantly beneficial to the game's push towards a full, paid release on larger markets like Steam.
It is very important to note that all funds collected towards the beta platform will go entirely towards Wolfthorn's development and that only.
Thank you all, and have a superb day! I look forward to what this game has in store once more, and for a last statement, what is to come with all I have to offer :)
About this topic:
This is the official general discussion and q & a hub for Wolfthorn! Keep it appropriate, and keep a head of common sense as well.

Rules:
- Obviously, keep it civil. No harassing other users or developers such as myself.
- Try to keep redundancy to a minimum. Be aware of other questions that may be similar to yours and try not to post duplicates.
- When giving any sort of criticism, keep it constructive. This means simply giving reasonable explanations behind issues and so on. In other words; just be honest and tell me what's good, what's bad and what needs improving so I can make it better!
- Lastly, just have some fun! That's what this is all about and I am so blessed to share this journey with you all.














