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[SAVAGE The Shard of Gosen Devlog] - 'Tis the Trailer!


Merry (post) Christmas, Happy Holidays, and Happy New Year!

You've got one more present to open before the year's over:

2016 Pre-launch Trailer!

 The credit for direction, cinematography and visual FX goes to the insanely talented Christine Carstairs!

Go check her site out and other works here:



Sorry this wasn't shot to you all sooner -- I've been in and out of consciousness all week thanks to a cheerful little holiday flu ('tis the season!). As soon as I'm able, I'll fire off the next update to the live playable build!

Updates that you can expect:

  • New NPC interactions and story events
  • LOTS of traversal bugs fixed for the main character (game feels MUCH better now)
  • UI fixes
  • Gamepad and keyboard fixes (especially as it relates to the UI)
  • LOTS of new stuff (including enemies)!

Expect a more in-depth change log once the build goes live!

Until then, have a safe and happy New Year! See you in 2017!

- Matt

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About toborprimeone of us since 4:13 PM on 01.26.2014

Hello and thanks for stopping by!

My name is Matt and I've been working on an independent video game project, Savage: The Shard of Gosen, for a few years. For the past decade and a half I've had my hands in everything from art and graphic design, film and music. It's been very gratifying being able to funnel everything I've learned into a single project -- and finding out how much I've still got to learn about all that, and game development.

I've been documenting my experiences with the game and presenting them in a blog style format (among other things). I'm here to share my updates (bruises, broken bones and all), and see if I can share any helpful bits and pieces I've learned along the way.

Feel free to ask any questions, chat, talk shop, brutally criticize - WHATEVER!

Thanks, and have fun!