Story Time Wednesdays, Unit 108 Edition, Vol. 16 – Callout Post For Toxibot

Members of the Community,

CMRobbie here! Today for Story Time Wednesdays we’re unveiling another new enemy for the Alexandria District, the Toxibot!


Modeled after cartoon beakers, the Toxibots patrol the Bio-Containment Facility deep within the Alexandria District, and emit a powerful toxic gas they perpetually generate via bio-mechanical nodes within their glass bodies.

The gas is deadly to Deacon’s human self, and while it might not seem like a particularly worrisome attack, it can quickly become quite tricky if Deacon doesn’t approach carefully.

If Deacon manages to avoid the toxic vapors, the Toxibots themselves – being made of glass – are relatively easy to dispatch, but you shouldn’t be too hasty about rushing past them:

Despite the fact that we only unveiled it a few posts ago, development on the Alexandria District is advancing rapidly – so stay tuned for plenty more updates!


Community Manager Robbie


Story Time Wednesdays, Unit 108 Edition, Vol. 15 – Laboratory Preview!

Members of The Community,

CMRobbie here! Last week we showed off an overview of the Alexandria District as part of the Dynamic Music showcase, and this week we’re headed back to take a look at the Bio Containment Facility, a special sub-level located at the end of the area.

Y’know. For the Containment of the Bio.

Towards the end of the level, as stated, Deacon comes across the entrance to the Bio-Containment Facility, a massive biological research laboratory located in the heart of New Alabster University and one of the key areas targeted by Arc Nova forces during their invasion of the city at the start of the game.

The facility is already overrun with robots and mutant experiments, but no one knows for sure just what lies inside, or why it was such a key target…

From a gameplay perspective, the laboratory area is home not only to another instance of dynamic music, but also some special dynamic camera angles and dynamic lighting. Take special note of the way Deacon’s jump and shot particles look inside the facility:

That’s all we have to show for this week, but as always come back next week for yet another story time!


Community Manager Robbie

Story Time Wednesdays, Unit 108 Edition, Vol. 14 – Dynamic Music Feature Showcase!

Members of the Community,

CMRobbie here! This week, let’s take a look at a brand new feature for Unit 108, Dynamic Music.

The Science District, also known to residents as the “Alexandria District,” is currently in production and last week our Founder and Lead Programmer Arren finished up a set of scripts called “Music Cake” to allow dynamic music during certain sections of the level – we can seamlessly swap out music tracks with each other without breaking the flow of the song.

For example, early on in the District players will encounter a zen garden – setting foot in this area instantly changes the instruments and melody of the overall level theme to better suit the mood of this new area.

What’s more, the script allows us to make the alternate music tracks actually area specific. As seen in the second clip down below, leaving this area, even in reverse, will cause the music to return to normal – the dynamic music is tied to a specific boundary rather than a checkpoint.

Another neat feature is that we can tune the music for encounters with specific enemies. Listen carefully to change in tempo and new backing melody that plays when Deacon stumbles across this miniboss:

Our composer, Aiden, certainly pulled a lot of work for this level!!

That’s all for this week, but be sure to stay tuned for additional details on the Alexandria District and other areas and features of the game! Also be sure to check out our recently updated staff profiles for more information on some of the workers mentioned in this blog as well as our Twitter, where we are currently participating in Outfit August!

Stay Dressed,

Community Manager Robbie

Story Time Wednesdays, Unit 108 Edition, Vol. 13 – Tidal Rave Storms In

Members of the Community,

CMRobbie here! This week, we’re going to show off the boss of the Waterfront District, Tidal Rave.

More like Idle Rave. Bwa ha ha.

In Unit 108, each of the game’s “district” levels will end with a boss fight against one of Arc Nova’s elite, the so-called “Epsilon Guard”.

Tidal Rave is, as stated, the boss of the Waterfront District, a gigantic squid-shaped mech armed with diamond-tipped drills at the end of each of his tentacles. Originally designed for use in underwater offshore mining, Tidal Rave slowly began to develop sentience and grew tired of his life in the mines, rebelling and joining up with Arc Nova as their main naval force.

His eye, dimmed a little by many paintless days, under sun and rain, broods on over the solemn dumping ground.

In-game, Deacon fights Tidal Rave atop of a series of wood platforms, and will have to move around the stage quickly and precisely in order to dodge Tidal Rave’s tentacle attacks.

Just Get Good.

Destroying Tidal Rave’s tentacles deal massive damage to him. So, while some of his later, screen-filling tentacles rushes might seem like a massive pain, if you dodge them correctly and manage to take out 2, 3 or even 4 tentacles at once you can easily turn the tables on him!

Don’t worry, it grows back.

Tidal Rave is just one of the many bosses Deacon will be encountering throughout his mission. We were too proud of our work on Tidal Rave to not show it off, but we’ve decided the rest of the Epsilon Guard will remain a mystery until the launch of the game.

Also, stay tuned to our Twitter @longstorystudio, because later today we will be releasing a 2nd Demo for Unit 108 allowing you to play through the Tidal Rave fight for yourself!

Prepare Yourself,

Community Manager Robbie

Story Time Wednesdays, Unit 108 Edition, Vol. 12 – Waterfront District Completed, New Website

Members of the Community,

CMRobbie here! This week for Story Time Wednesdays we don’t have quite as much to show off but quite a lot to discuss. Internally, we just finished development on the Waterfront District and have begun development on the Science District (the final game is currently planned to have between 6 and 7 total Districts, or levels.) Here are some of the first few tiles for it:

We will definitely have plenty more to show off of the Science District in the coming weeks, including new enemies, new mechanics, and the boss of the level. (In other words, no, these tiles aren’t all we have of it, but we can’t show you all the cool parts on the first go!)

Development on Science started slowly during the ending stages of development on the Waterfront District, and is now proceeding full steam since Waterfront has been completed.

Don’t worry, it’s just a Unity screenshot. The climax of the level is not the sun erupting into a black hole.

Also of note – our website has been completely redesigned from the ground up by Adam and Arren, is looking much sleeker all around!

So as always, keep checking in on our new website, as well as our Twitter, for new updates every Wednesday!

Warm Regards,

Community Manager Robbie

Story Time Wednesdays, Unit 108 Edition, Vol. 11 – I’m Gonna Go Spikeman

Members of the Community,

CMRobbie here! This week we’re going to reveal another enemy for Unit 108, the Spikeman.

Produced cheaply but in vast numbers by Arc Nova factories, the Spikeman is a tiny, simplistic robot wearing a massive armored helmet adorned with… well, spikes.

The shape of evil.

Spikemen are positioned strategically across Arc Nova hideouts to provide extra obstacles for Deacon. They have a special “Hide” ability allowing them to duck under their helmet, making them temporarily immune to damage.

They are a 100% original design by Arc Nova, with zero obvious inspirations.

That’s all for this week, but stay tuned – we are making rapid progress on the boss of the Waterfront district, several new enemy types, the early stages of production on the next level, brand-new UI and an overhaul for our website, so we are going to have a lot to show off the next few Story Time Wednesdays!

Until Then,

Community Manager Robbie

Story Time Wednesdays, Unit 108 Edition, Vol. 10 – Can We Get a Tank, Please?

Members of the Community,

CMRobbie here! This week for Story Time Wednesdays, let’s take a look at one of the many enemies Deacon will encounter, the Arc Nova Enforcer.

A massive armored tank piloted remotely or via basic on-board AI, the Enforcer attacks with a massive laser beam after locking onto its enemy.

To defeat the Enforcer, jump up and fire a few well-placed, well-timed shots into the weak-point in its “eye.”

Building this enemy was challenging but also very fun for us as a team, as involved us experimenting with a lot of new concepts like sweet spots and screen-filling attacks. A lot of collaboration went on between the team members handling concept art, sprite art, particle effects and coding! This was the earliest placeholder animation for its laser, completed using, of all things, a Shop menu text box:

Before we leave, a quick update on the pace of development; the Waterfront District is nearing completion, but it still took us a bit longer than we expected. Considering the amount of levels we want the game to feature at the end (we hope to be revealing a new one within the next 2-3 Wednesdays!) Unit 108 might release in 2020 instead of 2019.

Games from Long Story Studios are labors of love we all work on between various day jobs, summer classes and internships, and unfortunately there’s only so much we can do at one time for free – without even getting into the fact we’re still a rather small team. We’re not at all complaining, but we request that you please remain patient with development – we are still making consistent progress every week, even if it isn’t very fast.

Stay Tuned,

Community Manager Robbie