In Theory… Greenlight post mortem.

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As we’re making good progress towards the full release we thought we’d make some noise and share our Greenlight stats. The journey took 11 days to get greenlit in our case and actually was not that eventful. :D The stats however are at least somewhat interesting as they can add to the discussion of the current state of the Greenlight system.

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Reset is Greenlit! \o/

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And so after a week in Steam Greenlight… we are already Greenlit!!!! Superduper thanks everybody!!! :D:D:D \o/ Oh and here’s a new screenshot. :) (Greenlightpage:…)


Steam Greenlight Voting is Active NOW!

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Heyheyhey guys and gals!!!

We’re suuuuuper stoked, voting for Reset to be on Steam has finally begun. \o/ The game is moving forward and we’re targeting a Spring 2016 release.

Want to play Reset right now? No problem!

Help Reset to get on Steam by voting and grab your Greenlight Demo at

The demo content is the same as in the Beta Demo, but optimized an updated. The Greenlight demo also has an installer, so it should be hassle free to get it going. The performance has increased significantly but bear in mind that the game is still work in progress so all kinds of improvements and changes are still on the way. The demo works with the Oculus Rift BUT it’s not optimized for it yet.

New footage is also on the way in a few days. We’ll be shouting when it’s online!

Really cool stuff!! Rock on!

#theorythursday Comms tower

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Hey peeps! Greenlight starts on Monday! (fingers crossed :D)



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#theorythursday Laughing food

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Making sure the demo works, we’re pushing back the greenlight start another two weeks. Yep, even the food laughs at us.


#theorythursday Mech test

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Took the mech out for a spin in the woods. Worked pretty well. :)

PS. Greenlight will start hopefully next week.


In Praxis… Ambient occlusion #theorythursday

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I had never been satisfied with the flat look of Reset’s ambient lighting. We have baked large-scale sky occlusion, but it doesn’t have nearly enough resolution to account for the geometric detail in places like forests. We’ve had screen-space ambient occlusion (SSAO) for many years, but something about it just wasn’t right. So I decided to see if I could improve it!


The top image is without any kind of screen-space ambient occlusion. It’s just for reference. You can bash SSAO variants for their problems all you want, but games that strive for photorealism shouldn’t look like the top image these days. There are other methods, but they tend to be much more intrusive.

The middle image has a custom implementation of Horizon-Based Ambient Occlusion (HBAO). That’s what we’ve been using for most of the project. Nowadays NVIDIA has an implementation of their own in their ShadowWorks package. Theirs could probably provide similar quality at better performance. According to their numbers they could also provide higher quality with slower performance. So far I’ve decided to keep roaming the great expanses of different SSAO approaches on my own. Sorry NVIDIA. :)

The bottom image has a custom implementation based on Deferred Screen-Space Directional Occlusion (DSSDO). Like all SSAO approaches, I can’t believe how dirty of a hack it is, but it seems to work. Notice the stronger contrast on the ground under the fallen branches, the bush in general, as well as around tree trunks. Performance is currently about the same as with our HBAO implementation. Unfortunately even though the algorithm operates with spherical harmonics, it doesn’t produce a visibility SH that you could multiply with your lighting SH. We just evaluate the occlusion SH using the pixel normal and use the resulting scalar occlusion value.


#theorythursday Extreme closeup

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Extreme closeup of a bolt on the mech reveals some facts. :)


#theorythursday Greenlight inbound

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Greenlight starting in two weeks with a playable demo and new footage, uuyeah! \o/