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Dev Diary 1: Environments of Eltheria

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What a week it’s been here at PixelPunk! We’ve officially migrated the entire Raveren project to Unreal Engine 5, unlocking a new level of visual fidelity, performance, and creative freedom. But that’s just the beginning. 🎮 Combat & AI Overhaul We’ve rebuilt our entire combat and AI systems from the ground up. Expect smarter enemies, tighter mechanics, and more dynamic encounters. The goal? To make every battle feel responsive, challenging, and deeply immersive. 🧭 Menu Redesign Our UI/UX team has reimagined the game’s menus to better reflect Raveren’s atmospheric tone. The new design is sleek, intuitive, and built for immersion—whether you’re navigating inventory, adjusting settings, or diving into lore. 🌍 Worldbuilding in Motion Meanwhile, our environments team has been hard at work shaping the many landscapes you’ll traverse. From eerie forests bathed in moonlight to crumbling ruins echoing with forgotten lore, every location is crafted to pull you deeper into the world. This ...

Announcing Raveren: The Legend of Eltheria

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We here at Master Chief Studios are pleased to annouce Raveren: The Legend Of Eltheria! It will be launching on Steam late next year, we do have a provisional date in mind, however we are not ready to commit to a single launch date yet! The team has been hard at work creating entire new worlds not seen the previous iterations of the game, creating whole new terrain systems and TOD systems. The materials and textures has also undergone a massive reworking to improve the quality. We have also upgraded from UE4.26 to UE4.27 and we are also working on a UE5 version of the game in parrell. Unlike before the game will be fully compatable with linux systems including Steam OS for the Steam Deck. We have attached a video from one of the recent builds of the game for you to take a look at. Raveren takes place in the lands of Eltheria, where you must discover all the secrets, battle mythical creatures across various different biomes of Eltheria.

Castle Wars Dev Diary #2

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 Today we are happy to share with you some insight into the development of Castle Wars and where we are up to with progress on the game. So without further ado lets begin. Over the last few months, we have been super busy and hard at work, working on the gameplay mechanics, AI, Story for the Campaign and the maps, as it currently stands there is 3 maps developed for the game, with 2 of them being completed and the other map is close to completion.  The base game mechanics have now been implemented fully into the game, along with the character animations and sounds, the sounds are still pretty much placeholder at this stage. Animations Demo Below is a video taken directly from one of our team, who is working on the animations. Gameplay Demo We have prepared a short gameplay demo, showcasing everything we have spoken about on this blog Unreal Engine 5 As some of you may be aware, Unreal Engine 5 has been officially released. Castle wars won't ship on Unreal Engine 5, however we ...

Castle Wars Enviroments (Dev Diary #1)

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 Hello Everyone, and welcome to this blog post, we are sorry for the lack of updates over the last few months, We have been incredibly busy working on 3rd party projects which have taken up the majority of our time. We have unfortunately with a heavy heart have to announce that we have cancelled all further development on Pub Simulator, and have handed the licenses for that title back over to Yellow Noodle Games. However, we are hard at work on developing Castle Wars, which will be our first title, whilst we cannot give a release date yet, we aim to show you some of the levels and gameplay over the coming weeks, below are some screenshots of the 1st 2 levels that we have been building, Please bear in mind these levels are not final, and are in various stages of development.

Changing Times

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  Hello Everybody, you may have noticed a few changes have happened, We are no longer called Yellow Noodle Games, We have changed our name to Old Pack Horse Studios, the reason behind this was that we sold Yellow Noodle Games to a partner we was working with on a few titles. I would like to reassure you all that we are still commited to working on the same games we was working on under Yellow Noodle, Pub Simulator and Castle Raiders are completely unaffected by this name change. We wish the new owners of Yellow Noodle Games all the best in the future and we look forward to working closely with them in the future.

Dev Diary 14: Garden Plaza

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 Well, February turned out to be a busy month, We moved from our old office into our new one, (See Our last blog post. We are now settled in and back to working on the game again, (Who knew moving could be so much work !) Our environment team has been hard at work completing the Plaza area in the game, It is 90% complete, with the team now adding the final touches such as small props and foliage.  As time progress on the project the programming team is making leaps and bounds in developing the base mechanics, over the coming months they will be implemented into the game, we look forward in showing you these soon, Again this is a short post as we have been busy moving, next month we will focus on Castle Raiders on the blog and show you some gameplay. Without further ado, here are some screenshots of the garden area of the plaza, at sunset.

New Offices!

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Over the last few days, we have moved into our first office, since the company was founded we have been working from home and remotely, But as time has gone along we now require a proper office, these are exciting times for us, We have worked hard despite the pandemic to get to where we are today. This is only a small blog update, our monthly update on development will be out in the coming days. Our New Address is  Office 1.7 8-12 Crossley Street  Halifax  HX1 1UG Tel: 01422 291310