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What name have TDS Industries assigned you? 👟💨 #Echobreaker

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Echobreaker Brings Cyberpunk Speedrunning to PC in 2026 Publisher Weekend Games and UK-based developer Upstream Arcade have unveiled Echobreaker, a high-speed precision speedrunner launching on PC via Steam in 2026.

Publisher Weekend Games and UK-based developer Upstream Arcade have unveiled Echobreaker, a high-speed precision speedrunner launching on PC via Steam in 2026.
#Echobreaker #indiegames #speedrunning #UpstreamArcade #WeekendGames
bit.ly/40aYVtS

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Echobreaker – Αναπτύξτε εξωφρενικές ταχύτητες στο νέο precision Platformer! Το νέο παιχνίδι από τη βρετανική ανεξάρτητη εταιρεία Upstream Arcade θα κυκλοφορήσει μέσα στο 2026 για PC από το Steam.

Η Upstream Arcade, δημιουργός των West of Dead και Hellboy Web of Wyrd, παρουσίασε το νέο παιχνίδι της. «Η ταχύτητα είναι δύναμη και το απόλυτο ρίσκο» στο #Echobreaker, το precision #Platformer με τη #cyberpunk ατμόσφαιρα!

Πρώτες πληροφορίες, εικόνες και τρέιλερ στο άρθρο μας!

@upstreamarcade.com

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Anunciado Echobreaker, nuevo speedrunner de precisión de estética cyberpunk Weekend Games y Upstream Arcade anuncian Echobreaker, un desafiante speedrunner cyberpunk de precisión que aterrizará en Steam este 2026.

Anunciado Echobreaker, nuevo speedrunner de precisión de estética cyberpunk:

#Echobreaker #Gaming #Videojuegos #Videogames

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Echobreaker: Cyberpunk-Speedrunner für PC angekündigt Der britische Publisher Weekend Games und das Studio Upstream Arcade haben mit Echobreaker einen neuen rasanten Precision-Speedrunner angekündigt. Das Spiel,

Vollgas in die Zukunft! Echobreaker bringt 2026 präzise Speedrun-Action in einer Cyberpunk-Welt auf den PC. Nutzt Zeitmanipulation und Speed-Boosts, um die Spitze der weltweiten Ranglisten zu stürmen. #Echobreaker #Cyberpunk #Speedrun #IndieGame

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Echobreaker annunciato per PC nel 2026 Il nuovo speedrunner cyberpunk punta su precisione estrema, reset rapidi e classifiche globali.

Weekend Games e lo studio britannico Upstream Arcade hanno annunciato Echobreaker, titolo action incentrato sulla velocità e sull’ottimizzazione delle traiettorie, in arrivo nel 2026 su PC attraverso Steam. #Echobreaker #PC #Steam #UpstreamArcade #WeekendGames
www.gamezilla.it/echobreaker-...

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We're trying a few things out here at Upstream and we are keen to share some prototype shenanigans alongside our #echobreaker development. Below is something Adam has been squirreling away on:

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VFX in game. Here are a number of concepts by Fran exlporing how #vfx might look within the game world. We were quite taken with how distortion might show the player character bending or shaping time and reality around them.

#indiegame #gameart #conceptart #echobreaker

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Image is created in photoshop featuring hand drawn sketches. There are four sketches in total all showing different stages of a Killboost gameplay mechanic we explored. The first is a white lined doodle of an enemy exploding - this is the cause. Sketch two is of the Echo area visual effect the destroyed enemy creates - its is a of a black circle with white outlines and a muiltcoloured shimmer. The third sketch shows the player character passog over or through a circular echo effect. The last sketch shows the result of the player character passing through the area of echo and how it creates a zoom effect that eminates from the player as they surge forward.

Image is created in photoshop featuring hand drawn sketches. There are four sketches in total all showing different stages of a Killboost gameplay mechanic we explored. The first is a white lined doodle of an enemy exploding - this is the cause. Sketch two is of the Echo area visual effect the destroyed enemy creates - its is a of a black circle with white outlines and a muiltcoloured shimmer. The third sketch shows the player character passog over or through a circular echo effect. The last sketch shows the result of the player character passing through the area of echo and how it creates a zoom effect that eminates from the player as they surge forward.

VFX on KillBoost. A possible game mechanic: as you destroy an enemy an area of Echo boost is generated. The player can then pass through and gain extra speed. The images explore how VFX help the player understand the success of utilising that boost.

#indiegame #gameart #conceptart #vfx #echobreaker

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Image is of a grey scale character jumping upwards and forwards. They emit frames of bridging poses in different colours from crouch to jump so the player can see all frames at the same time. Image is created in photoshop featuring hand drawn sketches.

Image is of a grey scale character jumping upwards and forwards. They emit frames of bridging poses in different colours from crouch to jump so the player can see all frames at the same time. Image is created in photoshop featuring hand drawn sketches.

Image is created in photoshop featuring hand drawn sketches. It features two keyframe poses of a single character holding aloft an energy sword and then throwing the sword. Our artist has explored vfx on top of these poses that feature black and white reality rips paired with light bending mutlicoloured distortion effects.

Image is created in photoshop featuring hand drawn sketches. It features two keyframe poses of a single character holding aloft an energy sword and then throwing the sword. Our artist has explored vfx on top of these poses that feature black and white reality rips paired with light bending mutlicoloured distortion effects.

VFX in motion. Here are some images by Fran exploring how Echo #vfx can be applied to our playable character to accentuate their actions.

#indiegame #gameart #conceptart #echobreaker

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Image is of the in-engine art diorama environment for Echobreaker with previous sword echo vfx concepts dropped in to see how well they read in game.

Image is of the in-engine art diorama environment for Echobreaker with previous sword echo vfx concepts dropped in to see how well they read in game.

"VFX in the Environment. Here Fran has dropped the echo VFX on the sword swoosh into the game world. A chance to see how it reads in game and how it may affect the background distortion wise.

#indiegame #gameart #conceptart #vfx #echobreaker"

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Images features two images of a greyscale approximation of a character with sword. The first image shows the character swooshing the sword horizontally with a glitchy trail motif emitting from the swords blade. The second image shows the character running forward dragging the big sword behind and echo sparks emitting from the scrapped floor.

Images features two images of a greyscale approximation of a character with sword. The first image shows the character swooshing the sword horizontally with a glitchy trail motif emitting from the swords blade. The second image shows the character running forward dragging the big sword behind and echo sparks emitting from the scrapped floor.

VFX on weapons. A chance here to see what how VFX maybe used on our sword while in motion

#indiegame #gameart #conceptart #vfx #echobreaker

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Being a small team, we collectively got to stretch our level design brain muscles to create spaces that can be tackled in multple ways.

Well done team, exceptional work!

#echobreaker #gamedev

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Image is of 3 greyscale drawings of a sword with coloured vfx motifs applied to allow for comparison during discussion.

Image is of 3 greyscale drawings of a sword with coloured vfx motifs applied to allow for comparison during discussion.

VFX on weapons. Here are some lovely VFX try outs on weapons by our artist Fran - a chance to make our weapons look really unique

#indiegame #gameart #conceptart #vfx #echobreaker

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More breakdown from Adam on the utilities of Echos within #echobreaker

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Image shows 6 different VFX studies for what could be our Echo motif. Each image was done in photoshop and mimics a material ball so that direct comparisons for discussion are easier.

Image shows 6 different VFX studies for what could be our Echo motif. Each image was done in photoshop and mimics a material ball so that direct comparisons for discussion are easier.

VFX work. We knew we wanted some in-game 'magic' that #echobreaker tech could harness to go faster, but to begin with we didn't quite know what it should be. Here are some very early explorations by Fran of what would become our Echos.

#indiegame #gameart #conceptart #vfx

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Looky here, there be secret corners and such to cut.

#echobreaker

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We found this encourages you to look at levels many different ways, upping the strategies available to get that faster run

#echobreaker

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Its hunting time. Here's a snapshot of a fast enemy we've implemented - something that can just about keep up with you

#echobreaker

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2D turret scribbles become 3D life threatening forms. From white box to final code, art, animation and VFX - lovely jubbly!

#echobreaker

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Images shows about 8 pen on paper scribbles working out how much gun the turret should be made out of, how much armour, how much heft it should convey.

Images shows about 8 pen on paper scribbles working out how much gun the turret should be made out of, how much armour, how much heft it should convey.

Images shows about 8 pen on paper scribbles starting to narrow down the overall form and function of the turret. Some ideas allow for the barrel to tilt up and down. There is also a drawing of our target enemy that allows for a comparison between turret and target form.

Images shows about 8 pen on paper scribbles starting to narrow down the overall form and function of the turret. Some ideas allow for the barrel to tilt up and down. There is also a drawing of our target enemy that allows for a comparison between turret and target form.

Turret Enemy. These are the only sketches that exist. Quick iteration on a scribble paper pad and then into Blender and Engine to work out scale, readability, animation and colour.

#echobreaker #gameart #indiegame

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We can reduce a few months development into mere 16 second clip but what a lovely showcase for the way we build stuff here at Upstream Arcade

#echobreaker

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Image contains hand drawn line art and coloured cels created in Photoshop. There are three drawings each of the Hefty Robot and all are coloured Grey, white and Orange. 1 drawing could be considered higer res and the other two are smaller in detail. The reason for each drawing is to iterate on different patterning to consider which looks best.

Image contains hand drawn line art and coloured cels created in Photoshop. There are three drawings each of the Hefty Robot and all are coloured Grey, white and Orange. 1 drawing could be considered higer res and the other two are smaller in detail. The reason for each drawing is to iterate on different patterning to consider which looks best.

Image contains hand drawn line art and coloured cels created in Photoshop. There are three drawings each of the Hefty Robot and all are coloured Red, White and Grey. 1 drawing could be considered higer res and the other two are smaller in detail. The reason for each drawing is to iterate on different patterning to consider which looks best.

Image contains hand drawn line art and coloured cels created in Photoshop. There are three drawings each of the Hefty Robot and all are coloured Red, White and Grey. 1 drawing could be considered higer res and the other two are smaller in detail. The reason for each drawing is to iterate on different patterning to consider which looks best.

Image contains hand drawn line art and coloured cels created in Photoshop. There are three drawings each of the Hefty Robot and all are coloured Black, light Grey and dark Grey. 1 drawing could be considered higer res and the other two are smaller in detail. The reason for each drawing is to iterate on different patterning to consider which looks best.

Image contains hand drawn line art and coloured cels created in Photoshop. There are three drawings each of the Hefty Robot and all are coloured Black, light Grey and dark Grey. 1 drawing could be considered higer res and the other two are smaller in detail. The reason for each drawing is to iterate on different patterning to consider which looks best.

Image contains hand drawn line art and coloured cels created in Photoshop. There are three drawings each of the Hefty Robot and all are coloured Black, Dark Grey and neon Pink. 1 drawing could be considered higer res and the other two are smaller in detail. The reason for each drawing is to iterate on different patterning to consider which looks best.

Image contains hand drawn line art and coloured cels created in Photoshop. There are three drawings each of the Hefty Robot and all are coloured Black, Dark Grey and neon Pink. 1 drawing could be considered higer res and the other two are smaller in detail. The reason for each drawing is to iterate on different patterning to consider which looks best.

Colouring in continued

Fran explored colour theory further with multiple studies on the Big robot design. The darker swatches are possibly too sinister and don't read well on the screen. More vivid contrasting colours help pick out the enemies in the mayhem

#echobreaker #gameart #indiegame

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Red lights spell danger sang Bill Ocean...

Unrelated (perhaps), here are some designs of big robot heads to determine how aggresive they could be. This was part of our early exploration and you can see influences from the Matrix and Mechs creeping in here.

#echobreaker #gameart #indiegame

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Image is of a Hefty Robot concept for Echobreaker - It features a lined drawing with greyscale cel-shading. The Robot is similar in build to an Ogre featuring longer arms and squat legs.

Image is of a Hefty Robot concept for Echobreaker - It features a lined drawing with greyscale cel-shading. The Robot is similar in build to an Ogre featuring longer arms and squat legs.

Enemy variation. Here's a big lad

Taking inspiration from how a troll or ogre may carry themselves we paired squat legs and long arms with shield panels, ammo back pack and a BIG GUN to give this robot screen presence

#echobreaker #gameart #indiegame

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2/2 Colouring in. We explored what colour brings to the designs.

Fran tried a few colour combos - whether its camouflage that suggest an enemies utility or coloured materials that suggest rank/difficulty

#gameart #indiegame #echobreaker

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1/2 Base layers for concept itiration.

Fran drew up a greyscale image to act as a base layer - one image that you can work onto over and over, helping generate and test ideas at a pace

#gameart #indiegame #echobreaker

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Image is of two Robot designs. Each robot design has a bigger, more detailed line sketch and a small, lower detailed line sketch coloured in light grey. The 1st robot design features a number of spheres as a repeating motif, resulting in a robot with spherical palms, feet and head. The 2ndt robot design features a number of angualr panels as a repeating motif, resulting in a robot with armoured like torso, limbs and head.

Image is of two Robot designs. Each robot design has a bigger, more detailed line sketch and a small, lower detailed line sketch coloured in light grey. The 1st robot design features a number of spheres as a repeating motif, resulting in a robot with spherical palms, feet and head. The 2ndt robot design features a number of angualr panels as a repeating motif, resulting in a robot with armoured like torso, limbs and head.

Image is of two Robot designs. The 1st robot design has a bigger, more detailed line sketch and a small, lower detailed line sketch coloured in light grey. The 2nd robot design is a bigger, more detailed line sketch only. The 1st robot design features a number of curved and panels as a repeating motif and a sword like weapon replacing its left forearm. The 2nd robot design has more box like forms repeating throughout its body - its role and utility is less clear.

Image is of two Robot designs. The 1st robot design has a bigger, more detailed line sketch and a small, lower detailed line sketch coloured in light grey. The 2nd robot design is a bigger, more detailed line sketch only. The 1st robot design features a number of curved and panels as a repeating motif and a sword like weapon replacing its left forearm. The 2nd robot design has more box like forms repeating throughout its body - its role and utility is less clear.

Image is of two Robot designs. The 1st robot design has a bigger, more detailed line sketch and a small, lower detailed line sketch coloured in light grey. The 2nd robot design is incomplete and conectrates on the torso and leg form. The 1st robot design features a number of cylindar like forms as a repeating motif, and limbs that end in sharp points resulting in a design that looks sleek, nimble and deadly. The 2nd robot design is an iterition on the theme and still conveys a sleek, nimble and deadly form.

Image is of two Robot designs. The 1st robot design has a bigger, more detailed line sketch and a small, lower detailed line sketch coloured in light grey. The 2nd robot design is incomplete and conectrates on the torso and leg form. The 1st robot design features a number of cylindar like forms as a repeating motif, and limbs that end in sharp points resulting in a design that looks sleek, nimble and deadly. The 2nd robot design is an iterition on the theme and still conveys a sleek, nimble and deadly form.

Enemies and their roles. With the late 90s/early 2000 asethetic Fran moved onto an exploration of form to distinguish each robot's utility

In a fast paced game like #echobreaker with small characters on screen it is vital each enemy is readable

#gameart #indiegame

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Image is of two Robot designs. They are both lined sketches coloured in using Photoshop. The 1st robot design is based on motifs and design lines from 1970s vehicle design. The 2nd robot design is based on motifs and design lines from 1970s product design.

Image is of two Robot designs. They are both lined sketches coloured in using Photoshop. The 1st robot design is based on motifs and design lines from 1970s vehicle design. The 2nd robot design is based on motifs and design lines from 1970s product design.

Image is of two Robot designs. They are both lined sketches coloured in using Photoshop. The 1st and 2nd robot designs are based on motifs and design lines from 1990s product design.

Image is of two Robot designs. They are both lined sketches coloured in using Photoshop. The 1st and 2nd robot designs are based on motifs and design lines from 1990s product design.

Image is of two Robot designs. They are both lined sketches but only the 1st is coloured in using Photoshop. The 1st robot design is based on motifs and design lines from 1980s product design. The 2nd robot design is based on motifs and design lines from 1990s aeroplane design.

Image is of two Robot designs. They are both lined sketches but only the 1st is coloured in using Photoshop. The 1st robot design is based on motifs and design lines from 1980s product design. The 2nd robot design is based on motifs and design lines from 1990s aeroplane design.

Aesthetic design. There's something about the robot designs we grew up that we love so much - and some of us go way back...

Fran explored several decades of product and vehicle design to see what unique yet famliar designs could be created

Enjoy

#gameart #indiegame #echobreaker

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Image is of a raised view 3D isometric facility space made in MagicaVoxel and Photoshop. Imposed on top are a series of 17 small sketches of various sihlouettes of potential robot designs all laid out for easy comparion for form and scale.

Image is of a raised view 3D isometric facility space made in MagicaVoxel and Photoshop. Imposed on top are a series of 17 small sketches of various sihlouettes of potential robot designs all laid out for easy comparion for form and scale.

Designing Enemies. In #echobreaker we wanted a facility full of readable, distinctive, good looking robots for our player to smash through

Using silhouettes allows us to understand scale, negative space & readability and convey an enemy's utility with a quick turnaround

#gameart #indiegame

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