Travis (@travinhdev) header
Travis (@travinhdev) profile picture

Developer of the upcoming survival horror game The Revanchist. https://xitter.twitterapi.xyz/t.co/MvKuhe9qci

Joined January 2026
Ran out of room in the bio; If you want to be the first to hear about playtesting peep the discord: discord.gg/F6bRFfEnvh And if you want to reach out to me directly the best way is revanchistdev@gmail.com
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Trying to get some better capsule art put together, but I absolutely suck at 2d design. I think I've got the basic look figured out and a rough concept for the new logo, but I can't quite nail down the best way to put it all together. We'll see!
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alternate logo
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Travis retweeted
Replying to @nereidfreak
Don't worry, since this is my first real project I do *lots* of testing to make sure everything's going as intended and I don't plan on stopping any time soon! If you've signed up for the playtest I can all but guarantee you'll have a chance to give it a try before long!
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This round of playtesting has seen a huge jump in players surprised the retro game plays like the classics that inspired it It's been the root cause of all 10% 'not recommend' reviews this round, so I'm happy that the game is landing with it's target audience! more testing soon!
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Disassembles for easy storage!
Cuddly friend coming soon!💕
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Cuddly friend coming soon!💕
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Travis retweeted
Replying to @SleepyMushroom2
I use renders of high-res 3d as a base to make the textures (Either done by me for more important / distinctive props & weapons or assets for more generic items & objects) to get something that looks distinctly oldschool but with a realistic vibe.
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Also just finished the mesh for a new creature! 1264 polys with one 512x512 texture For anyone curious abt the process, I start out with high-res 3d, take some renders, make a new low-poly version and use projection to paint the renders to the texture. Nothing too fancy!
Think I'm finally starting to get a hang on the whole retro graphics thing. Still not great, but not awful anymore either. Going for a sort of ps2 level of detail. One 512x512 texture, 619 polys base, 827 polys customized.
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Heads up, new bug discovered Some rooms have items changed in the latest patch, seems to have messed with save indexing. If loading saves made on old versions, some items may have shuffled locations / counts. For now only fix if it happens is starting a new game
New update is now live! -Improved camera -Motion sickness mode -Difficulty balancing -Updated physics -Improved animations -New weapon -Many small bug fixes Will also be letting in more playtesters right away! store.steampowered.com/app/3…
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Think I'm finally starting to get a hang on the whole retro graphics thing. Still not great, but not awful anymore either. Going for a sort of ps2 level of detail. One 512x512 texture, 619 polys base, 827 polys customized.
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Think I'm finally starting to get a hang on the whole retro graphics thing. Still not great, but not awful anymore either. Going for a sort of ps2 level of detail. One 512x512 texture, 619 polys base, 827 polys customized.
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New update is now live! -Improved camera -Motion sickness mode -Difficulty balancing -Updated physics -Improved animations -New weapon -Many small bug fixes Will also be letting in more playtesters right away! store.steampowered.com/app/3…
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After seeing people call this organized I looked up what an actual nightmare blueprint looks like. I now feel a lot better about the situation I've put myself in lol. Next update coming soon!
I hate myself from 2 years ago. Why would he do this to me
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I hate myself from 2 years ago. Why would he do this to me
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Oh and some bug fixes for the settings (first time programming this kind of thing and i am BAD at it) If you experienced any strange behaviour with the settings (very likely), please let me know so I can look into it!
New patch out soon with a slew of new updates; Updated, more responsive camera controls Motion sickness mode Difficulty adjustment (only effects struggling players, like a couple extra ammo drops if below ~50-60% accuracy. No leeway for wasting ammo on unnecessary combat though)
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New patch out soon with a slew of new updates; Updated, more responsive camera controls Motion sickness mode Difficulty adjustment (only effects struggling players, like a couple extra ammo drops if below ~50-60% accuracy. No leeway for wasting ammo on unnecessary combat though)
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And sorry motion sickness mode is taking so long! If you're wondering why, the camera code is very old and I'm currently in the "find out" stage of programming best practices. It'll be out very soon!
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After some more important fixes & features I'll be taking a shot at controller support for the menus and tuning up the item box a bit. Planning to let players split stacks of items and manually reorganize inventory (both often requested). Anything else you think it's missing?
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I don't play much modern games, maybe a dozen from the last 10 years, don't find them interesting Seeing the way that people who answer this with "RE2 remake" and "Silent Hill f" grapple with the concept of low skill floor, high skill ceiling makes a lot of things make sense
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Current feedback on the game’s difficulty is split between ‘just right’ and ‘a bit too hard’ Coming in the next update is a simple adaptive difficulty system that’ll throw struggling players a bone when & how they need it, such as a bit of extra ammo for low-accuracy players
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