Pyro Enterprises Direct/8-19-19

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Hi everyone! It's been a fair bit of time since the last Pyro Enterprises Direct- in fact, it's been over a year since this direct service began- but we're here now to announce even more new and exciting projects that have been in the works for some time! Thanks again for sticking with us over these many years of hard work!
Without further ado... let's get moving!
==Game 1 Reveal==
Hey, you know you're dead, right? No, please, there's no need to stress out! If you wound up here, that means you lived a pretty good life! You deserve a break- why not relax and have some fun here in Muertopia?
Inspired by the hit Splatoon franchise, Skullpunk is Pyro Enterprises' first true jump into the shooter genre of games! Much like the squid kid antics of its inspiration, the game takes unorthodox approaches to how it approaches both combat and map design, all infused into the game's core mechanics.
Standard matches in Skullpunk are 5-on-5 affairs, with each player carrying in their chosen weapon and ability-altering Pins into the fray. Weapons, for the most part, are themed around fire in some capacity, and tend to leave glowing patches of flame wherever the projectiles strike. This acts as a hinderance to opponents, dealing mild damage on contact, but it's just as useful for your team- if you run into an ally's leftover fire, it will instantly refresh your Dash, an omnidirectional dodge which otherwise requires a bit of time to recharge. Hopping between flame patches while being sure to leave them behind is key to effective traversal of the maps. Be sure not to let your weapons overheat by firing too much, or you won't be able to fire for a bit!
All weapons also have a secondary ability performed using the opposite trigger, that being the Vacuum function. This enables the player to create a small vortex while held, sucking in objects that they aim at, while tapping it quickly creates a burst of wind that knocks foes and objects back. One of the crucial elements of the Vacuum is to siphon up enemy patches of fire- not only does this deprive them of crucial mobility, but it also aids in charging up your own bombastic Special Attack!
The very act of respawning in Skullpunk is also an important one- as it should, since every character is technically deceased. Upon losing all your health, players revert to a small orb called a Soul Ball. By mashing buttons vigorously, you can respawn on the spot from where the Soul Ball was left, but Soul Balls can also be sucked up by the Vacuum and launched; if you see an enemy Soul Ball trying to respawn, suck them up and launch them off the map to send them back to their own base, away from combat! Conversely, if you see an ally trying to respawn, it's advised to launch them higher on the map to gain advantage, or even a high-flying surprise attack! Don't worry about griefer allies trying to launch you off the sides; if they do that, you'll just poof back to life right next to them anyways.
What are matches truly like in Skullpunk, though? Though there are multiple modes, the effective main mode is known as Gravesites, an alternative variant to the classic zone capture mode found in other shooters. Each map has multiple zones, often an odd amount, and players can capture a zone for their team by firing their flames into the torches located on the corners. While captured, each zone will add a certain amount of points per second to their team's total, and the team with the most points at the end wins. However, maps are often designed with verticality in mind, and the less accessible zones in the higher regions of the map tend to add more points over time than the more readily available low zones; as such, players are encouraged to use their various subweapons, chain dashes, and ally launching in order to ascend rapidly.
The game doesn't just have matches to offer, however! Aside from the standard multiplayer lobby, the player is free to explore the large city of Muertopia, a land beyond the grave and home to those who died peacefully. Muertopia is a haven for these spirits to enjoy themselves and have fun, be that through the playful battles that cool teen and popular city icon Catrina has set up or simply through interacting in the wide city, testing your mobility skills in the various contours and alleyways the locale has to offer. However, not everything is as it seems, as some spirits who didn't exactly pass on- the Alebrije- seek to consume the happy souls of the city in order to get a second chance at life.
We hope you are excited for Skullpunk, coming soon to a wiki near you!
==Game 2 Reveal==
>You're absolutely sure about this? No going back?
>If you say so, Aegis... Operation Tsukuyomi is underway. Proceed as you deem necessary.
In the cyberpunk-inspired world of Prima Vita, circa 2110, the world is ruled by the concept of the genome. Sickness has been eradicated, harmful mental maladies are on the verge of following suit, and the common people can change their genetic code to anything they desire in order to be more comfortable with their inner selves. Though the world is not truly in a state of peace, this is an era of tranquility and harmony, with no major conflicts in almost a century and many a military organization being shaved down.
Unbeknownst to the average citizen, however, this age has given rise to the Phantom Operative, an empowered freelance agent sent in to solve crime and defuse dangerous situations before word ever gets out to the public. Our protagonist, Aegis, is one such operative, a talented young individual who has all but eschewed their own identity to attach themselves to their role as agent. Aegis, alongside their digital assistant VAL, is hired to infiltrate a mysterious compound on a deserted island by an equally mysterious benefactor; though eyebrows are raised, Aegis takes the job.
Aegis: Phantom Operative is a Metroidvania-styled game taking influence from the Megaman X titles alongside more traditional titles in the genre, such as Super Metroid and Hollow Knight. Players control Aegis in the sprawling halls and facilities of the Tsukuyomi Compound, a place fraught with danger at every possible turn. While Aegis already begins the game well equipped with a signature Null Saber and a small hoverpack letting them double jump and perform short glides. However, as they defeat various types of enemies, they obtain Genomes, pieces of DNA that can augment Aegis's abilities and provide new attacks. The ultimate overarching goal of the game is to defeat the eight Tsukuyomi Admins, individuals empowered with powerful genetic enhancements that have subsequently driven them mad. What is the story behind these former administrators, and what is the secret behind the compound? Find out when Aegis: Phantom Operative begins!
==Game 3 Reveal==
My father once said that every person has a soulmate, someone they were fated to encounter and spend their lives with. No matter who they were or how they did it, everyone would come across their soulmate given enough time. After he passed, I've been alone practically my whole life. I haven't had the guts or bravery to put myself out there or talk to anyone... But even if his daughter turned out a wreck, I still believe his words. Somewhere out there, beyond the infinite horizon, is someone who I know needs me right this second... Or maybe I need them more.
Infinite Horizon is a love letter to RPGs of all types, taking inspiration from NieR Automata, Xenoblade Chronicles, Chrono Trigger, and more- think of it as a culmination of thoughts and concepts surrounding my favorite genre of gaming! The game is set in the land of Alysta, a largely dry and scorched landscape on which the sun never seems to set. Players take the role of Lyla, an shy, antisocial mechanic working alongside a small caravan; on a seemingly routine excursion, Lyla and other members of her group are kidnapped by a brigade of people in jet-black armor and strange masks. This leads her to discover that Alysta is just one side of the coin when it comes to her world... on the other side lies Luxuria, a nocturnal world where dawn never comes. Forced to ally with a fellow Luxurian captive, a royal guardswoman named Korva captured by her own comrades, Lyla must now discover the truth behind the two worlds and the secret plans being plotted by the sinister Count Orus.
Infinite Horizon is a very open-world game, with exploration being encouraged and rewarded as Lyla's party explores both Alysta and Luxuria from top to bottom. You're free to head anywhere you want, picking up sidequests and fighting monsters as you want! Combat itself also plays into this open-world design, being an action-RPG with shooter elements in the vein of Kid Icarus: Uprising. Every character wields ranged weapons by default and can aim freely to pick away at enemy weakpoints, with melee activating when one comes in close proximity to an enemy and charged shots building up after some time without being fired. Players can also move and dodge to freely avoid enemy attacks, but be careful to watch everyone's Stamina, lest they tire out and need to catch their breath!
In line with more traditional RPGs, the player is able to pull up a menu known as the Tech Menu mid-combat, which pauses time and enables them to select from a list of the player character's unique skills. Techs require TP to use, which is built up as the player's shots and attacks strike the enemy... If your affinity with your teammates is high enough, you can team up to perform a Dual Tech, or even a powerful Triple Tech!
We hope you are as excited for Infinite Horizon as I am!
==Game 4 Reveal==
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A sequel to the original SHIFT, fighting game umbrella extraordinare, is here... SHIFT Ultimate Climax!
Ultimate Climax is a reimagining of the previous platform fighter, adding a new roster and swapping out old mechanics for new dynamic ones. Aggressive play is emphasized, with the previous shield being replaced with a parry maneuver that requires skilled timing to take advantage of, and the dedicated Dash button from the original remains, providing plenty of mobility during the battle. Rather than utilizing damage percents like Smash Bros., however, Ultimate Climax uses a Phase system, where fighters have health bars split into multiple chunks. Every time, a character loses one of the pieces of their health bar, they enter a new Phase, gaining improved stats and, in some cases, new moves or attributes. When players enter their last Phase, their Bravery Meter- a super meter used for both strong moves and animation cancelling techniques- gains a considerable boost, extending to 150% of its normal length and giving an extra 50% meter right off the bat.
Another new feature is the Command Style, which is a customizable "super mode" that can be applied to your character before the match starts. Each of the many Command Styles requires a different prerequisite to be built up, such as using attacks of a specific element or gaining a certain amount of airtime, and after achieving this milestone in the middle of a match, the player is rewarded with special augmentations to their traditional moveset. Do you simply go after your opponent, or work towards the Command Style to gain even more of an advantage? The choice is yours!
The planned roster is also home to a wide variety of characters from various media franchises; like any good umbrella game, they all offer their own unique gameplay twists and variety, making every single match unique in its own way. If you're not feeling standard matches, however, or simply want to play alone, try Adventure mode! Each character in the roster is grouped off into one of several story arcs, and each arc has its own gameplay- from Metroidvania to detective exploration to dungeon crawler, there's plenty in this story mode to offer!
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And that's all for today, folks! Thank you for being so eager to see just what it is that we have in store! All of these projects are coming soon!
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