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UPDATE 10Studio splash

Reasons Games

Ironfall now opens with the Reasons Games studio badge, a cracked, riveted steel shield with rust-orange letters. It fades up from black, settles with a soft metal clank, catches one glint of light, and fades into the title screen.

CLIP
The launch: the studio badge fades in, holds, and fades out, then the title screen opens and the airship flies in.

What's new

  • Launching the game now shows the Reasons Games studio badge first, for about three seconds.
  • The badge fades up from near-black, drops the last pixel into place with a soft metal clank, and a single glint of light runs across the steel.
  • It then fades back to near-black, and the title screen comes up from the same colour, so the two scenes join without a flash.
  • Press any key, click, or press Cross to skip straight to the title.
  • The engine's own loading logo no longer flashes up before the badge.

How it was made

  1. The badge started as a large generated image on a flat magenta backdrop, which was keyed out to give a clean cut-out with no pink fringe or holes.
  2. The art is pixel art blown up about ten times, so it was not shrunk the usual way, which would blur it. A frequency check on its edges found its real grid: exactly 184 art pixels across and 176 down. The in-game badge takes one sample from the middle of each art pixel, so every pixel of the original survives at 1:1 on the 480x270 screen, with hard edges and no soft alpha.
  3. The glint is drawn from the badge's own pixels in Aseprite. A three-pixel band brightens only the lit steel and rust and leaves the dark outline, cracks and shadows alone. It travels from the top left toward the bottom right, the same direction as the game's light, over ten 40 ms frames.
  4. In Godot the whole splash runs on one clock: a 0.4 s fade in, the 1 px settle and clank, the glint at 1.1 s, a 0.4 s fade out from 2.6 s, then the title. Key presses in the first quarter-second are ignored, the same launch grace the title uses, so a key still held from the launcher doesn't skip it.

Screens

The studio splash as it appears in the game window.
The glint mid-sweep, enlarged 4x: a thin pale band of light, leaning from lower left to upper right, on its way across the steel.
Left: the original badge art. Right: the in-game badge rebuilt on the art's own 184x176 pixel grid, enlarged 2x.

Tools used

HiggsfieldThe studio badge art, picked by the developer from a set of options.
Aseprite 1.3The finishing pass: the badge file and the glint's ten frames, drawn from the badge's own pixels.
Godot 4.7The splash scene: the fades, the one-pixel settle, the glint timing, the skip, and the hand-off to the title.
ElevenLabsOne new sound: the soft clank when the badge settles.
Claude + HermesBuilt the scene, the tools and the tests, and checked every screenshot.

How to try it

  • Launch the game. The Reasons Games badge shows first, then the title screen and its airship intro.
  • Press any key, click, or press Cross on PS5 during the badge to jump straight to the title.

Known issues

  • The badge always shows on launch. A setting to turn it off may come with the settings menu.

Ironfall dev log · Update 10 of 18 · All updates

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