In August of 2011, we started SCOURGE development. Using the same engine that powered Hypertension (EDGE), and some of the same assets to get started as placeholders, we began:



Here's some assets shot, while these characters are now redesigned, they remain in the current iteration of SCOURGE. You can see the female wireframe model here was used above in-game, but you can also see why we decided to switch engines:



Next, we remained quiet for a very long time. We decided shortly after the initial screenshots that we would need a better engine for the game SCOURGE was to be, so we switched to a new tech. In March of 2012, we debuted a new shot:

In July, we posted some more stuff, showing off an early render of a creature called a Nightgaunt:


The shot above showed the first shot of our main character, shrouded in darkness!
The following month, we released some screens to JSII, now showing off the camerawork. Note that it's using the same model as Hypertension did, both engines take the same format (MD2), though only as placeholder to test:


In September, we released some new stuff:


In October, finally, some in-game rendered shots:


Finally, in November, we started releasing more specific content: showing off shots of third-person work, and other things:



The image above was released before those two screens, showing the main character in near-full detail, and new creatures, giving way to the type of creepy game Scourge is to be.
And there you have it folks. This thread will be updated as we post new content, but you can see how rapidly things change in a year, and how quick off of Hypertension we flew. I thought this thread would be a nice way of ordering content from first-to-last, so people can get a taste of how the game really evolved after Hypertension was cancelled in mid-2011.
Enjoy!