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same problem for me :)
Really needs someway to better differentiate that specific "key" dropping so the player cannot miss it or a "hey, idiot, over here" button if you're a complete space case and miss it.
It was the brain that falls out from the person who passes away near the four by the "campfire." Really missed that and did many loops. Found the weird bug thing and the head in a jar sort of thing. Disturbing. Hated picking them up again because I thought I missed something.
Beat it otherwise, the soundscape is absolutely horrifyingly disgusting. Good job.
Worked for me!
And speaking of the main menu, I found it very annoying having to sit through a camera animation and the player character getting up from the floor in the starting room every single time the game did bug out on me. It just slows everything to a crawl and there's no reason why the player has to sit through 30 seconds of nothing just to start playing again. That said, I did also manage to bug out the getting up animation by pressing random keys and ended up sliding across the floor in a comedic way. So yes, very buggy.
Another issue is the light dimming in the skull with the demon with multiple eyes, it just looks ugly, unnatural and turns the game WAY too dark, like to the point of frustration I had to put it up to the highest brightness just to see anything. And even then I ended up getting flashbanged upon leaving, I genuinely have no clue why it's designed like that when it just looks and feels bad.
Another issue is placement of items or rather how difficult it is to see them. at the start of the demo I had little to no issue finding stuff as items were almost everywhere. However I was wandering for ages trying to find the last brain that was just lying on the floor next to a dead body. The brain is so small and blends into the environment completely that I literally had to use a walkthrough to find it and even the person in said walkthrough wandered for ages looking for it. Some clear signposting or more obvious contrasting colours to mark where items are in the large open environments would be ideal.
The final problems for me has to be sound design, a lot of sound effects just sounded really weak and honestly took me out of the game. Voice acting was also quite mixed for me, not bad but not the best performances for such a dark and foreboding world imo.
That said; I love the look of the game, I love the vibes, I enjoy the slower pace focusing on puzzles and I am eager to see where this game goes. But there are a lot of issues that are in serious need of ironing out before its ready.
I´m a little bit disappointed because it was not enough and too much at the same time. not enough because it feels like just walking around and collecting all the stuff, then putting it into something and repeat...there is no fighting system or sneak system, enemies or creatures vanish into nothing which looks amazing with all the particles but feels like nothing really exists.
too much because of collecting all these things in an arena like area, walking circles, clicking every cadaver and corpse. the guy on the chair, which does... nothing? then the flying space suit... then the robot-monster-walker... so many great ideas but too much at the same time. I would prefer smaller areas, small hallways, small rooms, bridges with panorama view, something to discover and explore.
also I would like a straighter gameplay. to know where to go, what to do. there are so many games with random guys waking up, running around, collecting stuff and doing... anything. scorn was polished and looked better than this and even scorn was so annyoing and repetitiv, so that I did not finish it.
The shore was awesome because of the story and the setting it was unique. it was slow and interesting, the beginning of the game was great, the game itself was great and the ending was interesting perhaps... great ;)
perhaps it´s just me and I´m tired of this giger, scorn, bones and heads and skeletons style but this game does not catch me like the shore did. I will check it out and I really hope that this will be a good game for me, but at the moment I feel some disappointment
The environment truly left me in awe, big fan of Beksinski here. I didn't really mind the objectives being few, and far between. It felt more like I was eased in, with just a small bite of what's to come. It was refreshing to have some interaction with other beings as well. I love walking simulators just like this, so please, don't do what Scorn did and put in some half-assed combat. Also, I believe the game was supposed to be lovecraftian from the start, but you have something completely unique here -DON'T SPOIL IT! Hate to say it but you're threading a very fine line if you intend to incorporate it further.
Also there's a weird visual glitch when using a 21:9+ resolution consisting of a white line at the left of the screen.
Pic 1 is with 1920x1080 ("normal", 16:9 resolution)
Pic 2 is with 3440x1440 (21:9 res).
https://steamcommunity.com/profiles/76561198254648755/screenshot/2461861036571683773/
https://steamcommunity.com/profiles/76561198254648755/screenshot/2461861036571684044/
As you can see pic 2 effectively has less horizontal fov than the 16:9.
Fix would be appreciated since right now it's unplayable in UW screens. :(
You have to get in the EVA-05 mech suit....