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It's a first person shooter exploration game with puzzles. You walk around a broken ship and repair it through light puzzles, while defending yourself from robots that want to kill you. Surrounding that is a story that unfolds as you collect audiologs, and read emails and documents found around the ship.
>How long is it?
A play through can be around 1 to 6 hours, sometimes longer and sometimes shorter. If you ignore the story and have little troubles with the combat/puzzles you'll find it on the short side. But if you fully explore the ship, find all the audiologs, etc it will be on the longer end of that estimate.
>Is it replayable?
I think so. There are three endings and loads of things you will miss on your first run. Story details, easter eggs, things like that. There's also a bunch of achievements if you're the type to find those fun.
>Is violence the only way to progress in the game or are there alternate approaches?
There's an optional Peaceful mode which makes the robots passive, they won't attack you in this mode (unless you attack first!). As for the other difficulty modes, it's possible to beat the game without killing anything but you'd basically have to brute force it. It's a nice challenge in a way, I managed to do it once.
>Is it a coincidence the game looks similar to Neon Struct?
Yes, I started working on my game in Feb/March 2013, before Neon Struct was announced. His is a stealth game more along the lines of Thief, mine is a FPS game more along the lines of System Shock 2.
Sounds good. I might give it a shot.
What is the control scheme on Mouse/Keyboard? (are they rebindable? If not, is WASD an option?).
Is Mouse Sensitivity adjustable?
What's the FOV? Is there a slider for it?
Are there subtitles? (I think I read there were, but I've read up on a few games and may be confusing if I saw it on this one or not).
Was the game designed with Mouse/Keyboard in mind, or was it an after thought? (I like games that feel natural and comfortable with M/K).
Max resolution?
Thank you for your time.
The game runs perfectly for me in 1920 x 1080. The FOV can be adjusted from 70 and 120.
Game is primarily developed with mouse/keyboard controls, and those are all rebindable. The gamepad controls were put in as an afterthought, late in development, but they're still functional.
The game should support your monitor's max resolution.
Sounds awesome. The questions I asked in my above post are what I want to know about most games (each where applicable). So far, sounds good, now it just has to be fun/interesting. :) I will check out some gameplay video somewhere for that.
**Whoa, I forgot a very important question- what is the 'save' feature in this game?
Is there one? If not, that's a biggie for me-. Manual saves? Auto-saves w/emblem showing you it's saving, or auto-saves where it doesn't show and you don't know where the game saves? I can't stand having to repeat because I had to abruptly walk away from my PC because life calls and I couldn't save first.
If they're not too scarce, I could work with that, as it sounds. (Even Doom had menu saves! ;) I'm not arguing tho- I'm actually surprised how it seems to meet my criteria -happily surprised that is!). Tomorrow I'll check out some gameplay footage in the a.m., right now it's looking likely I'll be grabbing this one. Thanks for your time and information- and for making a game with these things, which I used to take for granted- nomore that's for sure.
I tend to post a lot of screenshots (viewable by contacts only, so they rarely show in the Community Hub), so my contacts will see your game and many are FPS fans too so maybe it'll interest some of them; afterall, exposure is important for game sales. I think when I first saw this game I accidentally ran into it.
This game has some nice atmosphere, nice to see that :)
Also, I have more questions for the developers:
1- Does disabling patrol bots from behind have an impact on enemy spawn rate?
2- Have you considered making an expansion that would add additional levels (e.g. Demhe's surface) and rooms to explore as well as new endings?
And the second question, no. I did have an idea for more endings, but when I think about it three is enough and there's not much room for anything else. We covered pretty much all our bases narratively that we wanted to. I thought about a bonus 'joke' ending, similar to what Silent Hill did with a few of its games' endings, but haven't came up with anything yet.
And for an expansion, that's a no as well. It would be interesting to have an expanded playable section after the third ending, where you could explore Demhe and find out the mystery behind the so-called 'virus' though. But I'd just rather work on something new, working on this game for so long really makes me want to try something different.