![]() Before breaking the wall, there is a stone setting on a stool/stone seat. At the back this chamber is another breakable wall. You will know it because there is also a campsite area with water, food, and a skeleton. *** Spoiler - click to reveal *** and a boot looking thing that is a relic that boosts your speed by 1%.Įxit the tunnel and when you get back to the intersection, go left (or what was the straight ahead path). Hit the wall eight times, then go into the now opened chamber. This is where the hammer comes into play. Pick up the key, then go behind the tablet. At the end of the short tunnel, on the left will be a tablet with a key at its base. Be wary of traps that fall from the ceiling. You can go four different directions: back the way you came, right, left, or straight. There will be a key nearby where the cable leads upwards and you will be told to find a path upwards. When following the cable to find the power source, you will get to a point where you find the Forward Vector point. If it sees you, it will shoot beams of red light that cause electrocution damage. This is after you have passed a floating orb emanating a green light that is scanning for life. The area you can find this is in Flashpoint Caves I. No other tools will be needed from before this area. This is the easiest way to describe problems at specific locations in the world.*** Spoiler - click to reveal *** I had a shield from the area that seemed to have ruins you climbed. This allows you to write directly to our Trello bug board - and it automatically includes your current position and other such information. The game has a build in reporting tool on PC, on the F10 key. # Female player voice, and achievements are things currently not yet supported, but on our list for during Early Access. # Save game compatibility cannot be guaranteed but we will try as good as we can to keep it compatible. A range of languages are available already but they are not yet final translations. ![]() And the level content is released in steps.Īnd currently has problems with, or does not has: # In general is fully playable and featured, but simply has some bugs/balancing issues left and right. # Has final art content, it looks as it is meant to look. # Has fully functional menus, options menus, saving/loading and so forth. What is and is not in the Early Access version If not level 10 and 11 + the end game sequence will be held off until the full release. Release 5: Not 100% sure we'd do a fifth release, but if we'd do then that would be level 10. ![]() Release 3: +Levels 7 and 8, adding another 2 hours. And any content from previous releases of course. Worth about 1-2 hours worth of game, with lots of hidden secrets to figure out while waiting for the next release. Release 1: The first three levels of the game. Since this is a singleplayer game, we will be taking an episodic approach during EA, with each new episode releasing every few weeks if all goes well. How often will you update the game during Early Access Beyond that no major new features or changes are expected to be part of only the full version. The final couple of levels and the end-game sequence will be held off until the full release, and will thus not be part of the EA releases. How is the full version planned to differ from the Early Access version? We thus hope for a short but intense EA phase with an estimated full release around May. During Early Access the entire game will be mostly finished already, and we will be focusing entirely on finetuning and improving the existing game, not building it as we go. Early Access for us is a way to test if our already finished designs, content, and programming holds up. We plan for being in Early Access for around 90 days, provided no serious issues pop up. We also look to find out what it is that people like the most, and we will then strengthen those aspects further.Īpproximately how long will this game be in Early Access? That is something we are especially looking for feedback on. In an exploration game like this, what we have struggled with during production is to find the balance between making the game too hardcore or too vague, and making it too obvious. Given so much has been made already it is important to note that this is not a small prototype or demo, but a 7-9 hour long experience that we will be releasing in episode, and is already fully optimized, visually near final, and fully featured. The entire game is done, and all content we wish to release in the full game is already there, but we'd like to get feedback and catch bugs before we release for real. ![]() We've spent 2.5 years creating the experience so far, but we feel that after 2.5 years with our game we need some outside eyes to wrap up production.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |