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Mastering Game Mechanics: The Power of Procedural Generation

Greetings and welcome to the first installment of our series on game mechanics. The purpose of this part is to take a closer look into the intricacies of different game mechanics and their applications in the industry. There is nothing more rewarding than sharing my experience with game enthusiasts and aspiring game developers. Our aim in this series is to explore procedural generation, AI-driven storytelling, emergent gameplay, reward systems, and player engagement, in an effort to provide you with a more insightful understanding. We will continue our exploration of game mechanics and their impact on the gaming experience in the next chapter, in which we will continue to discuss this topic.

  1. An overview of the basic ideas and functions of procedural generation

In terms of game design, procedural generation refers to a method of creating content dynamically by using algorithms and mathematical functions. Procedural generation no longer limits developers from manually designing each part of the game world. Instead, they can create vast, diverse, and unpredictable environments, levels, characters, and objects with procedural generation. There is a relatively small amount of manual effort that is required to accomplish this task.

  1. Developing a procedural generation process

A procedural generator can be implemented in a variety of game genres, including open-world exploration, platformers, roguelikes, and strategy games. Among the advantages of this approach are reduced development time, increased replayability, and the ability to create customized experiences for each player, among others.

Meanwhile, you can take a look at the most informative short presentation of what is proceduralism. Why should you care? How can it be used in the real world?

  1. Technical examples

For open-world games, procedural generation can be used to provide realistic terrain by incorporating Perlin noise. Roguelike games can also be generated using cellular automatas, which are capable of generating complex cave systems or elaborate dungeon layouts using a roguelike engine.

  1. Games that are based on procedural generation are very popular

There are a number of well-known games that have implemented procedural generation in an impressive manner.

  • It’s no secret that Minecraft is a procedurally generated game. Players have an almost infinite sandbox to explore and build in they can explore in the game world.
  • The No Man’s Sky game is a space exploration game featuring procedurally generated planets, flora, fauna, and resources. With this game, you will discover a vast and diverse universe that awaits you.
  • Spelunky: Each level in this platformer is procedurally generated, ensuring that every playthrough offers a unique and challenging experience.

Pros of Procedural Generation Implementation

  • Reduced the development time and effort involved in the project
  • Replayability and variation have been increased as a result
  • Personalized experiences for each player

Cons of Procedural Generation Implementation

  • If not properly implemented, it can result in repetitive or uninteresting content
  • Execution may require significant programming knowledge
  • Creating and maintaining a proper balance can be challenging

Conclusion

It has become clear that procedural generation can be an effective game mechanic that, when implemented thoughtfully, can result in an engaging and bespoke experience for players. It is possible for developers to save time and resources by utilizing algorithms and mathematical functions while providing endless possibilities for exploration and discovery. IndiePump offers specialized marketing services to help bring your procedurally generated masterpiece to the forefront of the gaming industry. In the next article in this series, we will examine the topic of AI-driven storytelling.

We will discuss how AI-driven storytelling can revolutionize game narrative in the next part of the series. You can always count on IndiePump for all your game marketing needs. Please contact us if you would like professional assistance in promoting your game and connecting with your target audience.

Exploring New Horizons: The Art and Challenges of Creating a VR Indie Game

In this insightful interview, we had the pleasure of speaking with an accomplished indie game developer who shared their experiences in the gaming industry and their journey towards creating The Shore VR. They discussed their inspirations, the challenges they faced during the development process, and their plans for the future of their studio. This candid conversation provides valuable insights for aspiring game developers, as well as a glimpse into the exciting world of VR gaming.

What motivated you to enter the gaming industry and specifically focus on indie games?

Ever since I can remember, I’ve been an avid gamer with a strong passion for art. I would always appreciate the intricate details in games, like Shadow of Colossus, which ultimately inspired me to create my own game.

What led you to develop a VR version of The Shore? Were you influenced by successful games like Beat Saber and Superhot VR?

Having worked on various game titles as an artist, I decided to develop a VR version of The Shore in response to popular demand. My goal was to offer players an immersive experience that delves deeper into the island’s backstory.

Did any aspects of the original game seem especially suitable for VR adaptation?

The primary objective for the VR version was to transfer the stunning visuals from the standard release and create a unique experience that further unravels the island’s backstory.

Were there any new challenges in developing the VR version of The Shore compared to the standard version? How did you overcome these challenges?

Creating the VR version was a challenge, especially since we lacked prior experience in VR development. We encountered numerous bugs, had to develop different inputs for various headsets, and spent 1300 hours optimizing the game. However, this experience has helped us grow as developers.

What advice would you offer indie developers considering adding VR elements to their games?

Given the rising popularity of VR games, developers should first create a non-VR game before attempting VR development, as it can be more complicated.

Do you believe VR has the potential to play a more significant role in gaming’s future than it does currently?

VR holds tremendous potential for the future, but currently, it remains inaccessible to many people due to limited game quality and availability.

What are your future plans for The Shore and your studio in general?

We’re working on a content update for The Shore’s one-year anniversary and will soon announce our new Lovecraftian co-op horror game, Eresys, which is connected to The Shore’s story. Our fourth project, Necrophosis, is inspired by Beksinski and Lovecraftian cosmic horror and will be another artistic title similar to The Shore, but even more ambitious.

Do you think any current VR game demonstrates that VR is worth pursuing developers, or is more innovation needed?

Half-Life Alyx is an excellent example for indie developers to follow, but VR development remains complex, especially for smaller studios.

What was the most challenging bug you encountered while developing The Shore VR?

The most challenging aspect was fixing the inputs, as certain headsets had compatibility issues.

Did you need to invest in new equipment for VR development, or was the hardware used for the standard version sufficient?

My programmer and I both needed our own VR equipment, which was provided by HTC Vive.

Has your experience with The Shore VR influenced your decision to develop VR versions of future games like Eresys and Necrophosis?

We currently have no plans to focus on VR titles, as our next games will be non-VR. However, we are considering a co-op VR horror game, depending on the growth of the VR community.

Can you describe the development timeline for The Shore VR, including when issues like inputs and bugs emerged?

The Shore VR was completed in four months, starting one month after the release of the standard version. Input compatibility issues and bugs appeared throughout development, with certain headset-specific blueprints causing problems. However, we made core changes to the blueprints to resolve these issues.

Which headsets caused the most problems in terms of inputs, and how did you address these issues?

No specific headset caused problems, but we needed to create different options for each headset. We made core

As our engaging interview comes to an end, it’s clear that the developer’s passion for art and gaming has driven their success in creating unique and immersive experiences for players. Despite the challenges faced during the development of The Shore VR, their commitment to pushing boundaries and exploring new frontiers in gaming remains evident. We look forward to witnessing the future growth of their studio and their upcoming projects, which are sure to captivate and inspire gamers worldwide.

Unveiling the Secrets of Phobos Subhuman: A Journey Through Game Development with Vassilis Koutsoukos

Welcome to our exclusive interview with game developer Vassilis Koutsoukos, the creative mastermind behind the highly anticipated video game, Phobos Subhuman. As the founder of Underdog Virtual, Vassilis and his talented team have brought to life a captivating story that blends ancient history, artificial intelligence, and modern challenges. Join us as we delve into the game’s development process, overcoming economic obstacles, and exciting plans for the future.

Who created Phobos Subhuman?

Phobos Subhuman was conceived in 2018 by computer graphics artist Vassilis Koutsoukos, who founded Underdog Virtual to develop the game. A few months later, 3D artist Nikos Emannouilidis joined Vassilis as a partner. The main team was assembled in 2019, and over time, more members were added. Currently, the team consists of eight core members and three freelancers.

When and how did the idea emerge?

Vassilis had already prepared the game’s concept, and he and Nikos believed the project was ready to begin. The development commenced in late 2018.

Did the core story evolve over time?

The fundamental concept remained constant, with only adaptations made to accommodate the team’s abilities and the available technology.

How does the game connect the ancient Sumer civilization with Artificial Intelligence?

Cuneiform inscriptions on Sumerian tablets contain information still regarded as secret knowledge about human history. One tablet, in particular, discusses human development, specifically Homo Sapiens.

Why were Phobos and Athens chosen as the game’s primary settings?

Phobos was selected due to the mysterious disappearance of the Phobos 2 Probe in 1989, while Athens represented a modern city. Ancient Greek manuscripts also influenced the choice of Athens as a main location.

How did you manage to develop Phobos Subhuman amidst Greece’s economic challenges?

It was a difficult process. The team received no external financial support and relied on their own investment, despite the risks. However, they enjoy working on the project and hope to profit from it to continue pursuing their passion.

Did you work on other projects during Phobos Subhuman’s development? Can you provide more information about them?

The team worked on three additional external projects, including an interactive 3D representation for the National Bank of Greece, an interactive gaming exhibition called Endix, and a multiplayer FPS game. They are currently collaborating on a project for Eurobank, another Greek bank.

What applications were used for the game’s development, and which were the most challenging?

The primary software is Unreal Engine 4, along with 3D Studio Max, Blender, Character Creator 3, Zbrush, Substance Painter, Houdini, and Motion Builder. The most challenging aspects were morphing and lip-synching in Character Creators & Motion Builder and visual effects in Houdini.

What types of professionals are required for a game like this, and what roles do they play?

Various specialists are needed, including artists for designing environments and characters, animators for character motion and facial expressions, VFX artists for visual effects like fire, water, and explosions, programmers for coding combat systems and AI, and sound designers and music composers for audio and soundtrack creation.

Do you plan to expand to consoles?

Yes, the team intends to launch the game on Xbox and PlayStation, as the console community is large, and the game’s genre suits this audience.

What are your future plans?

The team is preparing to release the Alpha Demo of Phobos Subhuman, which they hope will generate valuable feedback and give the community a taste of the game. They plan to proceed with the Beta Version afterwards.

What is the game’s story and genre?

Set in Athens in 2047, the game takes place after a third world war and ongoing climate change. Cities are protected by massive carbon walls, dividing citizens into two groups. Those within the walls are considered “victims” of the powerful AI called G.O.D (Growth Operations Defence), while those outside suffer from poverty, hunger, and crime. Simultaneously, astronauts on the first manned mission to Mars visit Phobos, where they vanish mysteriously. The protagonist, Danae, seeks to uncover the mystery of her father’s disappearance, who was among the lost astronauts. Her quest takes her both inside and outside the walls of Athens, confronting unimaginable forces. The game is a single-player adventure featuring action, melee, ranged, and hand-to-hand combat, as well as puzzle-solving and horror elements. Players can also expect engaging dialogues and a rich narrative.

We hope you enjoyed this fascinating insight into the creation of Phobos Subhuman and the passion that drives Vassilis Koutsoukos and his team. As they prepare to release the Alpha Demo and expand to consoles, it’s evident that their hard work and dedication have culminated in a remarkable gaming experience. Keep an eye out for the game’s launch, and be prepared to embark on an enthralling adventure that will captivate players around the world.

Interview with ATAK: Unveiling the Passion and Persistence of Indie Game Development

In today’s insightful interview, we had the pleasure of talking with Alex and Theo, the talented duo behind the exciting indie game ATAK. With a unique blend of creativity, passion, and experience, these developers shared their journey in the gaming industry, the inspiration behind ATAK, and the challenges they faced during its development. From the game’s early beginnings to future plans, Alex and Theo offer a fascinating glimpse into the world of indie game development.

What motivated you to join the gaming industry, specifically indie games?

Alex: The main inspiration was playing video games and the creative freedom it allows. You can design your own world and create anything imaginable.

Theo: I discovered sound design while studying Music Technology and it became my professional goal. Eventually, I wondered if I could apply it to video games, and indie games provided a way into the industry.

What is ATAK?

ATAK, conceived by Alex, is a real-time strategy game where players control a group of units to battle against others or AI opponents. The game features a medieval fantasy setting, a single-player campaign, custom battles, and minigames inspired by the ATAK world.

What’s the story behind the name and genre of ATAK?

We chose the name ATAK when we needed a title for a festival we participated in. We’re still considering the meaning behind the abbreviation.

When and how did the idea for ATAK emerge?

The idea started in early 2017 when I (Alex) was practising mechanics and optimization. I chose a specific game to copy its battle mechanics and made changes to improve it.

Were you influenced by the success of similar games?

The main influence came from the interesting mechanics of a game called North & South on the Amiga.

Did you have any game development experience before ATAK?

Alex: I worked for 10 years in small companies, mostly on serious and educational games.

Theo: I had experience as a sound designer on several projects but wasn’t as involved in development.

Did the main concept change over time?

The concept remained the same, but we added content and refined existing features for a more engaging experience.

Can you describe the timeline for ATAK’s development?

The development involved back and forth due to the pandemic, but the core concept of chaotic fast battles was established first. Everything that followed aimed to enrich the world and create a fun experience.

How long did development take and when did issues like inputs and bugs appear?

It took several years and extensive testing, with friends and family helping to test the game. Bugs still appear occasionally, but we feel the game is in good shape.

Why did you choose this style for your game?

Alex: I wanted to create a game reminiscent of those I played growing up, focusing on fun, old-school elements like low polygon counts and hand-painted textures.

How long have you been working on this project and when was the demo launched?

The project began in 2017, but it started slowly with defining the core concept. The demo was released recently and showcases what to expect in the full game.

Did you work on other projects during ATAK’s development?

Alex: I worked on private B2B projects and cannot share details.

Theo: I worked at a post-production company for sound, including localization for Riot games.

What kind of bugs did you encounter during development?

We encountered various bugs of different sizes and impacts, sometimes while testing other features or during friends’ playtests.

Did you need to invest in new equipment for ATAK’s development?

We used our existing personal equipment, which met the game’s requirements.

Is there a plan to expand ATAK to consoles?

We’re considering consoles and mobile devices, as the game would port well.

What are your thoughts on multiplayer mode?

Currently, there’s a local PvP mode. We plan to expand multiplayer for the full game release and introduce an arcade mode.

What’s the future for your studio and ATAK?

We aim to release the full game within a year and, if it’s well-received, expand ATAK with more minigames, bosses, and features.

What advice would you give indie developers planning to publish a project?

Patience and persistence are crucial. Game development involves continuous learning and research. It can be disheartening at times, but seeing your project take shape and witnessing players’ reactions makes it worthwhile. Keep learning, researching, and watching “how-to” videos. Stay committed to your vision and never give up.

As our engaging conversation with Alex and Theo comes to an end, it’s clear that their dedication and love for their craft have shaped the world of ATAK. Their experiences and insights offer invaluable lessons for aspiring indie developers, reminding them of the importance of patience, persistence, and continuous learning. We can’t wait to see what the future holds for ATAK and this talented team, and we wish them the best of luck as they continue to bring their creative vision to life.

Eresys Patch 0.5.8: Visual Overhaul, New Item, Side Mission, and More

Hello, Eresys community!

We’re thrilled to announce the release of Patch 0.5.8 for Eresys, our 4-person Lovecraftian Horror Co-Op game. This update brings significant improvements to the game, including a visual overhaul, a new item, a new side mission, balancing tweaks, and bug fixes.

Updated Visuals and Performance Boost on Sentinel Island

One of the key features of this patch is the updated visuals and performance boost on Sentinel Island. We’ve polished the fog, increased its density, and adjusted its colors to create a more immersive and creepy atmosphere. We’ve also improved dynamic lighting and optimized the fog planes, resulting in better performance and fewer FPS drops.

Introducing the Scroll of the Order

Introducing the Scroll of the Order, a new item designed to help players escape overwhelming situations. These scrolls are rare and can be found in safe zones or near important locations. They stun nearby creatures, remove curses, and grant temporary movement speed boosts to cultists. However, be cautious as using a scroll attracts attention!

New Side Mission: Devoured House Update

We’ve also added a new side mission inside the Devoured House. Complete the mission to banish the entity lurking at the bottom, and unlock an achievement for your efforts. We’ve made several improvements to the house, including a new walkway, better collision, and damageable tentacles.

Localization: Japanese and French Support

We’re pleased to announce that Eresys now supports Japanese and French languages, broadening the game’s reach to more players.

Balancing Tweaks and Madman Mode

In our ongoing efforts to balance gameplay, we’ve made several tweaks, such as adjusting creature health values and spawn rates based on the number of players in a party. We’re also working on a new difficulty mode, “Madman mode,” which will crank up the challenge even more, but rest assured, we’ll only release it when we’re happy with the regular difficulty.

Other Improvements and Bug Fixes

Other improvements include a more polished and responsive way to examine maps, books, and pages, visual enhancements in the cultist temple, and a redesigned cult guide interface for easier reading and interaction. We’ve also addressed numerous bugs reported by the community, such as collision and visual issues, as well as fixing a bug that could crash the game when item collisions overlapped.

Remember, this update is now live, and all co-op players must have the same game version (0.5.8). If the update doesn’t show up, restart Steam.

We hope you enjoy the latest improvements to Eresys and, as always, we appreciate your feedback and support.

Available on Steamhttps://store.steampowered.com/app/1918970/Eresys

Join Discord to report any bugs or suggest any changes: https://discord.gg/gCCWYFWrKx

Eresys PATCH 0.5.7 MAP SYSTEM, LOCALIZATION UPDATE AND BUG FIXES & FUTURE CONTENT

Hello, Eresys community!

We’re excited to announce the release of Eresys Patch 0.5.7, which introduces a map system, localization updates, and bug fixes. We’ve also included a glimpse of the future content we’re currently working on, so stay tuned for more terrifying experiences!

MAP SYSTEM

The much-requested map system is now here, but we wanted to maintain the immersion and challenge of navigating the Lovecraftian island without resorting to a UI element. Instead, we’ve introduced a physical map that players can pick up, equip, and use to help navigate the island.

Key features of the map system include:

  • Physical map item found at spawn areas
  • Equip/unequip the map with “M” / Right D-pad
  • The map starts blank, with only the island outline
  • Points of interest are added as icons as you explore
  • Icons glow when near the corresponding location

Remember, the map is entirely optional, so players looking for a challenge or who already know the island layout can skip picking it up.

LOCALIZATION SUPPORT

We’ve reintroduced and fully supported translations for Chinese and German languages. While 90% of the text has been professionally translated, we used machine translation for the new text added in recent updates. If you encounter any errors, please let us know, and we’ll fix them in future updates. More languages are coming soon!

MENU ADDITIONS

  • The “Disable camera cuts” option was added to the “Camera settings” menu
  • The matchmaking queue button added to the “Join Hunt” menu
  • The “Map” tab was added to the cult guide for players to learn about the map mechanic

TWEAKS & BUG FIXES

We’ve made several tweaks and bug fixes, such as:

  • Adjusted % chances outcome when gathering victim blood on cursed ground
  • Added a warning announcement for hosting sessions without internet or Steam connection
  • Fixed bugs related to collision issues in various locations
  • Other minor collision and texture fixes

Make sure to restart Steam if the update doesn’t show up, and remember that all co-op players need to have the same game version (0.5.7) to play together.

We’re currently working on a major update featuring underground environments, puzzles, jumpscares, and horrifying protoplasmic abominations. Keep your teammates close, and stay tuned for more details coming soon!

Thank you for your continued support and patience, and we hope you enjoy the new features and fixes in Patch 0.5.7. Happy hunting!

Available on Steam

Join Discord to report any bugs or suggest any changes

Eresys Patch 0.5.6: New Safezone, Side Mission, and Game Improvements!

Greetings players! We are excited to announce the release of patch 0.5.6 for our Lovecraftian Horror Co-Op game, Eresys. This patch introduces some exciting new features, including a new safezone, a side mission event, and new menu settings. We have also made several game tweaks and fixed some bugs to improve the overall gaming experience. We hope you enjoy these changes and look forward to your feedback.

Game Additions:

In this patch, we have added a new safezone located at the edge of the island, which contains a side mission event. Completing this event will unlock an achievement, so be sure to check it out! We always strive to add new content to keep the game exciting, and we hope this new safezone and side mission will provide you with new challenges to overcome.

Game Tweaks:

We have made several game tweaks to improve the game’s performance and clarity. The textures for the missing book pages have been updated with improved designs that offer greater clarity in a more consistent art style. We have also made small reductions to the light values for each blood sphere created, which should slightly improve clarity. The light beacon at the center of the pyramid is now more bright and reaches the sky, making it easier to navigate around the map. We have also fixed an audio loop bug and other possible issues regarding the temple memory plate in the temple.

Menu Additions and Tweaks:

We have added several new menu settings, including a hide UI option, a reduce visual effect option, a resolution change timer, and a voice sensitivity slider. These new settings are designed to provide you with more control over your gaming experience, and we hope you find them useful. We have also made some tweaks to the menu, including renaming the button ¨Control/Key Rebinds¨ to ¨Input settings¨ and moving it from the camera/input menu to the settings/in-game menu. The button ¨Camera/Input¨ has also been renamed to ¨Camera settings¨.

Collision Fixes:

We have updated and fixed various collision boxes around the edges of the island to hopefully fix issues about players falling under or inside the cliffs. We always strive to improve the game’s performance and prevent any unnecessary frustration that may affect the gameplay experience.

We hope you enjoy these changes and improvements to Eresys. We are always looking to provide you with the best possible gaming experience, and we will continue to work on improving the game in future updates. We would like to thank you for your support and patience, and as always, we welcome your feedback. This update is now live, so be sure to restart your game if you don’t see the update. Lastly, for co-op sessions, all players must have the same game version, so make sure to update to version 0.5.6. Thank you for playing!

Available on Steamhttps://store.steampowered.com/app/1918970/Eresys

Join Discord to report any bugs or suggest any changes: https://discord.gg/gCCWYFWrKx

Eresys DAY 1 PATCH 0.5.5 BUG FIXES AND TWEAKS

Hello players! We are excited to announce the latest patch for our Lovecraftian horror co-op game, Eresys. We have been listening to your feedback and have made some important gameplay tweaks and fixes, as well as some collision fixes to improve your overall gaming experience. We are committed to making Eresys the best it can be and appreciate your support and patience.

Gameplay Tweaks:

We have made some slight adjustments to the gameplay mechanics to make the game more challenging and enjoyable for our players. We have increased the lantern damage, made the burning monster effect more prominent, and rebalanced the monster’s health and health regeneration. Additionally, we have made some tweaks to the monster focus and removed the Shadow’s teleport ability for the time being. We have also reduced the time needed for the Lurker to leave you alone once it spots you. Lastly, we have added a few more pages around the map, making it slightly easier to complete the book.

Gameplay Fixes:

We have addressed some significant bugs in this patch that were causing issues with player death and visuals. We have fixed a bug where you would respawn if the player carrying your head died and your head will now be placed on top of theirs. We have also fixed the issue of being able to pick up pages or interact once you die, and the monster focusing on you while you die. We have tweaked and adjusted how AI vision selects a target to focus on, improving the overall gameplay experience.

Collision Fixes:

We had fixed floating relics in the temple that caused players to get launched in the air when they jumped on them. Additionally, we have temporarily blocked off the entrance from the top of the underground house to ensure no one falls through the gaps between the house and the ground. We have also improved and increased the collision for various safe zones and fixed the issue of Voidwalkers trying to attack you through walls. Lastly, we have made some small collision tweaks and fixes.

We are confident that this patch will improve your overall gaming experience in Eresys. We appreciate all of the feedback we have received from our community, and we are committed to continuously improving the game with each update. We expect to release another patch in a few days, which will address various collision and visual bugs reported by the community. Remember to restart Steam if the update doesn’t show up, and ensure that all players have the same game version for co-op sessions.

Thank you for playing Eresys, and we hope you enjoy the new patch!

Available on Steamhttps://store.steampowered.com/app/1918970/Eresys

Join Discord to report any bugs or suggest any changes: https://discord.gg/gCCWYFWrKx

Aurora: The Lost Medallion Teaser Trailer just launched…

Attention adventure game enthusiasts and newcomers alike! Aurora: The Lost Medallion – The Cave has released its captivating Teaser Trailer. This point-and-click adventure, featured on Steam, boasts hand-drawn assets, a gripping storyline, and challenging puzzles that will amaze players as they uncover the mysteries of the protagonist’s origins.

Step into the role of Aurora, the youngest child of the Cave, and embark on a thrilling journey. The Teaser Trailer promises a Demo Version, set to launch soon, which will allow players to explore the mysterious through a hide-and-seek game where they will learn more information about the protagonists and the universe overall.
If you want to play Aurora: The Lost Medallion – The Cave Demo Version and create coverage before anyone else, fill out the Google Form. Our team will send you the activation key as soon as possible.
  • A modern take on classic point-and-click adventures, intertwined with an intricate sci-fi storyline.
  • The first chapter of an epic tale highlights friendship, discovery, and enigmatic Voices.
  • Clever puzzles demanding wit and intellect for successful completion.
  • Unravel the truth surrounding Eedor and the enigmatic Pilgrimage.
  • Stunning hand-drawn graphics showcasing vibrant scenes and engaging characters.
  • Immersive, fully-voiced dialogue for an unforgettable adventure experience.
Having been in development for several years, Aurora: The Lost Medallion – The Cave made a splash at AdventureX and was officially selected in 2019. Fast forward a few years, and the game has progressed significantly, culminating in the recent release of its Teaser Trailer and the upcoming launch of the Demo Version.
Don’t miss out on this adventure game that takes place in a mysterious Cave. Add Aurora: The Lost Medallion – The Cave to your Steam Wishlist and stay tuned for the release of the Demo Version.

Unravelling the World of AiliA: A Puzzle Adventure of Loss and Love

Discover the enchanting world of AiliA, an upcoming single-player puzzle game that was recently showcased at the Steam Puzzle Fest among other great titles. Set to be released on both PC and Mobile platforms, AiliA will challenge your wits and tug at your heartstrings as you embark on a captivating journey to save a lost twin sister.

Story:

In AiliA, players assume the role of Ail, a 9-year-old girl determined to rescue her twin sisterLia, who has been captured in a dystopian world by an evil mirror. With the assistance of Oni, a sentient being, Ail ventures through the seven Great Mirror realms, only to unravel the heartrending truth that this universe is a figment of her imagination, created by the unbearable pain of losing her sister to a tragic accident.

Gameplay Mechanics:

Featuring innovative mechanics, AiliA challenges players to manipulate mirrors and interact with their reflections as if they were real. By controlling the mirrors, players can acquire the right mirror images to alter the game world and solve a series of intricate puzzles. Developed using Unity and other character creation software, AiliA promises a visually stunning and immersive gaming experience.

AiliA is published by Gamera Games, a renowned video game publisher celebrating its 5th Anniversary with a special sale on Steam, featuring AiliA among its lineup. Additionally, the game’s marketing and PR efforts are handled by IndiePump, a rising star in the industry. Although a relatively new company, IndiePump has already made a name for itself through successful indie game projects, and their collaboration with AiliA is sure to propel the game to even greater heights.

Music:

Drawing inspiration from traditional Chinese music, AiliA’s emotional soundtrack is brought to life through live recordings of instruments such as the erhu, xiao, dizi, and pipa. High-quality soundscapes and melodies will enhance the player’s experience, enveloping them in a unique auditory journey.

Key Features:

  • Traverse reflections as if they are real.
  • Move, flip, and rotate mirrors to manipulate the world around you.
  • Explore 7 unique worlds inspired by Chinese mythology.
  • Solve 70+ hand-crafted puzzles.
  • Discover secret areas with impossible challenges and bonuses.
  • Immerse yourself in a moving story about the bond between twin sisters.
  • Delight in an emotional soundtrack featuring traditional Chinese instruments like the guzheng and erhu.
Be sure not to miss out on this breathtaking puzzle adventure! Show your support by adding AiliA to your Steam Wishlist today and stay tuned for updates.
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