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Signalis brings multilayered psychological sci-fi survival horror to PS4 October 27

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Signalis is not only a classic survival horror game, but also a psychological horror story with elements of cosmic horror, so what I write here will only scratch the surface. To find out what this game is really about, you will have to play it for yourself.

Signalis brings multilayered psychological sci-fi survival horror to PS4 October 27

Signalis is an atmospheric, melancholic horror story set in a retrotech sci-fi world.

You are Elster, a technician Replika, who wakes up from stasis to find that her spaceship has crash-landed, and that the pilot Ariane Yeong, the only other person on board, is missing. Elster soon finds something hidden below the planet’s icy surface that should not be there, and receives a mysterious radio signal that changes everything.

Driven by a promise to her lost partner, Elster makes her way through a seemingly abandoned re-education and mining facility where she has to face horribly distorted figures trudging through the hallways and attacking on sight.

As she descends deeper into the facility and the mines, she encounters another Replika with a dark agenda, a young woman who has her own burdens to bear, and strange visions of memories from another life.

The world of Signalis is a stark and desolate place of concrete walls and humming CRT screens – a world in which the totalitarian regime of Eusan is ever present through surveillance, bureaucracy, and propaganda.

As Elster journeys into the mysterious government facility, she must find creative ways to get through its many bureaucratic safeguards. She must use her radio to decrypt messages,

Managing a cult can be a messy business in Cult of the Lamb, out August 11

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In Massive Monster and Devolver Digital’s Cult of the Lamb, players take on the role of the Lamb, a cutesy cult leader and adorable harbinger of doom, saved from death to serve The One Who Waits. Players embark on crusades through randomly generated dungeons filled with hordes of monsters and false prophets, to find new followers and resources to bring back to their cult.

Of course, what is a shepherd without a flock? Back home you must indoctrinate any new followers into the cult. You can customize them, build new structures, and perform great sermons in your temple – letting you draw power from your followers to grow stronger for your next crusade.

To run a successful and productive cult you must keep your followers healthy and their faith in you high. They have needs that must be met otherwise they will become unhappy – and eventually turn against you. Build homes so they have somewhere to sleep at night, grow crops and cook meals to keep them fed and happy…

…and make sure you clean up their poop.

What goes in must come out! Followers will leave waste that must be cleaned up, or they can get sick and eventually die. In the beginning, it will be the job of the humble Lamb to ensure your community remains clean and tidy. However, as the cult grows you will unlock structures that make it easier to maintain, and eventually become self-sustaining. Outhouses will give followers some privacy and a place to do their business, and janitor stations will let you assign followers the job of keeping the place tidy – so you don’t have to.

Remember those crops you were growing? Well, waste not want not! Poop you collect can be used to fertilize farm plots, to maximize their output and grow juicy bumper crops. Build a farmer station and some silos, and followers will plant new seeds and then fertilize them for you. As the mighty Lamb you should make your cult members do the dirty wo

SCHiM steps out from the shadows next year

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We are happy to announce that Schim is going to be released on PS5 and PS4! Schim is being developed by a team of two: Ewoud van der Werf the lead developer and myself, Nils Slijkerman. I do additional level and game design on Schim. The audio is done by the team of Moonsailor.

In the game you play as a schim, a shadow creature who is trying to get back to the shadow of their person. You’ll travel through ordinary Dutch-inspired locations where you’ll meet other schim and characters you can help and interact with.

SCHiM steps out from the shadows next year

In this trailer we show specific ways of interacting with the world, something we haven’t really shown anywhere else yet! In the different scenes you can see that the schim character interacts with objects. As a player you can activate or interact with a shadow by pressing square while being in the shadow of an object.

With Schim, we want to create a world where the player can explore and experiment with various objects and their shadows. Some of these activatable shadows will be little visual or sound-based elements to discover, while others will be part of the flow of the world and will actually change the situation of the player and the characters in the world.

In our new trailer we have lined up some of these examples. In the second scene, the schim of the player arrives in the scene in the shadow of a duck. The duck, however, notices that there is a cat and won’t continue on. The player of the schim jumps over into the garbage truck and uses the shadow interact button (Square on your DualShock 4 or DualSense controller) on the truck, causing the truck to honk its horn and startle the cat, who promptly runs away so the duck can happily waddle along, creating a way forward for the player.

While this example had a specific solution, we are aiming to allow for multiple paths, interactions, and ways to finish a level. In the second scene with a shadow interact, we see the player hopping in a parking lot of a car dealership. The player jumps into the generator, uses the Square button to interact with the shadow and activates the air dancer. The air dancer inflates and creates a new path for the player to use.

A closer look at the turn-based combat in Sea of Stars

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Sabotage was founded with a clear goal in mind; presenting our own “definitive editions” of the game genres we grew up playing. By combining retro aesthetics and modern design, we shoot for experiences that capture what we loved about games of old while leaving behind the elements we feel might hold them back today.

A closer look at the turn-based combat in Sea of Stars

For our very own turn-based RPG, we started with a few simple guidelines; there would be seamless transitions from navigation to combat, no random encounters, and no grinding. Combat is obviously a big one, so let’s dive a bit deeper.

Actual turn-based

In Sea of Stars combat is purely turn-based without any time bars, avoiding pressure in order to let the player make decisions at their own pace instead. Each of the six playable characters come with a small kit of four spells/skills with differing damage types and patterns, which can be combined with other characters’ moves.

MP has a very low cap but regenerates when using normal attacks, creating a flow where using magic in a regular fight is expected, while the big heavy hitter spells have to be paced with some normal attacks when fighting a boss.

No random encounters means every fight is designed manually to offer a unique pattern of enemies that can be analyzed and optimized by the savvy Solstice Warrior, and other combat features come together into a dance between utility and damage. 

Locks

Enemies that mount spells or special skills will display a bar with locks, each with an icon of a certain damage type. Breaking locks will weaken the upcoming move, while breaking all of them will cancel it altogether.

Each of the six playable characters can dish out damage efficiently in one or two of the types, further supported by their skill/spell kit which offers pattern variations (like AoE or multi-hit). 

Why Nickelodeon?

“Excited” doesn’t even begin to explain how our team reacted when the news broke about the Nickelodeon crossover. Our team dove into the project with animated enthusiasm, developing imaginative ideas and amazing content. While we’ve worked with the Paramount team before, this crossover covered so many different generations of childhood television that it brought up a lot of nostalgia for the team. We hope that our community will experience that same feeling of nostalgia when they see some of their favorite Nickelodeon characters realized in Smite.

This is our first crossover that includes characters from multiple completely different shows, which presented an interesting challenge to the team. For example: how do you turn a feisty musket-toting Tanuki (Danzaburou) into a shirt-wearing, tv-watching Wallaby (Rocko)? By turning the musket into a remote control, of course! We wanted to design every character in a way that did their Nickelodeon origins justice.

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