Become Death, the grim reaper, and dive through a mythological multiverse to reclaim Death’s stolen scythe. Precision control over jump angles gives you the power to make your own path through each afterlife. Rely on reflexes and rapid angle changes or approach levels as a puzzle of angles to be solved with foresight – invent your own style.
Whether it’s curiosity and exploration, risk-taking, or the speed of a psychedelic rollercoaster, each world is designed to emphasize a different gameplay theme. I recreated the experience I had gaming with college roommates, passing the controller around on different levels that matched each person’s individual style. Afterdeath’s 26-track soundtrack was composed to bring the personality of each world to life and to synchronize the player with the rhythm of each level. I hope you like it!
I’m a self-taught programmer who spends nights and weekends making this game. Through Afterdeath, I reconnected with one of my college roommates who’s a talented musician and composer. He scored the game with music created from the culture and spirit of each afterlife. Our artist unites the gameplay and music of each world.
Brutal Nature is a free to play multiplayer survival game where anything can be created and destroyed. You are stranded on an island but you are not alone. Form a group with others to improve your chances of survival but beware not everyone will be friendly!
Life in Brutal Nature is about survival by gathering resources for crafting, building structures, hunting and being hunted.
The Landscape is a smooth voxel terrain that you can mine for resources, make caves, destroy with weapons, blow up with explosives and place to build structures up to thousands of feet in any direction. Build towers miles tall and mine far into the depths of the earth with our easy to use terrain editing controls.
Realism will be strived for but not allowed to stand in the way of fun. Game play will be tunable from highly realistic to arcade style fun by an easy to use modding system.
Brutal Nature is the full time project of one man, Black Moons. When he is not programming he is researching weapons, chemistry and metallurgy to further improve the realism and complexity of the game or watching lets play videos of other games to see what people like and dislike about them. Inspired by dwarf fortress, Black Moon wants to make a game of similar complexity but more accessible.
Ashen Rift follows the life of a man and his canine companion Bounder as they seek to get to the core of earths dire situation. Together as they do so they encounter strange corruptions of man within the twisted and suffocated remains of Earth.
“20 years ago some scientists and military folk got to meddlin’ in things they ought to have left alone, they called it a “rift” or some such.
Now the whole damn earth is almost entirely empty and she’s about to breathe her last breath. I don’t reckon I know exactly what’s causing all of this, but I know what I’ve seen since then and it ain’t right… Maybe it’s not too late for earth, maybe shes got some fight left in her.”
With Bounder by your side you will scrounge for whatever ammo and explosives you can find and when that fails you will grab dirt, rocks or any other found objects around you to maim and distract the beasts which wander aimlessly looking, smelling and listening for a meal.
My name is Barry Michael Collins, a 13+ year game industry freelance artist and I have been solo developing Ashen Rift part time for almost 3 months… Development halted a month ago when I found out my father had died in a tragic and very depressing manner, I am just now bouncing back from this upset and resuming development with new found burning need to make something of my life, I hope Ashen Rift can be the starting point for me to be able to continue developing the games I dream of playing.
Myriad is a game about making and breaking worlds, where you don’t just play but perform.
You build the stage for your performance, living geometry shaped by your actions and decisions. Space is malleable. You can grab the ground from under your feet and fly.
The rules are simple. Enemies chase you, and you must destroy them — but doing so only multiplies their numbers.
Defeated enemies leave behind space you can control, manipulate and detonate. Explode space in great chain reactions to upgrade your weapons and do it all again.
Your performance conducts a synthesized symphony, ebbing and flowing in tune with your every move, as you make a world. Then break it.
My name is Erlend Grefsrud, and I have been developing games professionally since 2009, currently as independent developer and freelancer.
Myriad is my first solo project, the kind of game I got into development in the hopes of one day making. It’s an experiment in kinaesthetics, player agency and the plasticity of game rules.
NOWHERE aims to be a holistic first person experience set within a mystic cosmos, focusing on emergent player-driven storytelling, strong social AI and high replayability through the use of procedural content, combining gameplay elements of exploration, survival, strategy, communication and adventure.
Our story arc aims to explore human topics such as family, science, religion, politics, culture and history as well as shed light on existential themes such as fate, choice and free will, seen through the unfamiliar lens of individuals in a post humanist, post singularian alien society.
NOWHERE was born out of a personal desire to make sense of the human condition through the pursuit of new experiences. We believe that games can relate wisdom; we are convinced that playing games can lead to new perspectives and better life decisions in a fun way. With NOWHERE we aim to contribute to this line of thought.
Duangle is a timey wimey wibbly wobbly two-headed independent game studio located in Dresden, Germany, planet Earth. Leonard Ritter (http://leonard-ritter.com/) is probably more known by his electronic music act alias “paniq” and in charge of half of everything. The other half is dominion to Sylvia Ritter (http://sylvia-ritter.com/), who also happens to paint amazing mental landscapes for quite a while already. The duo is not only best friends, but also married, which makes Duangle a family-owned business.
Lacuna Passage is a story-driven exploration and survival game set on Mars. The game draws inspiration from titles like “Dear Esther”, “Journey”, and “Proteus”. You play as Jessica Rainer, the only survivor of the crashed Heracles mission, investigating the disappearance of the first ever manned mission to Mars.
We (Random Seed Games) are a small group of game designers, artists, and space enthusiasts working on Lacuna Passage in our free time. Every dime spent on the project has been from our own pockets. We would love to introduce more advanced features like support for the Oculus Rift with the money from the Indie Dev Grant.
Lune is an adventure game about reflection and solitude where you can control the moon, which implies influencing tides, reflecting light in various ways and modifying gravity. You overcome obstacles that are blocking your way in an abandoned tower on an island in the middle of an ocean.
Use your capacity to manipulate water to flood rooms and free stairways. You can also trigger Moonset and walk in the shadows to avoid the unwavering stone Guardians. Your actions have a global impact on the whole environment of the island.
In Lune, we want each gameplay situation to have multiple outcomes, so you can always backtrack to inspect a new path.
We want to offer an experience based on awe and amazement. The core mechanic is simple, yet rich, and we hope you will enjoy it as much as we do.
We are a multicultural french team of 6 young game developers trying to make a name for ourselves.
Matthieu Bonneau is our sound designer. http://matthieubonneau.com/
Raphaël Chappuis and Alexis Payen de la Garanderie are our programmers.
Fabian Bodet is out graphic artist. http://noodlespoon.tumblr.com/
Sergey Mohov is our game designer. http://sergeymohov.com/
Leonard Carpentier is our project manager. http://www.leonard-carpentier.com/
http://lune.blog.lemonde.fr/ in French (English translated version)
Pavilion is a fourth person exploratory experience about guidance, influence and subliminal control. As the player, you have no direct control over the main character but can indirectly steer him towards a destination by either manipulating physical objects in the world or interacting with light, sound or other subliminal elements. These interactions will then affect the main character’s perception, behavior and traversal of the environment while choosing a path towards his destination.
This premise of not controlling the main character has proven to harbor a lot of game design depth and given us a wide range of puzzles that connects not only to the player and the character but also to the world and the narrative. And rather than having the most difficult kind of puzzles we want to communicate a new dynamic or concept behind each level, creating a fluent and none repetitive experience.
The Hand-Painted 2D world of Pavilion will be filled with surreal and beautiful environments that, alongside the dreamy music, hopefully make for an immersive experience out of the ordinary. If things go according to plan you will explore Pavilion around the end of 2013.
Visiontrick Media is a small two men team consisting of Japan based programmer Henrik Flink and Swedish based artist Rickard Westman. For Pavilion we also have on board US based musician Tony Gerber who is providing amazing music. Pavilion is our first independent feature and we are really excited about bringing the gaming world something new, immersive, and beautiful. Being a small team scattered all around the world requires a lot of hard work and we definitely need all the support we can get.
A simple underwater exploration game, which revolves around uncovering secrets in the dark depths using bio-luminescence. The game de-emphasises quick reflexes and complex controls to focus on atmosphere, exploration and a rich fantasy world.
I’m a lone developer from the UK who’s worked in the industry for a couple of years, but decided to take some time out to focus on Luminesca. I’m hoping it’s successful enough that I can continue to work on my own games when it’s done!
Red Rover is a first-person exploration game inspired by Myst, Proteus, and 2001: A Space Odyssey. The game uses actual topographical data collected by NASA from Mars orbit to allow players to walk on a faithful recreation of the red planet’s surface. Additionally, however, the player’s exploration will uncover surreal elements in the landscape which will lead them through an original narrative outlining the course of humanity’s voyage from Terra to Mars. Visiting locales from both planets (and others in between), and exploring the interrelationships that exist between them, the game will – with a balance of hard, speculative science-fiction and contemplative, first-person exploration – encourage players to look at Mars in a new light: not as an alien world, but as a new home. Red Rover is currently in early pre-alpha stages, and needs further funding in order to complete a more fleshed-out prototype for iteration and review.
I recently left a reasonable but unrelated day job to go “full indie” — meaning in this case that I work from a friend’s bedroom and try not to annoy the latter’s cats. In my spare time, I help organise the Mount Royal Game Society, a supportive community of independent and hobbyist game developers in Montreal.
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