A classical FPS based on movement filled with metroidvania elements and power ups to find by exploring the interconnected levels.
Toutes les éval. :
positives (12) - 100 % des 12 évaluations des utilisateurs et utilisatrices pour ce jeu sont positives.
Date de parution :
31 juil. 2023
Développement :
Édition :

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Jeu en accès anticipé

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Remarque : ce jeu en accès anticipé peut changer ou ne pas changer de façon significative. Si celui-ci ne vous intéresse pas dans son état actuel, vous devriez peut-être attendre qu'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Early access allows me to get an early feedback from the players. Given that this game is developed by only one person, this aspect is extremely important as most of the feedback received during the development was given by people that I personally know, and as such we tend to like the same videogames and designs. A wider audience with heterogeneous backgrounds and experiences will surely boost the quality of the final product. Also, this is a self founded project and, being completely honest and transparent, this is a big leap in the dark for me. As such, I decided to release in early access to keep motivation throughout the development. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« On release the game will feature the first of the three sectors that were originally designed. In total the other two sectors will be of comparable size both in terms of gameplay time and number of levels. Once the majority of the bugs found during the early release are sorted out, I estimate that I will need 4/5 months per sector. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« I will release the various sectors in exploration order, so that the players can keep their original playthrough as sectors are ready and released. Also I want future sectors to feature an higher level of interconnections between levels. Such feature requires experience and mastery of the tools used to create and think about levels. In the interest of maximum transparency I can say that I'm still learning, and newer levels are objectively better. I hope to keep this trend. »

Quel est l'état actuel de la version en accès anticipé ?

« The current version features the first sector of the game for around 4½ hours of content for an educated boomer shooter player. The first sector itself is ready and fully playable for the designed experience, for further detail for all the features refer to the "About this game" section. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« The price will slightly increase as features and levels are added. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« I would like to hear everyone's opinion. This is my desire, but I know that it may not be possibile. The official discord will be used to report problems and bugs and to gather suggestion and thoughts about the game and I will do my best to listen to all the feedback. Just consider that I am alone in the development, and I cannot handle everything at the same time. »
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À propos de ce jeu

Palladium is a one-man team videogame designed to mix classical FPS and metroidvania elements. The gameplay revolves around battling hordes of enemies paying particular attention to movement and positioning, almost dancing around the various fight challenges placed in the levels.





The most prominent features of Palladium are:
  • 10 interconnected levels plus the tutorial one for about 4 and a half hours of gameplay.
  • 12 different enemies in the current early access content.
  • 6 different weapon variants in early access content: 2 variants of pistols, 2 of shotguns, an SMG and a grenade launcher.
  • Frantic action and fights: both in terms of "ordinary" fights while exploring the levels and in confined arenas that pose an higher challenge to the player
  • No hitscans: the game is all about movement, dodging and evading threats and bullets
  • Exploration and secret hunting: secrets are not hidden in a random wall that you have to click. Their presence is hinted by visual and audio clues. Some secrets require a specific weapon to unlock or to beat a (simple) platforming section or hunt for switches (that are well visible but placed out of sight).
  • Power ups and weapon variants: each weapon has power ups and variants that can be found and unlocked
  • Interconnected levels: the player will need to traverse parts of explored levels to progress through the game. Once a level has been cleared, enemies will appear in limited numbers but it won't be a walk simulation
  • 3D level map and global map to not get lost in the abovementioned interconnected levels.
  • A lot of gibbing!: total and partial gibbing effects for each enemy.




  • Autosaves, bunny hopping and key rebind (no controller support right now)









Power ups are acquirable by exploring different paths or paying attention to the surroundings, graphical clues will give away the presence of a secret in the area and most of the time the player must solve a light platforming section, a quick switch-hunt or a short maze to reach the power up. Such power ups are used to modify the behaviour of the weapons and enhance the player movement capabilities.





The player is free to move back and forth between levels and areas as s/he will often find a closed path that requires a key, a tool or a powerup in order to be unlocked.





The action takes place in a dystopian world inspired by 1984 and Fahrenheit 451 and the narrative of the levels is expanded by tomes of lore scattered through the levels.
The whole experience is framed by a magnificent soundtrack composed specifically for each level, that dynamically changes in the most tense situations. The soundtrack was composed by Giordano Aisa, who joined the development of Palladium with his music and his passion for boomer shooters.
Last but not least, if anyone did not notice from the screenshots, the whole point of the game is to simply paint the level red.

Description du contenu pour adultes

Voici la description de l'équipe de développement à propos du contenu du produit :

The game features high quantity of blood and giblets. The objects of such violence are a non-realistic representation of humans or monsters.

Configuration requise

    Minimale :
    • Système d'exploitation : Windows 10
    • Processeur : Dual Core 2.8 Ghz
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : 1050M (laptop graphics card)
    • DirectX : Version 10
    • Espace disque : 3 GB d'espace disque disponible
    • Prise en charge VR: No
    • Notes supplémentaires : Mouse, keyboard are strongly recommended for the intended experience. Headphones are advised. As levels are added to the game, disk space requirements will change. It will almost surely remain under 10 GB.

Ce qu'en disent les groupes de curation

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