You are a lead scientist working for the SCP foundation on a super-secret project [SCP-2432]. Something goes terribly wrong and the ship you are on containing the SCP explodes, and you wake up on a distant island surrounded by a vivid environment. Get ready to survive, fight for your life and finally escape the horrors of the island.
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Release Date:
May 19, 2017
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May 19

Full Release !!! 19/05/2017

|Full Release !!! 19/05/2017|

Hi everyone,

The time has finally come where I can say Three Days is finished or to a point so close that only small fixes will rarely be needed. My plan is to continue updating all the small things people find but this is the full release.

Here is the Full release fix list:

  • Fixed achievements steam API now constant
  • Got a valid wiki setup ready for editing
  • Fixed difficulty listings switching from Boolean eg. Godmode = False,No
  • Finish gorepixelgames site ready for full release.
  • Fixed change log issues
  • Added twitter icon on start screen
  • Balanced level up system a bit. reduced rock values to 70XP
  • Scaling issues fixed
  • Fixed text on difficulty centring to side of box.
  • Added version number to start screen
  • Fixed god mode difficulty reading easy on difficulty screen
  • Fixed death animation being to small for water death
  • Fixed options menu to be more neat. GUI + organisation
  • Centred pause menu
  • Fixed clouds /birds overlaying on options menus
  • Fixed Start screen guy overlaying
  • Fixed easy mode health going above 120
  • Various misc Fixes

Note: There may be one patch in the next 24 hours as I cant fully test achievements until it is uploaded.


And we are done!

Thankyou very much everyone for your continued support up to this point its been just over a year since Three Days was released into early access, I hope you all stick around for future games.

,Lueshie (GorePixelGames).

5 comments Read more

Reviews

“"Overall, I’ll be interested to see how this game develops further, but it seems fairly solid at the moment."”
Fire Hawk Gaming

“"I’m looking forward to seeing more!"”
GeekOut South-west

“I sort of love this little game? It’s definitely rough and clunky and I did lose progress on my best run by crafting a crash, but the animation makes me laugh, you progressively learn how things work, and if a chicken wanders into my fire it catches fire and if I get too close to the burning chicken I catch on fire as well.”
PC Gamer

About This Game



Timed gameplay-


Not often attempted, with modern survival games, is the sense of seriousness to escape in a period of time. Three Days gives a new perspective on urgency by adding a 72 hour - three days - time limit allowing the player to get involved in gameplay with an incentive to escape. We have fine-tuned ThreeDays to suit most players without it being impossible,and for the more casual players we have created an endless mode which has no time limit allowing a less intense experience.

Unique creation system-


Three Days has its own unique crafting system: simply take a movable resource and drag it onto another resource to see what you can create. No inventory, no fuss.

Procedurally generated islands-


The game includes islands that are randomly generated every time you play allowing diverse gameplay every time it’s played. Not only this, but each island has its own original name and generation and all resources that are generated on the island will be placed elsewhere.

Stats-system-


Three Days contains a dynamic ever changing stats system, where the player is in constant need of attention to survive which is achievable by looking after the players hunger hydration and temperature. The system is ever changing is and the player is always in a new procedurally generated island, meaning different amounts of resources and different weather effects to survive with.

Auto-mine-


The automine mechanic was influenced by playing other games with different mechanics requiring the player to hit or hold a button to break and collect resources. Personally, I disliked this system and wondered how I could do it differently and came up with the automine feature. The player is simply brought over to the resource desired to break and it will automatically start to break.

Upgrade/levelling system-


ThreeDays also allows you to collect experience from breaking primary resources such as trees and boulders, this allows level ups and PPs (Perk Points) which can be spent on 15 different upgrades for the character, such as killing and catching fish without a rod to slowing the timer down. The level system will also directly affect the player’s fate at the end of the game via 4 cutscenes.



Personally, I enjoy a game with a bit of context and I really wanted to bring this to ThreeDays. Its unique storyline was managed by allowing the player to play and learn, for instance throughout your time in game you will discover random notes around the shoreline, washed in by the tide, which explain the backstory and what really happened.



This is a fan made SCP game which has not been endorsed or made by anyone from the website. I have spoken with the foundation and have done everything legally under the Creative Commons Attribution-ShareAlike 3.0 License http://creativecommons.org/licenses/by-sa/3.0/ this means that I am allowed to release this game and will credit the SCP foundation website for its inspiration to my unique fan made story.

System Requirements

    Minimum:
    • OS: Windows Vista / 7
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: Direct X9.0c Compatible Card @ 256MB
    • DirectX: Version 9.0c
    • Storage: 120 MB available space
    • Sound Card: Onboard is fine
    • Additional Notes: If playing on a Laptop, please make sure it has a dedicated graphics card.
    Recommended:
    • OS: Windows 10
    • Processor: 2.5 GHz
    • Memory: 2 GB RAM
    • Graphics: Direct X9.0c Compatible Card @ 512MB
    • DirectX: Version 9.0c
    • Storage: 120 MB available space
    • Sound Card: Onboard is fine
    • Additional Notes: If playing on a Laptop, please make sure it has a dedicated graphics card.
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