Dark Storm: VR Missions is a single-player stealth/action game in which you take control of Amber Kingsley, a new security recruit at the Irving Apex Research Facility. Before beginning her work, Amber must first undergo VR training where her skills will be pushed to the limit.
All Reviews:
Mixed (14) - 50% of the 14 user reviews for this game are positive.
Release Date:
Aug 19, 2015
Developer:
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The Dark Storm: VR Missions Early Access gives us the chance to introduce the world of Dark Storm to gamers worldwide, as well as support our next project, Dark Storm: Ascension. With the VR Missions we can explore various concepts, themes and mechanics that we are able to use in Ascension. It also gives us the chance to hear from our player-base about what they feel does and doesn't work. We hope through this experience we can further grow our fanbase as we strive to improve our game.”

Approximately how long will this game be in Early Access?

“Dark Storm: VR Missions will remain in Early Access through the rest of 2016 and 2017. Currently we are in the process of converting the original build (UDK) to Epic’s Unreal Engine 4. Because of this, we are able to include a number of updates and new features for the foreseeable future, such as improved AI, new animations, new gameplay features (cover system, stealth kills, etc.), and better character models and weapon models. General stability and bug issues will also be handled on a regular basis.”

How is the full version planned to differ from the Early Access version?

“Dark Storm: VR Missions will have better character animations, weapon designs, character designs, improved level designs, stable and reliable gameplay, and generally better AI. The graphical capability of the Unreal Engine 4 is also a major plus for our development as it allows for a number of improved development features, alongside a vastly improved visual upgrade over the older UDK build, all of which better supports the overall vision of the Dark Storm world.”

What is the current state of the Early Access version?

“Currently we have nine playable rooms, six weapons, four enemy types, full voice acting, and general sound and SFX included.

Dark Storm: VR Missions was developed using the Unreal Developers Kit (UDK). At this time we are hard at work converting, and greatly redesigning, a number of features and assets to Unreal Engine 4, while improving all the features of the original build. A small team has been working hard on getting the UE4 version of the Operations ready, while the majority of our team is working on Dark Storm: Ascension, which Early Access is helping to support.”

Will the game be priced differently during and after Early Access?

“At this time the game costs $10 USD. We don’t plan to raise the final price all that much, perhaps a couple more dollars, but still at or under $20 USD when the final version of the game is released.”

How are you planning on involving the Community in your development process?

“We are already engaged with our community, answering questions that are asked and always willing to listen to suggestions that have been presented to us. We try to always be prompt when responding to our fans, either on Steam, Facebook, or any other forums where we are featured. We also want our development to be transparent, allowing our fans to see and experience the development of Dark Storm as an important part of our family.”
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Recent updates View all (41)

August 14

Dev Update #14 One Step Closer to QA Testing | Public Dev Discord




Dev Video Log by our Lead Animator Stacey


Now Weekly devs will be switching out and doing weekly Sunday updates to clue you guys in on our development process and the hurdles we overcome as a team.

Read the Full Article On indiedb Here



Website:


We also have a new url and no longer will be using the old adarkstormiscoming.com (it's been retired). It has some new content on it about the VR Missions and Ascension and we'll be throwing up posters and other designs for people to buy soon that will help support our development.


Click Here to Visit the new Page (http://www.darkstormuniverse.com/)


Discord and Dev Community Server (All are welcome!)

The Discord join url is on our new post on indiedb!
https://discordapp.com/invite/DvpmWV?utm_source=Discord%20Widget&utm_medium=Connect

What we're trying to do by opening up a public discord for people that are interested in the game to talk to devs and follow news and to make a hub for our patreon to talk with us. If your supporter or pateron message a dev or post in the chat so we can verify it and give you the proper tag.

VR Missions:

We weren't very thrilled on the reception of the VR and just generally the update schedule for it. We've been working internally to revamp the SP VR with better tutorials and to introduce a 3 tier mission system.


Below is an example of our Tier 3 mission opener where you would choose a weapon and start the time trial.


Joshua so elegantly suggested we make a better design so we went with this kinda approach. So we're making the world fade out in segments in the next version and getting that ready for playtesting to look for bugs.





Tier 1 Missions being entirely Sneaking or stealth, Tier 2 being Missions, think assassination or companion missions to escort hostages to a evac point and finally Tier 3 which are Time Trials where you try to maximize the amount of carnage you can dish out and are scored on how creative your kills are.






A few tier 2 examples from Joel where you'll have to search the environment and accomplish missions






So a lot of new content is headed to the VR
once it passes internal testing!




Animation as a Whole


We're also working on setting up a IK system in the engine to attach the left hand to the gun so it's less jarring and we're working to cleanup some systems related to that. We're not quite happy with the aim node resolves we're getting stock in the engine for the first person view.






Heres an example but you can still see slightly some jitter and movement with the handles translating between the aimnode poses. We have a basic IK in place but we're going to be tweaking and improving it to make it completely seamless. Its totally more noticeable in the 1P Aiming related stuff. But its getting better over time and trial and error.





Here i'll show some of your animations some of the best you guys have done so talk about a few your proud of to give me to show for the animators as a whole.


QA Testing for Dark Storm Ascension


We're huge fans of Half life so when we started the conversation on main menus we knew there was no way we weren't going to make fully dynamic ones that are from the levels and areas you'll play and explore. Heres our first pass of those goodies!



Keep in mind we're still using the VR layout for the top banner we haven't finalized the one for ascension yet.! Only the people that buy Ascension will get it. The VR build will receive a few dynamic ones themed to those missions once we allocate time to it.


We're currently testing the builds internally and revising as needed for gameplay bugs and other issues that might pop up performance wise. Finalizing UI's like the following and importing and configuring them into the UE4 Widget system.





In the next 2-3 months we hope to open up development so we can start doing closed beta testing. Remember Paterons get priority but we will have applications for anyone that is interested in lending their opinion in these stages of development.





Level Design

And last but not least we've been revising the last hour or so of the first chapter to accommodate more tactical choices of how to use the environment to their advantage.





We've taken to improving and expanding upon the previous Vech Bay and Entrance to it to allow for high level sniper gameplay between the Player and the Sniper class.





They will play games with the players and cloak perched on sniper vantage points to pin and kill the player as they travel through this section for their objectives. But we introduce multiple ways of outsmarting them via the player drone to using vents, alternative catwalks to scout and branching paths to give the player more choices on how they accomplish their goals and avoid them altogether if they think out their situations.




Recruitment:

Due to our game being a royalty contract. (You get paid after the game is released based on how much time and work you put in), we often have people drop out randomly at random intervals as life demands. For this reason we are almost always looking for new people to bolster our ranks and join the Fenrir Team.


If you are interested, please check our post here for more details.

Other Ways to Support our team

O and remember, buying the VR Missions helps keep our server infrastructure up helps us keep developing the game. It makes our lives as indie developers that much easier. If your not interested in the VR or already have it check out our Patreon by clicking the image below. Thanks for following us and we hope to have a solid release soon next year! Also we'll be looking for QA testers to test performance and gameplay! So watch Indiedb closely!

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June 18

Fenrir Recruiting

Due to our game being a royalty contract. (You get paid after the game is released based on how much time and work you put in), we often have people drop out randomly at random intervals as life demands. For this reason we are almost always looking for new people to bolster our ranks and join the Fenrir Team.

Currently we are looking for:

Programmers:

- Knowledge of C++ and or Unreal Engine 4 Blueprints.
- Ability to problem solve code problems independently.
- Ability to work with, and compromise problem solving solutions with other programmers.
- Able to put in at least 21 hours a week (3 hours a days) dedicated to working on Dark Storm.

Level Designers:
- Knowledge of Unreal Engine 4. or
- Ability and time required to learn Unreal Engine 4 independently.
- Ability to work independantly, and research the required material given.
- Ability to work at least 21 hours a week.
- Ability to have good communication with your lead, and other level designers.
- Ability to take the story, mechanics, and other directions given by a lead, and apply it to your level.
(We are also looking for a level design lead. Knowledge of managing, and abilty to put extra time towards the project is required, and or the ability to set time aside to learn. )

Modelers:

- Knowledge of importing assets and the requirements for Unreal Engine 4
- Ability to make 3-4 high quality assets a week.
- Able to have good communication with your lead, and stay on task.
Character Modelers:
- Knowledge of anatomy, and the human body.
- Knowledge of facial structures, and bone structures.

Audio Lead:

- Knowledge of Importing Audio into Unreal Engine 4
- Ability to cut up audio, and work with voice actors for sound quality.
- Knowledge of managing
Animators:
- Motion Capture clean up.
- Ability to make precise, well rounded animations in a reasonable time frame. (1 week for simple good animations)

If you are interested, have questions, or want to know more. Please send an email with the position you are interested in on the title to: recruitment@adarkstormiscoming.com
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About This Game

Dark Storm: VR Missions is a single-player stealth/action title developed by Fenrir Studios and inspired by classic games such as Metal Gear Solid and Deus Ex.

Discord and Dev Community Server (All are welcome!)
What we're trying to do by opening up a public discord for people that are interested in the game to talk to devs and follow news and to make a hub for our patreon to talk with us. If your supporter or pateron message a dev or post in the chat so we can verify it and give you the proper tag.
Join our Dev Discord. We want to hear what you have to say!

We are currently developing Dark Storm: VR Missions as a stand-alone module to test and fine-tune the core game mechanics that will be in our upcoming full release title, Dark Storm: Ascension, as well as introduce players to the world of Dark Storm. Purchasers of Dark Storm: VR Missions will receive a discount to Dark Storm: Ascension upon its release.

People who purchase Dark Storm: VR Missions should understand that this is a proof of concept, and independent module of Dark Storm Ascension, and is being used for the time being as a way for those who are interested in Dark Storm Ascension to help fund, and support us, while watching development of both VR Missions, and Ascension. Dark Storm: VR Missions is in no way complete, and the following things listed below are our final aim for both VR Missions, and Ascension.

For more information about Dark Storm: Ascension please check out our Patreon page, where you can also further support the development.

*NOTE: You do not need a VR Headset to play this game*

Complete Advanced Training in a Virtual Reality World


Players take control of Amber Kingsley, a former U.S. Special Forces officer hired by Ancile, the world’s leading private military corporation. Tasked to protect the Irving Apex Research Facility in Alaska, Amber must first undergo advanced training within Irving’s next-generation VR simulator.

Control the Engagement...


Choose your preferred playstyle to tackle the game’s different scenarios, be it gripping stealth or intense action; you have the power to be as covert or as gung-ho as you desire.

...But Prepare to be Matched


Play how you want and the AI will match it. The game’s Dynamic AI enemies are programmed to react intelligently to the player’s every move; flanking, calling in reinforcements or even tactically retreating depending on the situation.

Utilise Future Technology


Dark Storm takes place in the near future, the year 2034, and the tools you have access to in the game reflect that. Alongside various unique weapons, you can also pilot a deployable drone to pinpoint enemy patrols, hidden positions, or a faster route to reach your objective and take advantage of the Sya Enhanced Projection system to view real time information about your enemy.

Intuitive Camera Perspectives


The game features an immersive true first-person perspective that pulls you into the action in a believable way. And, if first-person isn’t your thing, you can also experience Dark Storm in an equally immersive dynamic third-person perspective, featuring a shoulder-switching camera.

Discover an Original and Immersive Narrative


Dark Storm isn’t just a video game, it’s an experience. As you progress through the game you will discover hidden text and audio logs that add depth to the storyline and breathe life into the Dark Storm world.

Fully Voice Acted


The story features professional voice acting for cutscenes, AI and characters. Voice actors include Danielle McRae (World of Warcraft and League of Legends) and River Kanoff (Heroes of Newerth and Dust: An Elysian Tale), as well as a number of up-and-coming indie talents.

Open and Honest Development Team


Dark Storm is developed by Fenrir Studios, an independent game development studio founded by a small group of game design enthusiasts in 2012. We pride ourselves on three key principles: ambition, quality and honesty.

We welcome comments and feedback on our Steam Forums or via Twitter, where you can also receive regular updates about the development process. Team members also regularly stream what they’re currently working on via Twitch. Be sure to also check out our Patreon page if you want to support us further.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7/8/10 (64-bit OS required)
    • Processor: Dual-core Intel or AMD processor / 2.5 GHz or faster
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
    • DirectX: Version 10
    • Storage: 5 GB available space
    Recommended:
    • OS: Windows 7/8/10 (64-bit OS required)
    • Processor: Processor: Quad-core Intel or AMD processor / 3.0 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 960 GTX or AMD R9280x card or higher
    • DirectX: Version 10
    • Storage: 8 GB available space
    Minimum:
    • OS: Mac OS X 10.9.2 or later
    • Processor: Dual-core Intel or AMD processor / 2.5 GHz or faster
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
    • Storage: 6 GB available space
    Recommended:
    • OS: Mac OS X 10.9.2 or later
    • Processor: Processor: Quad-core Intel or AMD processor / 3.0 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 960 GTX or AMD R9280x card or higher
    • Storage: 8 GB available space
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