Welcome to the Seeker! Run, hide and hack in this indie top-down game that gives a whole new meaning to the word "random!" Explore a virtually infinite number of levels as you avoid dangerous turrets, enemies and alarms. Find the exit to destroy the AI and avenge all of humanity!
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Release Date:
Sep 2, 2016
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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?

“Unlike the previous journey, I've dedicated my time on The Seeker to make it as much as a community project as possible. I see games as a toy we can all enjoy, if done properly, and with the community, as it is the ENGINE of all games. Without your most valuable feedback, games wouldn't exist, and neither would The Seeker in its current state.

Game, made by the community. Lets make it even better”

Approximately how long will this game be in Early Access?

“As long as it needs to. While new maps will always come, and the planned full release date is Q1 of 2017, the game is developed by the community, thus if the community is not happy with the product, or simply suggest even more features, the Early Access will stand.

It all goes down on how much you good people want to shape the game, and in which ways.”

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

“The main concept base will always stand, a little drone lost in space in a simple quest to find his owner, however as this is a community game, so it could easily differ a good amount from where we will start.

This is why I added all my efforts into the biggest feature currently, custom skins. You can 101% change The Seeker, its model, colors, textures, flashlight cookies, you can even add addition models, particles, anything you want! Implanting Steamworkshop was the most difficult task for me in a long time and I did it in order for everyone to have a "signature" for themselves in the game.

As with skins I plan to add a level editor to the game, however knowing how difficult it would be its going to take a while, if not 3 months.

Current plans for The Seeker:
  • New Upgrades
  • New Enemies
  • New Environments (For instance Ice, where you have to constantly find hot generators in order not to die)
  • New Achievements
  • New Offical skins
  • Even more customization to the player
  • And a lot more!

What is the current state of the Early Access version?

“Gameplay wise, everything is in order and working.
The game has 4 main upgrades, with 3 currently maps (Vallar, Departure and Mighty), a fully working workshop, in which you can change unlimited amount of skins, made by the community, even make your own skins, and if you know to model, change the skin entirely.

The Randomness works as it should and provides the player a unique gameplay each time, the PAS (Procedural Alarm System) is fully working and can make your game a living nightmare, as it adds new random enemies and turrets, and for the finale the point system is working amazingly well.”

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

“Yes. The starting price is set low as there are only 3 maps, and as features and the community goes the pricing will go up as well, as the community and feedback warrants it.”

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

“Every. Way. Possible. This is a community project and without it this game will fall into the abyss without it. Anything suggested will be taken in account, and the forum will provide a great place to gradually make the game the best experience for the player”
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Recent updates View all (13)

July 12

0.8 - The Stealth Vault [13.07.2017]

The Vault is open!

And I'm here to address most of the changes. This update has been the most fun and the most challenging to make due to the AI issue I've came across and having to rebuild everything from practically zero.

Full change log:
https://www.intercido.com/pages/the_stealth_vault_0.8.html

So let's get started:

Camera:
The main course of this update has been started with the camera. It was fixed, rigid and you couldn't really see much beyond the spectrum, which made playing the game rather difficult.

With a simple click of the Left Control, you can easily switch between locked and unlock camera.


Enemy Range:
Like discussed previously the enemy range have been upgraded to a raycast one, that shows exactly where the enemy can see, rather than a static circle.


This allows players to plan their moves more accurately in the new stealth mechanism which has been implanted.

Stealth:
This was a major issue for me when I start making the game due to its natrue of the genre. You were instantly detected if an enemy spots you, with no chance of retaliation. This was unfair and unnecessary hard which while made a challenge, was too hard of a punishment to screw up the whole level.

Thus the new stealth system has been implanted to combat the issue. The enemies now have 6 states which reflect upon the changes:

  • Idle - Follows his given path, and lurks
  • Suspicious - Has detected something, however will not go to investigate
  • Curious - Suspicious, but goes to check what was that about (goes to the last registered position)
  • Aggro - He has found an intruder and is actively hunting him
  • Seeking - Lost the player, however is going to the last position where he was seen.
  • Alerted - If the player has been spotted, enemies will have bigger view distance and speed both idle and while chasing.


This has been more detailed explained with formulas in the full change log, which can be found above.

Also this update brings one new enemy,

E_04 aka Tesla Coil
Which as the name suggests, uses electricity as its power. It is very slow, but, it pack a huge punch to the enemy and can even trap the enemy to a deadly trap. It halves the movement speed of the player, while drawing energy and health slowly, and calls for backup.

This can pretty much trap the player into a certain death if not careful ;)


XP, Upgrades, Leveling:
For this update I've brought back the XP point system that has been removed way back in 0.3. The reason to this is to bring more gameplay variation to the game, and help the players along the way as harder levels come.

Each level gives you one point to spend in the tree, and branch out. For now there are 12 upgrades, of which one is a gadget, but this will further expand when the game is fully released.



New Levels:
There are 2 new levels in the game, and 3rd one in the way (new berserker mode map):
U-235 is a nuclear satellite that features all new walls and some new floor tiles, along with a lot of new objects. It also features the infamous E_04, which should be fun to see how it plays out.



Testing Grounds:
Similar design to the U-235, and its only goal is to test the enemies behavior and gadgets. There you have infinite energy and spawn enemies when crossing a border.

This map will receive another update that will add more controls to shifting the maps design for better use.

Cryo (Berserker Mode): This map is still under construction but will be featured in a soon update.

Traps:
Traps have also gotten an update, regarding their timers and indicators to bring more visual fidelity to the game, along with new models.



UI Changes:
There have been general changes to the UI to help the player more rather then distracting them. Along this, a new Loading screen has been added




New models
There are a lot of new models and animations which should bring a more sharper look, and all the enemies received a special redesign so they are more easily distinguished.

Oh and points are also upgraded:


And a lot more, the full changes can be read at:
https://www.intercido.com/pages/the_stealth_vault_0.8.html

Once again thank you all for participing in the Early Access with your bug reports and suggestios
0 comments Read more

May 28

0.8 - The Stealth Vault [13.07.2017]

Edit_1: Due to the nature of the new enemy and a sloppy upgrade from Rival Theory all my AI was baddly imported meaning I lost a month of AI work.
I've been strugling to fix it and have to delay the game update a bit. Sorry for the inconvenience, hopefully no more delays will come.

Cheers, VT48

As the new INTERCIDO page is finally done I have started already on the new update, bringing cool new features to the table, and in this post I want to highlight the roadmap, and what is currently done within the update.

Player Camera
The first issue that a lot was mentioned was the "clunky" camera which you couldn't see much as it was locked to the player, hence, I made a new system to counter that, and help with the navigation as well.

Not only was the "free" camera added, it also packed a button to revert it anytime in game to help with movement and general visibility.


Enemy Range
The second big thing that has been addressed was the enemy range, which sadly was static and you couldn't really know what was the range of the enemy. I've already had this planned 2-3 months ago however I have never figured a way that would not cost much and do it properly and precise.

Until now. After almost 4 days only focusing on it, all the ranges in the game have been modified to help the player at most, to see where is the end range of all the enemy and traps (cameras and turrets).
New enemy range (Changes colors as well, along with the pulse)


Stealth
The third big issue was the gameplay and the games stealth. This game has been unforgiving too much as, not only the enemies had 360 range, they also detected you as soon as you got in range, and attacked you with no mercy.

This has been changed drastically by adding bunch of timers and logic into the enemies by making them a bit more "human-like" at least in the detection department.

So the enemy has been given 6 new states:
  • Idle - Follows his given path, and lurks
  • Suspicious - Has detected something, however will not go to investigate
  • Curious - Suspicious, but goes to check what was that about (goes to the last registered position)
  • Argo - He has found an intruder and is activly hunting him
  • Seeking - Lost the player, however is going to the last position where he was seen.
  • Alerted - If the player has been spotted, enemies will have bigger view distance and speed both idle and while chasing.
Enemy Checking if player is too long in the range

The next thing that has been added to the enemies is execution. Yes. You can now kill enemies. However only from the back, with a special gadget. Which bring the new element, hiding the bodies.
Killing the enemy with a help of a decoy

Disposing of the enemy


After you have successfully killed an enemy if you do not hide or dump the body, and an enemy locates it, he will trigger the alarm, making the game a lot harder. While carrying the body your speed will be slowed by an x amount, however completing the mission without disturbing enemies will grant you a huge XP bonus.

Traps
The main thing that has been added with the traps is mostly gameplay wise of giving the player a bit of heads up to prevent range when suddenly a laser comes up. 3 states:


New Levels
Now this is probably the sole reason of making big updates, they have to contain some cool new map. And this update should pack 2 new maps, with an new randomization system, and a new "Rage" map that will be randomized.



For the old maps they will be REMADE in a gameplay sense, rather than much of the layout (although layout could change), to make up for the new enemy and range system.
Currently one map is in build called the U-253 (Guess what that is :P) and will feature all new walls and a triangle floor tile :D

XP and Leveling
The XP system in the plan and will feature cool upgrades for your drone, properly unlike at the start of the game which gave you an insane edge after some time.
The XP system will work differently unlike the last one, as in upgrade points, rather than point money, and upgrading them in a branch rather then only power upgrades.
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About This Game

About The Seeker

The Seeker is an action/stealth game, where you are in the role of the little drone that was accidentally activated by the debris that hit the EPC-221.
It all began after the Great Galactic war when people had to leave earth, however instead of living peacefully, they destroyed themselves to ashes by their greed for power.
Now you, as The Seeker, woken up, ready to find the cause of all of the GGW

Phase_1 . . .

You're piece of electronic junk, someone's long lost drone left alone on EPC-221. After the era of the "Great Galactic War" in which whole mankind was wiped out. You are now the seeker of collecting evidence of human race and in quest do destory the evil AI and find your owner in the process.

Gameplay:

Through the game you'll encounter various barriers; Other drones, alarm systems, etc. in a random generated level (only the layout stays the same) That will try to slice you in pieces, the more, the better.

You as The Seeker, need to find the exit out of this robot made hell, by collecting points, enjoying the scenery and the music that captures the essence and the beauty of destruction intertwined.
With human and robotic leftovers.

Features:

  • Huge randomness in the level - Each time you load up the level, the enemies, the items, the points, the alarms, the cameras, the turrets, the doors, everything will change exepct the basic layout of the level, this creates unique gameplay for each and everyone of you making you special as you already are. All random.
  • Procedural alarm system - Each time you screw up, and activate the alarm, you are making the level a lot harder, and this is where the PAS comes in. It adds doors, activates more and harder enemies of different type, making escaping and stealing data very hard. As you make more mistakes the more money prize you get at the end, as passing a level with no trigger is rewarding, surviving a level 5 breach is far more as it is far more difficult
  • Complete customization of the player/b] - Fully working customization of the player, and unlimited community skins with the combination of the Steamworkshop. Want to change colors? No problem. Models? Easy. Add new models, particles, effects, ANYTHING? No problem.
  • Complex upgrading system - Here you spend your hard earned points you collected passing a level, by buying upgrades, weapons, charges, decoys, fake walls, hacking abilities making your life through the System easier.

Additional Languages?

I've been already asked a few times about this and - Yes we would love to add as many languages as possible, however it only depends on how we all contribute with translations, so each language can be added actually.

If you are interested in contributing in translations just specify the a request for the lanugage and contact us at:
http://support@intercido.com

System Requirements

    Minimum:
    • OS: Windows 7 or up
    • Processor: Inter Core II Duo + or Amd Athlon 64 x2
    • Memory: 1024 MB RAM
    • Graphics: nVidia GT 440 or ATI 5670
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 7 or up
    • Processor: Intel® Core i7-3820 or AMD FX 8320E
    • Memory: 2048 MB RAM
    • Graphics: NVidia GTX 660+ or ATI Radeon HD 7870+
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: For SSR and other Post Process effects, graphic card is required to have 1gb VRAM
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