ECHOPLEX - Output Games


The Compass Update introduces two new features:

1. The Compass - Shows you the position of the memory fragment in each level, and the color of the room it’s located in. The compass also shows the position of your Echoes.

2. Static Floors - These floors kill you on contact, so you’ll now die if you fall into any of those deep drops between platforms (rather than just hanging out down there).

Also in this update:

  • Added an option to turn anti-aliasing on and off
  • Fixed a bug that caused you to fall through the floor when exiting Premonition
  • Updated the video player that handles cut scenes

As always, let us know if you have any issues in the Discussions.
ECHOPLEX - Output Games
- Fixed anti-aliasing - Edges should now be smooth

- Added an alert for missing video codec causing a black screen at game start - In order to play the FMV cut-scenes, ECHOPLEX requires an .H264 video codec that is not included on some Windows editions. If you are missing this codec, an alert will now prompt you download the Microsoft Media Feature Pack, which includes the codec. The alert provides a free download link from the Microsoft website.

If you have any issues, please mail us at support@outputgames.com
ECHOPLEX - Output Games


**Please note: The Premonition Update makes fundamental changes to the way ECHOPLEX works, so any existing game progress will be lost. We’re working hard to improve the gameplay experience based on your feedback - and this type of update is a reality of Early Access development. Thank you for hanging in there while we make the game better!**

The first major update to ECHOPLEX is live... And it's a game changer.

The Premonition Update (previously known as the Timeline Update) introduces two new features to ECHOPLEX Early Access: Premonition and Timelines.

https://www.youtube.com/watch?v=A76CuQD1hyU

Premonition allows you to freeze time

When we first launched ECHOPLEX Early Access, many players requested a way to explore the puzzles and the environment without the pressure of the Echo following.

This is where Premonition comes in. When you activate Premonition, time freezes. This allows you to explore the environment, moving through any area that is already unlocked, while your Echo (or Echoes) stay frozen in place. When you exit Premonition, time unfreezes and the chase is on again. You can enter and exit Premonition by pressing TAB, and there are no limits to using it.

"Premonition" allows you to freeze time so you can explore the puzzles without the Echo following you

Timelines make the game more strategic

The second new feature introduced in the Premonition update is Timelines. When we first released ECHOPLEX Early Access, some players told us that they were completing levels by simply running blindly until they unlocked the puzzles by luck. We’ve spent a lot of time designing the puzzles, and we want to make sure you get a sense of accomplishment when you solve them.

So in this update, we’ve added a time limit to each level and a lifespan to each Echo. These time limits are customized specifically to each puzzle - so you’ll really have to think about how to complete the level using the seconds you have available. (And remember: if you want to freeze time and think for a bit, you can enter Premonition at any point!).

The Timelines show how much time you and your Echoes have in the level

You’ll see two sets of timelines on screen. On the left is your main timeline, showing you how much time you have in the level. Switches you activate are marked as colored lines. The white triangle indicates when your Echo will enter the level.

On the right hand side of the screen, you’ll see the Echo timeline. It shows how long your Echo’s lifespan is, and also records which switches it has crossed.

When your Echo’s timeline runs out, it disappears from the level. When your timeline runs out, the level resets, and you’ll find yourself back in the test chamber.

Premonition lets you to see the game from new angles

Try it out for yourself

Please give the new update a try and let us know what you think. We’ve also redesigned some of the levels for better flow and puzzle work - so playing the game will be quite a different experience now.

Your feedback so far has helped us take ECHOPLEX in directions we didn’t expect and we’re really loving it! So thanks again, and we’re looking forward to your feedback on the Premonition update…

Get notified about new releases and Steam key giveaways
ECHOPLEX - Output Games


The first update to ECHOPLEX Early Access will introduce Echo expiry

We’re a few days into the release of ECHOPLEX Early Access, and we’ve gotten some great feedback from the community - thank you!

A criticism we’re hearing often is that many levels can be completed by simply running around blindly.

The reason is that your Echo follows you indefinitely - if you keep moving, you can pretty much stay ahead of him forever. If you keep going in and out of doors and switches randomly, chances are you’ll eventually stumble upon a sequence that completes the puzzle - without really knowing why.

This is obviously not fun, and has no real sense of accomplishment - so we want to fix it!

The Timeline Update seeks to solve the “running blindly” problem by introducing a lifespan for each Echo.

Each Echo’s lifespan will be different, depending on the puzzle. You’ll only have a short amount of time to use that Echo - and if you haven’t figured out the puzzle by the time the Echo expires, you’ll have to restart the level.



We’re introducing a new graphic on the side of the screen (see above) that will show you how much time you have left with each Echo. We’re also experimenting with indicators that will show when an Echo crosses through a switch.

We believe that the Timeline Update will make ECHOPLEX a different (and better) game, and we’re looking forward to hearing what you think.

- Tyron Janse van Vuuren, Game director
ECHOPLEX - Output Games


ECHOPLEX is now available on Steam Early Access for Windows and Mac!

We’re very proud of the work that we’ve done on this game so far, and we can’t wait to hear your feedback.

What can you expect from this Early Access version?
  • Fully functional core game mechanics
  • 15 complete puzzle levels
  • A self-contained story told through FMV “memory fragments”
How will the full version be different from Early Access?
  • More levels and puzzle features
  • New story chapters
  • More polished graphics, sound and animations
You can see a detailed roadmap for ECHOPLEX development here (English only).

We want to hear your feedback! Please join the conversation on the ECHOPLEX Community hub or write to our game director: tyron@outputgames.com

- The Output Games Team

ECHOPLEX - Output Games


As we prepare to launch ECHOPLEX Early Access, game director Tyron Janse van Vuuren shares the journey so far...

ECHOPLEX started as a short film idea. My background is in filmmaking and I had never made a game before - but as I worked on the concept, I realized it would be much more interesting as an interactive experience.

I teamed up with programmer and art director Henk Scheepers, who I had worked with on corporate projects. We did not know each other well at the time, but I was impressed by his meticulous work and sense of aesthetics.

Henk Scheepers, lead developer on ECHOPLEX, working on the game demo

We created a simple browser-based version of the game in mid-2015. Our focus was to create an easy-to-use level editor for players to design their own levels. After we launched, we discovered that most people were interested in playing rather than designing - but the “echo” concept definitely hooked them in.



The browser-based ECHOPLEX prototype

The next step was to move the game off the browser and make a desktop demo with more visual detail. (Players of the browser game would often comment that they got disorientated in the levels because of the visual minimalism.)

Henk and I were both still working full time jobs, so ECHOPLEX development happened in the early mornings and over the weekend. We worked with our colleague Ronnie Wong Ho Hip, to develop the Echo character model and animation.

https://www.youtube.com/watch?v=4TYmRODYM6c

We showcased the ECHOPLEX demo at the rAge 2016 video game expo in Johannesburg (we’re from South Africa). It was the first time that we really saw how players connected with the idea.

After 3 days of watching people queuing to play the game, and bringing their friends back to try it, we realized we had something worth pursuing.

Players at the ECHOPLEX booth at rAge 2016

I knew that it would take full time focus to take the game to the next level - and to do that we needed funding. I made a pitch video for the game, intending to apply to organizations like Indiefund. But before I could do that, my friend (and previous employer) Shayne Mann called me and said: “Tell me about this game.”

https://www.youtube.com/watch?v=G-s2zGLgQS8

Shayne invested in the production and helped us make the leap to working on the project full time. This was the turning point for ECHOPLEX.

Henk and I both moved from Johannesburg to Durban to work on the ECHOPLEX (Durban is cheaper and has the ocean!). In the space of 4 months, we rebuilt the game from the ground up, developing it into a more multidimensional, story-driven experience.

Actor Aaron Teng on set with DOP Travis van Staden and director Tyron Janse van Vuuren

Filming close ups for the protest scenes

Actress Robyn Davie and director Tyron Janse van Vuuren on set

Many players of the demo asked for an ECHOPLEX story, so we developed a non-linear narrative that is revealed piece by piece in the game. I filmed the “memory fragments” very simply, working with family and friends as actors in a tiny green screen studio.

And with Ronnie’s supervision of the visual effects, our little production ended up looking much higher budget than it is!

As the project developed, our team grew. Revin Goff came on board as the game’s composer. I first heard Revin's work on Soundcloud, and I was hooked. His sounds draw you in and keep surprising you - just what our game needed. Revin is based in Galway, Ireland - so he and I worked on the score almost entirely via WhatsApp.

Revin developed a relentless, mesmerizing theme that came to define the game.

We’ve also been lucky to work with two great companies: indie game PR agency Novy Unlimited, and Chinese Publisher indienova. Both companies have brought a wealth experience, expertise and creativity to the project that has taken us to the next level.

https://www.youtube.com/watch?v=_7WxANRD_r8

Developers will know that making a game is more than a full time job, but it is deeply rewarding too. This project has changed our lives in a tangible way, and we can’t wait to see what happens next.

- Tyron Janse van Vuuren, ECHOPLEX Game Director

ECHOPLEX Early Access is just the beginning - check out the ECHOPLEX Road Map to see where we're taking the game next.
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