Challenge your state of mind as you fly through simple and complex procedurally generated spaces in search of gems to collect.
发行日期:
2019 年 12 月 18 日
发行商:
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抢先体验游戏

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注意:处于抢先体验的游戏内容尚不完整且也许会发生变化。如果您不是特别想玩当前这个状态下的游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

注意:开发者最后一次更新是在 6 年前。 开发者在此处描述的信息和时间表可能不再是最新的。
开发者的话:

为何要采用抢先体验这种模式?

“Ambienz is meant to be an experience rather than simply a 'game' - it's all about the player's emotional state and how the game can affect it. Before we release the full version we want to test out the experience types to make sure they are effective and can provide the emotional impact we are after. In order to do this we need to engage with a wider audience that can provide us that feedback.”

这款游戏的抢先体验状态大约持续多久?

“We are aiming for a May 2020 release but this is totally dependent on the kind of feedback we get. We are not rushing Ambienz; to realise it's potential as a meditative experience, it needs time to mature.”

计划中的完整版本和抢先体验版本到底有多少不同?

“Ambienz is made up of a series of experiences based around a core gameplay mechanic. From the first early access version the player will be able to choose which of these to experience. We will continue to add more experiences until we hit an equilibrium that we are happy with. Once we are sure those are the right types of experiences we will then craft a journey that the player will take from experience to experience based on the mood they are in and the mood they want to be in - this is the goal of the final version.”

抢先体验版本的现状如何?

“Ambienz has a title screen and the player is able to choose each of the experience types to play, once those experiences are completed they are taken back to the title screen. The core mechanics are in place, the procedural music system is in place and we are adding more experiences and building out the procedural systems.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“We hope to use Early Access as a way to gauge pricing but at this point we have no real plans to raise or lower the price during and after Early Access.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“Community engagement is key. It's how we determine the effectiveness and direction of the experiences we are designing. We hope to engage the community in a constructive dialog. They will be shaping how Ambienz turns out.”
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关于此游戏

Ambienz: States of Mind is a vision quest experience through worlds of seemingly endless variety and moods. Choose how you’re feeling when you start, and you’ll be floating through procedurally-generated spaces, with an AI composer generating music to accompany you. Every experience is unique. Find and collect gems, evade and hide from enemies in challenges against time, or enter zen mode and fly and float in complete freedom.It’s hypnotic and entrancing. It’s all about your state of mind.

FOR ANYONE
It’s an open journey where the interface is simple and intuitive. Made for all ages and experience levels.

CHOOSE YOUR STATE OF MIND
On launching, the experience will ask you, “How are you feeling right now?” Your answer will plunge you into environments that match the mood you’re in, and slowly, world-by-world, let you experience a progression of other states of mind.

DIVERSE CONTENT
Fly and float through spaces simple and complex, colorful and rich, and inspired by a myriad of aesthetics and styles. The worlds are procedurally generated, which means there’s no end to the number of possibilities that await you.

HYPNOTIC MUSIC
The AI composer adapts to your chosen state of mind and comes up with the appropriate music to guide you along your vision quest.

Letter from the publisher:

Hi there, this is the publisher. Thanks for buying Ambienz, we hope you enjoy the experience.

We wanted to let you know some of the background behind this game and why we chose to publish it. It was developed by just two people. Byron, a very experienced game developer in the UK who’s worked for games studios like EA, Sega, and Lionhead, and Joseph, a Professor working at a school in the USA teaching game development to the next generation of game developers. In other words, this wasn’t made by some faceless corporation pumping out mass market games but an artisanal approach to game development, made by hand by two people who cared about it a lot.

Byron wrote the code while Joseph designed the levels. Joseph is a child of the 60’s, which might go some way to explain some of the ‘trippier’ levels. To both of them, Ambienz is an attempt at providing an antidote to the turmoil and hate that the world seems to be going through at the moment. It’s designed to be something you can pick up and chill out to rather than be fast paced and adrenaline-filled. You won’t find any violence in this game, just abstract procedurally generated levels to explore and relax in.

One of the other reasons we decided to publish this game was the technology behind it. On the outside it may look humble but on the inside there’s a lot going on. Each level is procedurally generated which means technically, if you wanted to, you could go on playing forever. Then there’s the music. It sounds simple but the music is being composed in real-time using an ‘AI’ procedural music generator. It’s like having a live musician improvising a tune right next to you - that’s what the music generator in Ambienz is doing. It’s impressive technology.

So, we hope you enjoy it and if you do, please leave us a review!

系统需求

    最低配置:
    • 需要 64 位处理器和操作系统
    • 操作系统: Windows 10
    推荐配置:
    • 需要 64 位处理器和操作系统
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