You died. Welcome to XING: The Land Beyond, an atmospheric first-person puzzle adventure for desktops and virtual reality. Enjoy your peaceful escape from the chaotic world of the living, and travel the lands of the dead.
All Reviews:
Very Positive (95) - 85% of the 95 user reviews for this game are positive.
Release Date:
Sep 21, 2017

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Recent updates View all (17)

October 19

Patch Notes Build... 18? And BooooOOOO!

Update #9



Yoo hoo!

We kinda missed making an announcement for our one year anniversary on Steam, but Halloween is cooler anyways so here I am. Happy Spoopy!

I’d like to again drop a big thank you to all of our supporters over the years. 2018 has so far been a big one for me personally, and our successful launch has really made an impact on my life.

Nothing crazier than that! I’m just here to release a small update today to fix up a few odds and ends found by the community here.

PS: I switched around some source control stuff, so now I'm on version 18? I guess? Who knows. Fun one man development going on over here.

PATCHNOTES:
General:
  • Fixed a weird input issue where left and right mouse input was getting processed twice, resulting in mismatched input sensitivity.
Optimizations:
  • Nothing too specific - basically snooped around for slow functions and made some improvements. The game is running better than ever thanks to driver optimizations and SDK improvements, so I’ll take it!
VR:
  • Added a “Height Offset” feature in the VR menu.
    This is a bit of a weird one, and mostly comes down to playing XING sitting vs standing. The HTC Vive and Oculus Rift, when properly calibrated, automatically “know” how tall you are. Unreal takes this information and orients the camera on a “floor” basis: basically puts the camera on the floor, then offsets its position based off of the HMD’s real position. This means your avatar in XING is exactly your height in real life - pretty good, right? We specifically designed the interactables in the game to be accessible across a variety of heights, so you shouldn’t ever be physically unable to reach anything. Except…
    What if you are playing while sitting? Well, it turns out people would rather be at standing height in VR even while sitting. How do we detect this? People are generally the same height while sitting, but there are a lot of variables we don’t know. How tall is the chair? What if they get up? And perhaps more importantly, what if the player is using a headset that doesn’t have any height information? (wink wink) Ultimately I’ve found the best solution is to just let the player manually offset their height in a menu. It’s not super clean, but it gives a very adjustable method to correct a variety of issues that can arise from different play environments. Again, if you are using Rift or Vive while standing and you have gone through their setups, you shouldn’t need to touch this setting!
Zeneth:
  • Retimed the title screen to come in a little earlier for optimization.
Iztali Point:
  • Fixed an issue where you could go out of bounds by abusing the way water works.
    There was one unique section near the second area of the beach where you can wade out a ways before drowning. This is intentional, and the drowning mechanic worked as intended once the player went out too far. However, the player would then respawn back in the water, still at an ok height. If they went out into the water again at this point, they wouldn’t drown! This is because since the player never actually left the water, the drowning mechanic flipped the bool saying they did leave (because they teleported) but never reset it back to saying they are touching water because they never technically left (wow that didn’t really make sense). Anyways, it is fixed now - I just moved the spawn back onto the beach instead of halfway in the water.

Naar:
  • Fixed an issue where the rising platforms in the 4th rune puzzle would become “desynced” after saving and reloading. Essentially the platforms’ positions would be saved but the accompanying ball dispensers would not, potentially ending up with a situation where it would be difficult to reach the ball dispensers during the puzzle. It is supposed to be challenging, not frustrating!



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Reviews

“Breathtakingly beautiful and fiendishly logical, XING: The Land Beyond will spark your ingenuity and kindle a keen delight as you trek its entrancing pathways.”
4.5/5 – Adventure Gamers

“It’s apparent that White Lotus Interactive has taken a good deal of inspiration from the much-loved Myst series, and XING: The Land Beyond feels like a carefully-crafted love letter to the franchise.”
A – Nerdy but Flirty

“… honestly, it is one of the best looking VR games I have played to date.”
COG Connected

About This Game



You died. Welcome to XING.

Spirit Journey

What if you had the power to go up to a gravestone, read the epitaph, and transport yourself into the lives of the departed?
Your body may be gone, but your life has just begun. In death, you will find yourself on a journey across a series of mysterious lands, an afterlife filled with the thoughts and personalities of those long lost. Follow these forgotten stories, collect artifacts, solve puzzles, and discover secrets as you make your own adventure through the mysteries of The Land Beyond.

Is death without legacy something to be feared?

What happens when we do not realize what is most important to us?

Do we choose our own destiny, or is it chosen for us?

A Puzzling Place

XING: The Land Beyond is a fantastical, non-combative, spiritual journey through the afterlife. Along the way you are challenged to solve a myriad of puzzles which require logic, creativity, and the mastery of environmental control. In this peaceful afterlife, puzzles can be solved at your own pace. Through your journey you will learn to harness the power of the sun, the rains, the snow, and more.

XING: The Land Beyond has been developed with accessibility in mind, and conforms to color-blindness, deafness, and has no time-constrains in its puzzle design.

Virtual Reality

XING: The Land Beyond has full VR support for HTC Vive and Oculus Rift, with options to use either SDK, as well as a range of controller options, including tracked motion controllers and traditional gamepads.

Great care has been taken to ensure XING is an exciting and comfortable experience for all lovers of virtual worlds. We offer two distinct movement options for players:

  • An innovative new motion controller-based free-movement system, with a balance of comfort and usability. We call this "reins", because it is similar to directing a horse when you ride.
  • A more direct analog stick based movement system compatible with both motion controllers and gamepads - offering a more traditional experience with snap turning and smooth rotation options.

Features

  • Thematic Score
  • Weather Control
  • Dazzling Environments
  • Integrated Day-Night Cycle
  • Environment-Based Puzzles
  • Intuitive First-Person Controls
  • Story Told Through Poetry
  • Virtual Reality Enabled
  • Unreal Engine 4

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, 8, or 10 - 64 Bit
    • Processor: Quad Core Intel or AMD
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon HD 7850 or NVIDIA GTX 750Ti
    • DirectX: Version 11
    • Storage: 9 GB available space
    • Additional Notes: For VR: GTX 970 or AMD 480
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, 8, or 10 - 64 Bit
    • Processor: Intel i5 / AMD FX‑8350 or better
    • Memory: 8 GB RAM
    • Graphics: AMD Radeon RX 480 or NVIDIA GTX 1060 or better
    • DirectX: Version 11
    • Storage: 9 GB available space
    • Additional Notes: For closer to high end desktop settings in VR (including SSAA) use a GTX 1080

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