A dark psychological FPS that pulls the protagonist through a hostile industrial maze of close-quarters combat and stalking patrols, guided by an AI whose influence blurs the lines between help, manipulation, and truth.

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Już wkrótce we wczesnym dostępie

Producenci tej gry zamierzają wydać tę grę, gdy wciąż trwają nad nią prace, opierając się na opiniach od graczy.

Uwaga: gry oferowane w formie wczesnego dostępu nie zostały jeszcze ukończone i do momentu pełnego wydania mogą ulec zmianom lub nie zmienić się w ogóle. Jeśli ta gra w jej obecnym stanie nie interesuje cię, sugerujemy poczekać, by zobaczyć, czy prace nad nią pójdą dalej. Dowiedz się więcej.

Od twórców:

Dlaczego wczesny dostęp?

„.. kill em all, is a single, authored work made by a two-person independent studio. We are releasing it into Early Access so we can refine and expand it in the open, while keeping it visible to players from September 2026.
Our goal is straightforward: bring a game that is fully playable start to finish to players now, then use the Early Access period to deepen and expand it, adding more content, discoveries, layers, animation and refinement on the way to a 1.0 release. We are fully committed to seeing this project through to completion. We work on it daily, we will keep it updated regularly, and we will carry it all the way to a finished full release. It is important to us to have the game visible and in players' hands while we complete it. Our Neo-Retro Surreal style, and putting content and artistic values first, is a defined vision with a clear direction. Early Access is simply how we are choosing to ship a game we are determined to finish.”

Mniej więcej jak długo gra będzie w fazie wczesnego dostępu?

„..kill em all, enters Early Access in September, fully playable from start to finish. We expect full release within 4 to 6 months of the Early Access launch. The game is already fully playable, every part of the map is accessible. Early Access is where we bring in the rest: additional layers and content, improved animations and subtitles, and more to discover. Much of this is largely done and waiting to be integrated. We update our Beta daily or weekly, and we plan to do the same during Early Access. This page will always reflect where development actually stands.”

Czym różni się zaplanowana pełna wersja od tej z wczesnego dostępu?

„Early Access launches as a fully playable game from start to finish, with the complete world open to explore. It is not yet the complete 1.0 version. During EA we improve and polish it: refined animations, expanded dialogue and subtitles, performance optimization, enhanced enemies, and new gameplay systems layered into the world. More discoveries, mechanics, logic and lore arrive as we move toward 1.0. The core experience is already present in EA. With EA you get constant updates to the game and its lore, and you can experience the development arc.”

Jaki jest obecny stan wersji z wczesnego dostępu?

„.. kill em all, is fully playable from beginning to end right now. The complete main path is in place, every part of the map is accessible, and the core systems are all working. The features and content described in the 'About This Game' section above are present in the current build. Every screenshot is from the game, player view, no edits. Every place and scene in the screenshots is discoverable and playable.
It is an in-development build, so expect rough edges while we refine animations, add subtitles, optimize performance and polish during Early Access. If you are drawn to a strange, dark world and want to see constant updates as it develops, this is a good time to step in. If you would rather wait for a fully polished release, you may prefer to return at 1.0.”

Czy cena gry ulegnie zmianie podczas i po wczesnym dostępie?

„The price will increase modestly when ..kill em all, leaves Early Access for full release. Buying during Early Access at the current price is the most affordable way to get the game and support its development.”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

„We share our progress openly. Expect regular updates, patch notes, and development posts as the game grows, so the community can follow the work closely and see where ..kill em all, is heading. We read what players share and value being in contact, while the game follows a defined creative vision and direction that we are seeing through to completion.”
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Planowana data wydania: Nie ogłoszono

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O tej grze

A psychological, system-driven FPS with a strong narrative layer. Built around exploration and uncovering hidden truths inside a vast industrial complex. 

 

Features 

  • Strategic psychological FPS gameplay

  • Massive industrial complex with multiple floors and hidden areas 

  • Hackable tech, guns, surveillance, doors, and facility systems

  • Time loops and reality-bending events 

  • Secrets, keycodes, and optional lore paths 

  • Over 20 different post-credit sequences expand the story for players who uncover secrets in the facility. These scenes reveal what the AI didn’t show you - and may change your understanding of the entire game. 

  • Re-playability through discovery and alternative outcomes 

 

Narrative 

The Protagonist 

An ordinary person thrust into a horrifying situation, forced to confront the dark choices of survival against their own moral beliefs. 

Companion Dynamics 

Team up with an AI guide who acts as both ally and the friend the player must ultimately save. Manipulation, uncertainty, and gaslighting add layers of tension and strategy to every decision. 

Mortal Consequences 

In this twisted, surreal narrative, death may be the only means of progress - a necessary step in confronting the inevitability of failure. 

 

Themes 

  • The psychological cost of survival 

  • Morality under duress 

  • Manipulation, trust, and blurred intentions 

  • Obedience vs. autonomy 

  • Unseen systems of control 

Explore the internal struggle of a protagonist forced to act against deeply held values. As the player grapples with the necessity of killing to survive, the game challenges them to confront the consequences of their actions in a world devoid of good options. 

 

Enemy Structure 

A uniformed, masked, authoritarian army follows orders without question or hesitation. 
It serves a rigid and unseen hierarchy built to suppress identity, erase independent thought, enforce control without context, and kill anyone who resists. 

 

Visual Style 

A Neo-Retro Surreal, dark, and cold atmosphere immerses the player in a horror-dystopian setting that intensifies the psychological tension throughout the experience. 

 

Objectives 

The primary goal is simple yet dire: stay alive and rescue the AI companion. 
But with limited choices, shifting truths, and the specter of looming death, every decision carries consequences. 

Discover hidden keycodes that unlock secret levels, reveal suppressed truths, and lead to different endings.

Oświadczenie w sprawie treści generowanych przez SI

Producenci opisują, jak ich gra korzysta z treści generowanych przez SI, w następujący sposób:

This game contains some pre-generated AI-assisted content. AI-assisted tools were used to help produce video footage and animation in some of the game's cutscenes and post-credit sequences, all derived from the game's own original assets, in-game scenes, original photography, original art and original video footage. A few still images in the game are AI-generated from original art and used intentionally as in-world, narrative-bound photographs and art. All such content was scripted, directed, edited, and assembled by M Ida Wahlström.

Opis dotyczący treści dla dorosłych

Producenci opisują te treści w następujący sposób:

Kill Em All is a dark, dystopian action game with mature themes. It contains frequent violence and combat with melee and ranged weapons. Combat blood is heavily stylized and exaggerated, in an over-the-top cinematic style, appearing instantly and not persisting on bodies. One morgue scene shows a corpse with an open chest cavity (blood only, no organs). The game includes non-sexual, non-explicit clinical nudity in morgue scenes. Items named as alcohol, tobacco, and a calmative appear as in-world healing pickups; their use is implied rather than shown. One scene can be read as a depiction of suicide. Environments are bleak and dark, with psychological horror.

Wymagania systemowe

    Konfiguracja minimalna:
    • System operacyjny: Windows 10 / 11
    • Procesor: AMD Ryzen 5 2600 / Intel i5-9400
    • Pamięć: 16 GB RAM
    • Karta graficzna: RTX 2060 / GTX 1660 / RX 5600 XT
    • DirectX: Wersja 12
    • Miejsce na dysku: 5 GB dostępnej przestrzeni
    • Karta dźwiękowa: DirectX Compatible
    Konfiguracja zalecana:
    • System operacyjny: Windows 11
    • Procesor: AMD Ryzen 9 8945HS / Intel i9-13900H or better
    • Pamięć: 32 GB RAM
    • Karta graficzna: RTX 3060–4060 / RX 6700 XT
    • DirectX: Wersja 12
    • Miejsce na dysku: 5 GB dostępnej przestrzeni
    • Karta dźwiękowa: DirectX Compatible
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