NeverBound is the gravity-shifting shooter that brings you mind-bending combat and puzzles in multi-gravity environments. You are as dangerous from below as you are from above. The rules have changed. High ground is relative.
All Reviews:
Positive (13) - 92% of the 13 user reviews for this game are positive.
Release Date:
Mar 26, 2018
Developer:
Publisher:

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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?

“We aren't a big team. Just a few guys and gals sitting in a basement of an H-Shaped building trying to build something no one has ever seen before.

We believe in what we're building, but with all the fun, quirky, crazy things that can happen in a VR game with multi-gravity physics, the community has to be involved. There are way too many awesome things that you, the community, are going to come up with that we just won't be able to imagine ourselves.”

Approximately how long will this game be in Early Access?

“Somewhere between 6 - 12 months”

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

“The full-game will have PvP multiplayer with several modes and maps, a single player mission, and our Blitz game mode playable as single-player or co-op.

We will be making our mod-kit available for players to build their own multi-gravity levels, weapons and enemies for both single-player and multi-player.

The full version will have both VR and traditional PC support, and will support VR-Traditional cross-platform multiplayer.”

What is the current state of the Early Access version?

Tutorial/Intro

The game currently features a tutorial with a short mission that introduces the player to the gravity-shifting mechanics.

Blitz

After mastering the art of multi-gravity combat, the player can move on to the Blitz game mode in which they must power an AI payload with batteries found throughout the level. The payload travels from room to room hacking doors and unlocking new areas, expanding the environment for more complex combat, and granting access to new weaponry, to take on an increasingly difficult opposition.


The game still has bugs, some of the art is still placeholder, and features aren't necessarily here to stay.”

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

“We plan on raising the price as we add more features and content to the game.”

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

“Building multi-gravity levels is hard. There are so many possibilities and opportunities to build amazing things. We know we can't cover them all. We want to involve the community in building awesome multi-gravity levels, enemies, weapons and more through access to a mod kit.

Keeping the community in the loop is going to be key, but getting a two-way discussion going is even more important to us. For this reason, we have a discord server where players can talk about ideas for modding, features they want in the game, balancing issues, etc.

Come join us on discord! https://discord.gg/enthusiast
Twitter: https://twitter.com/playneverbound
Facebook: https://www.facebook.com/PlayNeverBound
Instagram: https://www.instagram.com/playneverbound
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

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Recent updates View all (8)

April 10

Changelog Version 0.2.0

Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website.

First off, we’d like to thank our users for being patient. In the last few months, work on the game has been slower than we would have liked. Now that we’ve spent a considerable amount of time organizing the project and cleaning up technical debt, we are in a much better place to be delivering content on a more frequent basis.

A note to WMR users: We are pleased to finally announce that we now support WMR devices! We hope you enjoy the game, and we’d love to hear how the gameplay feels in these headsets.
New Features
  • New Level: Primer
    • Previously, Primer and Extraction were the same mission, with the only difference being that Extraction skipped the introductory tutorial provided by Primer; Primer has now been replaced by an entirely new tutorial mission.
    • Primer teaches the player the basics of multi-gravity combat, including how to use and reload weapons, how to use teleportation-based locomotion, how to quick-turn, how to make use of Shift Ramps to change gravity and obtain new perspectives on combat, grenade basics, and how to interact with the environment. The previous tutorial had a slow start to get the player into combat; this one should have better flow and get the player to the enjoyable moments quicker.



  • New Level: Excavation
    • Fight your way up the walls of an excavation site while rocks are rushing by you at deadly speeds.
    • Blends combat with brutally hard traversal.



  • New Level: Grenade Feat 1
    • A short first grenade challenge to help you practice the multi-gravity grenades.



  • Progression and new UI
    • Our levels now have achievements (we call them feats). Some missions will have a simple complete achievement, while others have more specific achievements. For example, Blitz has achievements for incremental scores, and turning on the power. In the coming patches, we will be adding fun little challenges in these levels, like getting sniper kills while falling at terminal velocity or throwing batteries into the payload from a distance. The goal with this isn’t to have you grind for more completion, but rather to show you some things that weren’t thought to be possible.
    • Variants: They are now moved into this Feat system. Once you find a variant, you can play it by hovering the variant achievement in the list of feats.

  • WMR Support:
    • As part of this update, we upgraded NeverBound from Unreal Engine version 4.18 to Unreal Engine 4.21, which is the first version of the game engine with official Windows Mixed Reality support.
    • With the help of some of our wonderfully supportive users, we have ensured that the game works properly on Windows Mixed Reality devices.

Major Updates
  • Major Mission Update: Extraction
    • The introduction of a new tutorial mission resulted in a major redesign of the Extraction level; while seasoned veterans will recognize parts of the level, several new additions have been made, along with a number of modifications to the existing sections.
    • The additions and improvements have created a slightly longer, more complete mission.

Minor Updates
  • All levels now have more grenades placed throughout them.
  • Grenades now have orange trails when you throw them to improve their visibility.
  • Speed lines around the player’s camera now show up when moving at high speed (falling or dashing for example)
  • Reload weapon UI and UX improvements:
    • In order to help guide players through the process of reloading clip-based weapons, such as assault rifles and snipers, we have made a few additions to the UI and UX.
    • In terms of the UI, a flashing “RELOAD” warning is now displayed when a weapon’s clip has been emptied and the weapon contains a spare clip.
    • In terms of the UX, guiding arrows are now displayed when the player grabs a weapon’s reload pin in order to assist them in pulling back the pin.
  • Hint UI improvements:
    • In order to make hints more legible, a black background has been added behind the text in order to make the white text more visible, and a blinking green bar has been added to the side of the text in order to draw the player’s attention to the text.
    • In addition, text is no longer used to describe what button the player needs to press; instead, the motion controller is shown with the target button highlighted.
  • Improved holstered weapon UI:
    • The weapon icons displayed on the player’s HUD have been replaced with lighter-blue, opaque icons.
    • In addition, the icons are now positioned higher up on the player’s HUD so that they are more visible.
  • Improved the way the shield and Gravity Slam Gun are held in the player’s hands on HTC Vive.
  • Added “No Power” UI to disabled doors.

Bug Fixes
  • Fixed a bug that was causing occasional, very long stalls (i.e. from around 5 seconds to over 60 seconds) during gameplay.
  • Fixed a bug that prevented players from being able to dash up the stairs on the antenna in Leap of Faith.
  • Fixed a bug that prevented grenades from being set to zero-gravity mode when playing the It’s Gon’ ‘Splode variant from a checkpoint.
  • Fixed a bug that caused door sound effects to be unaffected by changing the Master or Sound FX volume in the audio options.
  • Fixed a bug that made it possible for players to pass through force fields if moving at high speeds (e.g. after falling and landing on a force field).
  • Fixed collision in various areas of Leap of Faith that made it impossible to shoot through areas where it should be possible.
  • Fixed a bug that would cause weapons to have the incorrect appearance after being made holographic while a hint was displayed.
  • Fixed a bug that caused previously-eliminated enemies to reappear after returning from the security room in Extraction.
  • Fixed a bug that caused the incorrect music to be played when playing Leap of Faith from the checkpoint located by the hacking station.
  • Fixed a bug that caused the objective about deactivating the turret in Leap of Faith to reappear every time the player entered the hall leading to the bridge.
  • Fixed a bug that caused “Variant Completed” to be displayed after completing a mission with a variant active, even if the variant had already been completed.
  • Fixed the collision of certain walls and floors in Leap of Faith that caused the player and objects to pass through them.
  • Fixed a bug that caused Sentinels to not always successfully navigate over shift ramps.
  • Fixed a bug that caused Sentinels to occasionally float on the floor.

Known Issues
  • Sentinel body parts occasionally get stuck in walls/floors.
  • The shield doesn’t block incoming fire if held too close to the player’s body.
  • Drones are unable to navigate through small areas.
  • The player doesn’t take lethal fall damage if they pause the game before hitting the ground.
  • Equipment state is not saved (e.g. if the player dies while holding a gun with low ammo, they will respawn with a gun with full ammo).
  • Drones spawn too often in Blitz.
  • The location of the player’s holsters feels too low.
  • The assault rifle’s red dot sight does not work through the weapon gaps in the shield.
  • The player can walk on surfaces with a slope greater than 45 degrees.
  • Battery holders play no haptic or force feedback when the player overlaps it with a battery.
  • Sentinels have difficulty patrolling on walls.
  • Occasionally, when walking over shift ramps slowly, the player “vibrates” or moves in discrete rotational jumps.
  • It is possible to walk through walls and other objects in room space while the game is paused.
  • Stealing a sniper from a Sentinel causes them to get stuck in their weapon-holding pose.
  • The player sinks into the airship’s Shift Pad when it is moving.
0 comments Read more

November 22, 2018

Little developer update

Hi everyone!

In general, we try to keep a balance between pushing out features that the players directly witness, and working on internal things that need to get done, like optimization, project organization, code architecture, etc.

To be completely honest, we rushed a few things, made some systems a bit too quickly, and now we're working on cleaning up. In short, we've been working on some re-wiring to make sure that we can push content to our fans more quickly, comfortably, and with less regressions.

However, this is why we love the early access model. You, the fans, have played such an incredible role in where this game is going. In our last couple of updates, we've learnt a lot about what you guys like seeing, and how to be more efficient in getting those things to you. We'd like to thank everyone for the support and want you to know that work on NeverBound is far from over. We cannot wait for you guys to try the new stuff we have in store :)

Here are screens from a few of the levels we're working on. You'll hear from us very soon regarding our next update!

















2 comments Read more
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About This Game

NeverBound is the gravity-shifting shooter that adds another dimension to the traditional FPS. Take part in mind-bending combat and puzzles in multi-gravity environments. You are as dangerous from below as you are from above. Scale the walls and ceilings, or use long hallways as vertical drops, as you outmaneuver your enemies.

NeverBound takes place in a future where a fifth fundamental force of nature has been discovered. The technology quickly revolutionizes society and allows humans to simulate arbitrary directions of gravity. A new architecture for a new age arises, STRUCT, in which the flows of populous are greatly improved due to its multi-gravity nature.

Game Modes

  • Tutorial/Intro - Learn the basics of navigation and combat in multi-gravity environments.
  • Blitz - Escort your AI companion from room to room hacking doors and unlocking new areas, expanding the environment for more complex combat, and granting access to new weaponry, to take on an increasingly difficult opposition.

The rules have changed. High ground is relative.


  • Surprise your enemies from the inverted floor above.
  • Throw grenades that can fall in any direction. Loop them around corners or let them float in Zero-G.
  • Beat down your enemies and disrupt their gravity fields with the Gravity Baton.
  • Conjure insurmountable forces to crush your foe under intense gravity.

Coming Soon

  • Cooperative play for Blitz
  • Traditional PC Support
  • PvP Multiplayer

Join the discussion!

Discord: https://discord.gg/enthusiast
Twitter: https://twitter.com/playneverbound
Facebook: https://www.facebook.com/PlayNeverBound
Instagram: https://www.instagram.com/playneverbound

Mature Content Description

The developers describe the content like this:

Whenever you kill the human enemies in the game you see a small blood come from where you hit them. This is the only Mature Content in NeverBound.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1, Windows 8.1 or later, Windows 10
    • Processor: Intel i5-4590 equivalent or better
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1, Windows 8.1 or later, Windows 10
    • Processor: Intel i5-4590 equivalent or better
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 1070, AMD Radeon R9 290 equivalent or better
    • Storage: 4 GB available space

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