《失眠:方舟》是一个后世界末日风格的科幻角色扮演游戏,故事发生在一个巨大的太空都市中,那里满是古老文明的秘密。在游戏中培养你的角色,探索细致的人造场所,与特殊的NPC和派系互动,精心制作工艺装备并努力生存下来吧。
全部评测:
褒贬不一 (604) - 604 篇用户的游戏评测中有 63% 为好评。
发行日期:
2018年9月27日
开发商:
发行商:

想要将这件物品添加至您的愿望单、关注它或标记为不感兴趣,请先登录

不支持简体中文

本产品尚未对您目前所在的地区语言提供支持。在购买请先行确认目前所支持的语言。

购买 INSOMNIA: The Ark

 

最新更新 查看所有(58)

5月24日

Meet the team, part five + v1.5 news



Hello everyone! First, here are some new details regarding our current progress on v1.5. The current QA testing session confirmed the fixed status for more than 30 high priority bugs that have been reported by our community since v1.4 was released. These include a better optimization (particularly for AMD powered machines), various issues that prevented some players from completing certain quests (including the endgame), periodic crashes and freezes, localization and visual related glitches, global map problems, etc.

There are still around 10 reported issues we would like to double check before finally releasing v1.5 to the public. We plan to finish this process on May 28th and update you with the release date next week accordingly.

Meanwhile, welcome to our latest installment of the “Meet the team” series (links to previous parts: #1, #2, #3, #4). This piece is dedicated to a few more crucial members of Mono Studio who made INSOMNIA possible.

Evgeny Maloshenkov, artist


I found INSOMNIA while browsing Kickstarter for potential job opportunities. After getting in touch with the team, sending over my portfolio and completing the test assignment, I was invited to join Mono Studio. I’ve created at least a hundred of concept arts for characters since then. I loved the way the working process was organized — quite often I had no strict borders for what I can and cannot do. This is exactly the way quite a few peculiar NPCs and bosses were created. Understanding the setting is the key here.

Also, I would like to point out that it’s quite rare to see concept art to be used inside the game in its original form. Usually, it's used as a visual reference point for 3D artists. However, one of my works can be found in Object 6 in the form of a painting. It’s a central piece in the Morach Base:

Generally, I don’t need a specific source of inspiration. Being an artist for years now, I just start drawing and get inspired in the process. Of course, it never hurts to listen to some good music, watch a movie or two, play a game or browse creations from other artists.

Games, games, games… my relationship with them is quite complicated :). I don’t play a lot. Most of the games I stumble upon feel mundane and I lose interest quite fast. Dark Souls must be the only series I’ve completed in the past 10 years. However, I’m a vivid YouTube gamer though :). Also, I admire the following classics: Fallout, Gothic, Morrowind, HOMM3, Diablo.

Roman Prokhorov, Level Designer


I’ve started my game development life as a freelancer and worked on various environment elements and locations for 2D games. These tasks also required some additional artistic and 3D modeling input, since I had to create sprites based on 3D objects.

I joined Mono Studio back in 2015. At that point in time, there was just one level designer who was searching for new members to join his team. I’ve completed the test assignment and two weeks later, I was working on INSOMNIA.

I designed and tweaked some of the levels which included the placement of NPCs, enemies, stashes, and all kinds of interactions between them. You can see some of this work in the Morach Base and Casino locations. Naturally, I worked on other parts of the game as well. However, since there were multiple designers that were involved in the process, there’s hardly any location inside Object 6 that was built entirely by one person.

When it comes to inspiration, I play a lot of games and pay attention to the way their fictional worlds are built. Of course, there are other artistic mediums that can fuel my creative fire. For example, I really enjoyed searching for abandoned USSR era summer camps. Lots of interesting stuff can be found there. Unfortunately, these days they are either destroyed or rebuilt into modern resorts (at least when it comes to Samara district).

Wowa Savin, Lead Programmer


I was just a kid when I started creating my first games. This became possible with the help of my first Soviet computer “Krista”. I’ve learned Assembler and developed a few little projects based on “Jeux et casse-tête à programmer” written by Jacques Arsac. Many years later in 2010, I was invited to a meeting with people who were interested in my area of expertise. We were discussing a project that became known as INSOMNIA and this is basically how Mono Studio was created. When I first saw the concept art for the game, I instantly knew I want to help breathe life into this world.

I served as a software architect for INSOMNIA and was responsible for the implementation of all logic and interaction mechanics inside the game. However, the most obvious visual representation of my work can be demonstrated by… elevators and doors functionality. Since I have a friend who installs elevators for living, I was able to to get all of the required information from someone who actually knows this stuff. So I’ve done my best to make a virtual representation of those as real as possible.

My favorite source of inspiration is work itself. Game development is an industry where you have to solve all kinds of tasks and I love it. This project was no exception. In my free time, I usually don’t play games at all, since this is a very time-consuming process. However, sometimes I pay attention to some of them when I need to learn new technologies. In these cases, I prefer to watch YouTube letsplays though. Anyway, I always enjoyed NFS5, all Gothic games, Risen and Elex.
P.S. see you next week, insomniacs!
16 条留言 了解更多

5月10日

Community Hub news + v1.5 update status


Hello everyone! Today, we would like to summarize the latest Community Hub activity that might come in handy both for newcomers and veteran insomniacs. Also, we will give you an update on the current status of the v1.5 patch for INSOMNIA so you can get a better understanding of when to expect it.

Pen and Paper INSOMNIA RPG

As we have mentioned before, one of our community members started to work on a PnP version of the game. The author has already published an introduction to the system, a character sheet, and a mechanics summary. If this is something you might be interested in, you are welcome to participate and/or give feedback:


To give you some extra inspiration, here’s a complete list of lore bits we have posted in the news section so far:And there’s also a lore video that was a part of a separate update:
https://www.youtube.com/watch?v=MVS6uP2IgYA If there’s anything else you’d want to know about INSOMNIA lore-wise — let us know!

Current progress on v1.5

Recent testing session of the latest release candidate for v1.5 showed that localization issues are fixed indeed. However, the general report from QA indicates that v1.5 patch still requires additional work.

We are expecting to get a new release candidate on May 17th and start our next QA session on May 20th, which should give us a better idea of when v1.5 is going to be released. As always, we will keep you informed in our future updates. Thank you for your patience.

Until next time!
49 条留言 了解更多

关于这款游戏

《失眠:方舟》是一个后世界末日风格的科幻角色扮演游戏,故事发生在一个巨大的太空都市中,那里满是古老文明的秘密。在游戏中培养你的角色,探索细致的人造场所,与特殊的NPC和派系互动,精心制作工艺装备并努力生存下来吧。



你从Object 6 —— 一座历经了400年的旅程寻找新家园的复古未来风格空间站中醒来。你被罕见的心理疾病困扰着,必须揭开令人毛骨悚然的秘密,发掘人类通往幽灵般的撤离点背后的真相。

探索是有收获的……也是危险的。

你需要在Object 6中寻找有价值的技术和资源。注意——在《失眠》的微妙世界中隐藏着各种人物,他们会交给你一些意想不到的任务,并且你还要面对野蛮的敌人和致命的危险。饥饿、干渴、疲劳的感觉和充满敌意的环境在整个旅程中时时与你作伴。

个性化的旅程体验。

通过灵活的特技系统和大量的可制作的物品和装备,为每位玩家提供独特的体验,摆脱角色等级和不必要的苦练。《失眠: 方舟》中有近距离和远距离的战斗,也有可破坏的装备。 明智地选择你的装备 ——游戏中的每种盔甲和武器类型都有其优点和缺点。

你的选择很重要。

《失眠:方舟》 的故事情节错综复杂,是非线性的,并且存在“无法回头的关键点”。 应对角色和派系之间的棘手关系,作出艰难的决定,影响游戏世界。 每一个主要问题都可以采取不同的(有时是意想不到的)办法解决。

丰富的宇宙。

游戏带有柴油朋克的元素,你可以在复古未来风格的黑色视觉效果中体验游戏的丰富内容。来见证充满黑色爵士音乐、模仿腐朽文明的人造世界末日景象吧。

系统需求

    最低配置:
    • 操作系统: Windows 7, Windows 8.1, Windows 10 (64-bit versions)
    • 处理器: 2.5 GHz CPU, 4 cores
    • 内存: 8 GB RAM
    • 图形: Geforce 760, AMD Radeon R7 360
    • DirectX 版本: 10
    • 存储空间: 需要 12 GB 可用空间

鉴赏家点评

73 名鉴赏家评测了这款产品。点击这里阅读。

消费者评测

评测结果


购得方式


语言


日期范围
要查看某个日期范围内的评测,请在上方图表中点击并拖动选定的范围或是点击某特定时间柱。

显示图表



显示:
显示图表
 
隐藏图表
 
筛选条件
Excluding Off-topic Review Activity
无其他评测符合上述筛选条件
调整上方筛选条件以查看其它评测
加载评测中…