In the year 2025, Agein Han is trapped in a virutual world. She must find enough bytes to unlock the backdoor out.
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Veröffentlichung:
8. Jan. 2019
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Early Access-Spiel

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Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„I aim to develop an integrated set of levels that tells the story of how Agein Han moves through a world of her own making. I've developed 5 levels at the moment, that deliver the beginning and end of the story, but would like to get feedback from the community to keep developing this story and mechanical idea, while filling in the middle. I believe the best stories are told to people and with people, and hope through the process to deliver the best version of the game to bring my project through to completion.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„I have been developing the game for the past one year. Each level has taken a few months to go from idea to completion. The story premise now is solidified, and so I believe I will only need another year to complete it at the current pace, but hard to determine the artistic process of design.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„The full version will tell the whole story of Agein Han as she explores her virtual world, and comes to know how to escape back to reality. The current version has a basic version of that story arch played out over five levels. In the final version I will elaborate that tale, while further exploring the motivating philosophy of optimistic nihilism. I imagine this to take 12 levels, and add more references to the background. Thinking about my goals, and while "Full version" means different things for every product,, I hope to add these additional levels, and receive user feedback on a) the game mechanic and feel, and b) the concepts being wrestled with.“

Was ist der derzeitige Stand der Early Access-Version?

„Today, the user can buy five levels. Each level is made of world terrain, and intricate mazes. There also is an inventory and crafting system that adds to the drama in the game. Each level, and the goals are partially procedural generated, so they can be played more than once.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„I plan to release the game at a lower price, and raise the price to reflect additional content such as levels and story. Mostly I want to reward you if you provide feedback early on, and so want to keep the price to reflect what I see as a relationship between me and you as we develop this experience together. So definitely looking for feedback from the community.“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„Through the development process I will communicate to users through responding to reviews. I also am collecting user experience data through a user survey to better understand users interaction with the system. I will be developing that survey over time and really look forward to working with you all. The Community plays a crucial role in Early Access development and I see this as my chance to hear from users to shape Byte Chaser's development together.“
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Über dieses Spiel

Agein Han built a virtual world to test her full immersion system. During a test, the system glitches. She's stuck in a world of her own making, she only wishes she'd done a better job organizing her world. Running through fractured levels to collect the keys to unlock the password to escape, Agein must survive, find clues to the password to escape, run, and come to understand how the A.I. she left in charge of the world understands reality.

What Have I Done


The first immersive worlds we all lock ourselves into, the 3D internet, the worlds we create will be full of errors, lonely affairs. Byte Chaser is a meditation on that inevitable direction of our technological progress.

**********************
I woke up in the night. The light seemed dimmer than usual. My sister had died. Six months had past. I realized then we all die. Over the next few years I found this implied, that unless a magical world beyond awaits us, that the only reason to act in life comes from my own choices. My heart broke. Neither governments, gods, or parents can tell me what to do. I have to decide myself.

Rapidly the realization led to a conclusion, if no authority possessed the authority to tell me what to do, and this included values humans have passed on, I was the only one who could decide my purpose. In the mix, I recalled, Death comes for each of us, no one knows best. Life is simply the process by which I choose to organize myself. There is no purpose to life. As a result, I can choose to do anything I want. Nothing all the sudden became incredibly motivating.

I decided I could do whatever I wanted. I decided within minutes on my life’s goal. “Life is miserable leading to death. Spend it trying to make those you encounter’s life better. Help where I can.” And second, “believe in God.” This second came to me because of the feeling that the interconnected way people have decided to treat each other, laws and values, come down from a faith in higher concepts. And like geology, those ways of knowing accumulate to leave us with the way to see the world. So I decided to follow that. I knew no one could tell me otherwise I also knew these goals were arbitrary. Their arbitrariness, and irrefutably kept me at them over the coming years. This reliability became the motivation of the optimism of Nothing.

**********************
Because the world could be anything, and the actions up to the player, I left the actions open-ended, but provided a clear path. It’s up to the player if they stay on it or do otherwise.

Feature List

  1. Skipable Tutorial. The tutorial is blithely useless, demanded by the higher ups. Figure it out yourself.
  2. The system is grueling. Visually. aurally, and if I could olfactory. A half-finished error prone system is not a nice place to be. I recreated that feeling in a game.
  3. The game has bugs. For features I used online data. The connection goes down sometimes. I used other APIs. They don’t mesh well. I hacked the world together. It shows.
  4. The grating sound of the bytes, like a machine shop falling in love with a siren, is both enticing and aggravating.
  5. The Narration is overblown, and an unwieldy excuse to keep players motivated.
  6. I am dyslexic. There are plenty of broken sentences and phrases.
  7. The game has stuck states where you simply cannot go forward. In those cases, do like any good technologists, turn it off and turn it back on.
  8. Progress is saved in the players own memory. The hard disk saves nothing. You remember.
  9. I gave you a goal. Chase bytes. Always listen to authority.
  10. The game works if you put a VR headset on. It does not work well. But it is ‘VR ready’.
  11. Death is meaningless. Literally, on some levels die up to win.
  12. Building your own stuff is awesome. Figure out my arcane system for building. Calculus is also rewarding.
  13. There is not a complete manual that you have to read.
  14. The protagonist is a woman.
  15. Enigmatic "quotes".
  16. The game is fun. But it doesn’t employ persuasive design.
  17. … that about sums it up.


**********************
I really want feedback. Please connect, and happy to work with y’all.

Systemanforderungen

Windows
macOS
    Mindestanforderungen:
    • Betriebssystem: Windows 10
    • Prozessor: Intel core i7
    • Arbeitsspeicher: 8 MB RAM
    • Grafik: GeForce 840M
    • Speicherplatz: 500 MB verfügbarer Speicherplatz
    Mindestanforderungen:
    • Betriebssystem: 10.11.6
    • Prozessor: 2.9 GHz intel Core i7
    • Arbeitsspeicher: 8 MB RAM
    • Grafik: Intel HD Graphics 4000
    • Speicherplatz: 500 MB verfügbarer Speicherplatz
* Ab dem 15. Februar 2024 unterstützt der Steam-Client keine 32-Bit-Spiele mehr sowie macOS 10.14 oder älter.

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