In SKYHILL: Black Mist you awake inside huge interconnected buildings conglomerate, the so-called „Skyhill” condominium. You woke up just to find out that your daughter was kidnapped and whole building is overrun by dark monsters and crazy cultist for whom you are a prey.
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2019
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Planned Release Date: 2019

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Recent updates View all (6)

June 19

Skyhill Inc. #18

Well, now it wasn't even a surprise for us to find out new message from out j0hn_d0e_76 friend in a mail box, If you've seen previously he is sending some pictures and we post it here, so here is a new one:



It seems that it's definitely a comics, but it's in reverse order..., we are definitely interested, as usual if you know "j0hn_d0e_76" please send him our greetings, cause he seems to be not answering our requests :steamsad:

As always, big thanks to everyone who creating fan art in Skyhill Universe!

________________________________


:fireaxe: Skyhill franchise Steam page
:fireaxe: Skyhill on Twitter
:fireaxe: Skyhill on Facebook
:fireaxe: Skyhill on Instagram


:mandragora: Mandragora creator Steam page
:mandragora: Twitter (studio news)
:mandragora: Facebook (studio news)
:mandragora: Instagram (behind the scenes)
:mandragora: Youtube (trailers, announcements)
1 comments Read more

June 15

About Level Design in SKYHILL: Black Mist

While development is full steam ahead, we wanted to share some insights on how we work with environment in our upcoming game SKYHILL: Black Mist! We spend a lot of time thinking through the whole architecture of locations and how they are connected, so you will have a great time exploring and finding interesting places inside this huge condominium called “SKYHILL”.



What a modern person need today to not ever put a step outside? Sleep, food, entertainment? Internet - someone will say. Well, we increased this list to more realistic one and created a small city within a city. Here is size and diversity playing along to create better experience. Big halls, small corridors, dark rooms and boring office spaces: type of location actually directly influence on gameplay and possible tactics available to player! In some places it’s easier to go guns blazing, in other better to look for cover and sneak your way out. To deliver the best possible quality for experience from locations we are going through certain workflow and many steps.
It’s all starts from reference search and looking for that three main key points that speak for location type: has it to be spacy, cozy or otherwise be small cranky and claustrophobic?
Here is a small part of a document that we create for each location type.



After that we go further and look not only for visual, but architectural references, it’s hard to say out of head what the difference between cinema and trade center base architecture or office from living space. If you think briefly, it’s just floor and walls. But it’s more complicated. It was a blessing for us to find 3D tours and panoramic photos of many different locations over the Internet. We virtually visited hospitals of Vancouver, restaurants of London, but a 5 store toy warehouse blew our minds by it’s scale!



During creating base blueprints for each location we decide what kind of a location it is. From small storing rooms to huge trade halls from fire exits to back doors and technical pathways: everywhere we tried to imagine, how real people walking around this space, where they stop for a rest and where they are going to get through the day as fast as possible.



To keep everything in balance between locations, and also to create a secret passages and shortcuts, we created a bunch of huge schemes(in a level designers head they look much more appealing, and mostly understood by them).



When type of location and architecture plan are set in, it’s time to start working on the most interesting part creating gameplay scenarios, adjusting location slightly adding required furniture and other objects, enemies and traps
Each created level design pattern is tested by four ways of playing:
Stealth, open fight, using only environments and traps and simply ignoring enemies. In different situations different approaches are much more likely to be more effective, and they can not much with selected player play style selected by player and also his supplies in inventory, so the challenge is always there for everyone.
Each pattern consists of the following ingredients thrown into the mix:
  • space, that dictated by location type and previously established plan;
  • amount and type of enemies;
  • distribution of objects, from some that simply block path or give cover;
  • interactive objects that can both help or be a nuisance in a fight;
Playing with this ingredients we can create a completely different scenarios in the same space. For example, let’s take this small green corner on a rooftop, with some monsters, sofas and tasty loot.



One not very observant enemy won't be a big challenge for the main protagonist, it’s an easy pick with any method.
Let’s add second one so they will look for each other.



Now, if a stealth kill wont result in a success, in open fight you would have to fight with two enemies that can result in our death or resources loss such as medkits. Maybe it’s easier to shoot them from afar and keep your distance instead of finding a perfect moment for a stealth strike? Or maybe throw a molotov and finish them with a couple of shots?



Also this sofa standing there, that blocks us from getting to first enemy faster and stay hidden while doing so! If with one enemy you could approach this situation from any side, now it’s much more efficient to go from the left one rather than the right one: kill closest enemy and hide behind a fence.
But what will happen if we add a third one, who will patrol nearby?



Now the central one will be covered by his monster friends from both sides, and approaching from the left(where the patrolling guy walking) will be completely non efficient, because keeping up with them in stealth is a much harder feat to perform, rather than just kill the guy on the left.



Now this sofa that was a nuisance before become a perfect cover from patrolling monster and will help easily take out the central monster - you just need to get there!



Good approach will be to lure them one by one in a more accurate methodical stealth tactics.
Well we just have to add one mine! Bam, and patrol is an easy prey for us!



While two of his other colleges are looking in other way, we just lure the patrolling one to walk into the mine. It’s not a big deal since all this is happening on a rooftop location where one of the distinct effects are raging winds that cover all sound effects and making strategies not available in other locations possible. Minus one enemy and now we are back to our previously dissected scenario with just two enemies. In any case that precious loot that they guarding will be ours!
Here is just one of the examples on how playing with parameters and adjusting them can create an interesting gameplay, as for us, on this nothing ends, it’s just one of the stages of work and after first iteration of this part is done next stages are coming in, visual dressing of environment, lighting, testing, fixes, but this is a completely different story.
________________________________


:fireaxe: Skyhill franchise Steam page
:fireaxe: Skyhill on Twitter
:fireaxe: Skyhill on Facebook
:fireaxe: Skyhill on Instagram


:mandragora: Mandragora creator Steam page
:mandragora: Twitter (studio news)
:mandragora: Facebook (studio news)
:mandragora: Instagram (behind the scenes)
:mandragora: Youtube (trailers, announcements)
2 comments Read more

WISHLIST & FOLLOW THE GAME!

About This Game

In SKYHILL:Black Mist you awake inside a huge interconnected building conglomerate, a huge condominium built by Skyhill Inc. - a suspicious bio-tech corporation that literally controls the entire city. You, being one of its employees, were granted an apartment and just moved in. Unexpectedly, things have gone terribly wrong: your daughter was kidnapped and the whole building is suddenly overrun by dark monsters and crazy cultists that want to hunt you down. You have to save your family and survive at all costs in the face of danger, chased by a mysterious black mist that changes humans into vile creatures.


Key Features:


Non-linear exploration
Carve your own way in a semi-open world of Skyhill condominium, but also within infrastructure buildings, such as school, shopping center, business lounge, cinema, underground parking space and a variety of technical locations.


Survival at all cost
You were infected by a mysterious black mist and you’re slowly dying. You constantly have to search for medicine to sustain yourself, gather and manage resources, craft new tools and weapons to survive as long as possible in this hostile environment. Turn beasts that hunt you into prey by using everything that you can find.


Play Your Way
Choose your own approach to solve problems, use environment to your advantage, lure enemies into traps, pass through them using stealth or direct violence and brute force. You decide. And… if you die, you die in your own style as well.


Mysterious Threat
Solve the dark mystery of this world and unveil rules that govern it. Nothing is as it seems, try to distinguish reality from illusions and find out what’s real and what’s not.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7 SP1 / 8.1 / 10
    • Processor: 3.0 GHz Dual-Core - Intel Core 2 Duo E8400
    • Memory: 4 GB RAM
    • Graphics: 512 MB VRAM, Intel HD 4400 / NVIDIA GeForce 9600GT / AMD Radeon HD 3850
    • DirectX: Version 11
    • Storage: 4 GB available space
    Recommended:
    • OS: Windows 7 SP1 / 8.1 / 10
    • Processor: 3.1 GHz Dual-Core - Intel i3 2100
    • Memory: 6 GB RAM
    • Graphics: 1 GB VRAM, NVIDIA GeForce GTX 550 Ti / AMD Radeon HD 5850
    • DirectX: Version 11
    • Storage: 4 GB available space
    Minimum:
    • OS: Mavericks 10.9
    • Processor: 2.66 GHz Dual-Core - Intel Core 2 Duo E8135
    • Memory: 4 GB RAM
    • Graphics: 512 MB VRAM, NVIDIA GeForce 9400M / AMD Radeon HD 2600 Pro
    • Storage: 4 GB available space
    Recommended:
    • OS: El Capitan 10.11
    • Processor: 2.5 GHz Quad-Core - Intel i5
    • Memory: 4 GB RAM
    • Graphics: 1 GB VRAM - NVIDIA GeForce GTX 775M
    • Storage: 4 GB available space

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