Project Wunderwaffe: Prologue is only playable in survival mode and features a single difficulty setting: hard. Tier I can be completed in its entirety.
NOTE: It is impossible to save the game because Project Wunderwaffe: Prologue is an excerpt of the full version.
Option to save, Tiers II and III, three difficulty levels (easy, medium, and hard), and all game stuff, are only available in Project Wunderwaffe's complete edition.
If you wish, you may reach out to us on Discord!
Check out our update!! Launch your Wunderwaffe Project!
The hotfix the following Bloodhound game elements:
- VFX Pooling Repair: Enemie's VFX projectiles do not stay where they hit and do not create a landmine effect. - Improving the soket in rocket launcher. Missiles do not stop in the air or explode on the player.
Thank you for your support and help in finding bugs. o7
Hello everyone! We are Team 91Act, a passionate and dedicated team specializing in Action game development. We are excited to introduce to you BlazBlue Entropy Effect, the latest spin-off in the BlazBlue series. Authorized by Arc System Works, this Action Roguelite game stands out with its distinct and innovative designs.
Act x Rogue is a fantastic gameplay formula. With years of experience, expertise and passion, we have designed a distinctive character-based Roguelite customization system. Players can continuously evolve their combat skills by activating the exclusive Potential Skills of their characters in challenges, and by blending skills of seven elements (Umbra, Ice, Electricity, Toxin, Light, Fire, Blade). The abilities and skills of each of your well-trained characters can be passed on to new characters, setting the stage for fresh experiences.
As you delve deeper into the game, the world’s hidden truth will gradually unfold. Along your adventurous journey, you will encounter others like you, who are lost in this world. It’s up to you to decide whether they are companions or enemies. You can also collect Phenomena Fragments and piece them together into a complete story. This will help you solve some of your puzzles and venture further into your exploration.
We can’t wait to see you in our game, and we truly hope that this game will be a pleasant surprise for you all.
In the depths of another eerie week, a dev post emerges, beckoning you to peer into the shadowy realms of the illustrious volumetric shoots.
For those who remember, the original 7th Guest had a fun and engaging story told through full motion video. In those bygone days, the animated pre-rendered graphics and full motion video were absolute technological breakthroughs, made possible in part by the availability of cd-rom drives.
In our VR version we want to give that same sense of awe by putting the players inside the beautifully real-time rendered mansion and show the ghostly videos with a special 3d technology called Volumetric video. This technology allows players to experience the ghostly flashback from all sides, and as close as possible, in a way only possible in VR.
Since projecting anything on a flat plane in VR simply falls flat and hollow, we devised a different path, a path that would rekindle the essence of those bewitching filmed sequences. An obvious choice would be to use rigged 3D-characters, but that didn't feel in line with the spirit of the original which had 'real actors'. So we went with Volumetric Video, captured at 4DR Studios using a 4DViews system.
Plus, In order to get those impressive captures to work on standalone headsets we needed the amazing compression abilities of HoloSuite, using HoloEdit by Arcturus. This allowed us to film actual actors, complete in wardrobe, and play their captured meshes back in the game.
BUT WHAT ARE VOLUMETRICS, REALLY?
Volumetric video is like 'bullet time' from the Matrix. The actors stand in the middle of a circle while they're being filmed by cameras all around them. The result is a series of meshes with textures that update each frame. You really have that sensation of being in the same room as the actors.
The transition from the original capture to the in-game scenes is astounding, capturing every detail, from the folds in a dress to the subtle movements of a jacket. The actors' performances come to life with nuanced expressions like eye rolls and smirks.
The upcoming update 0.16 "Open Pit Equipment" is moved, and planned to drop on the 12/13th August after a Q&A livestream showcasing the update,
Reson for this is that the 0.17 "Leveling & Progression" update will also drop at the same time, And this simple require a bit more time to test and playtrough as the game now takes time to playtrough
the livestream time will be announced at a later stage and will be a Q&A between me (Christian) and Splitintwo (YT channel hosting the stream)
But this update will be the biggest to date looking at the amount of content. This includes a brand new stationary selling point, Multiple vehicles and with a bit of luck alot of other just general improvments.
What we are working on & testing that will be included in the update:
*Stationary selling point / coal plant *New map with the selling point *Haultrucks *Bigger loaders *Bigger excavators *General improvements to the game/dirt/vehicles *and alot more to be disclosed in coming friday news!
We've got some exciting news for you! Today at 16:00 PM CEST, the highly anticipated Twitch Drops will become available at the same time when the Hellevator starts. You can receive them by watching the official S&F stream: https://www.twitch.tv/sfgameofficial