Someone asked me in dms, what is this game about? I'll tried to give a fast answer, but i could not. And I decided to write a post about it.
Briefly about the plot of the story:
There was a man (his name might have been Sisyphus, but most likely not. But we will call him Sisyphus). He lived like many others. A wife, two children, nothing remarkable. Day after day, hour after hour, without ambition or success, without purpose or effort. And then came the fateful day. A quarrel with his wife, a slamming door, a bar, a car, the screeching of brakes, the grinding of metal, the sounds of an ambulance... Death.
Then comes awakening. This is neither hell nor heaven. This is another place. Meeting with Him. And He curses Sisyphus. The curse is understandable: Sisyphus will push a stone to the top of a mountain. An impossible task, but He said that at the top of the mountain they can meet again and perhaps He will give Sisyphus the opportunity to "go". He warned him that no one has ever seen him twice. You cannot die in this world. Your curse will be eternal. Day after day, over and over again.
About the gameplay:
As you can understand from the introduction, the main mechanics of the game is pushing a stone to the top of a mountain. The main and only characteristic of the character is strength. Of course, it is not enough to climb the first time. The path to the top goes through 4 locations. Plain, forest, hills and slope.
The strength decreases as the stone is pushed, and each time the counter reaches zero, Sisyphus will run out of his breath, return to his base camp, and be forced to start over. Yes, it will be long and dreary, but that's the point of the story.
Basecamp:
The basecamp is the main place of the game. From here we will start the ascent. In the basecamp you will find the main source of power - a fireplace. Each rest near the fire will increase the strength of Sisyphus, so that the next time the ascent will be a little longer.
The basecampcamp changes as the plot develops, or may not change, depending on which path the player chooses.
Characters:
It turns out that this world is not empty. There are other people in it who got here the same way as Sisyphus. By chance, or maybe not. In this world you can meet the following NPCs:
Juliet
Spartacus
Nimrod
Ponce de Leon
Through them we can learn a little more about the world around us. Each of them, like Sisyphus, is cursed. In some way.
Juliet dies every day from a poison that somehow gets into her blood. But the world makes her resurrect the next day and it happens again. He said that she can only lift the curse in one way: someone must sacrifice their life for her. But the catch is obvious, you can't die in this world.
Communicating with characters is an optional part of the game. Each conversation with any of the characters will take away your constant strength and move you away from the goal, making the path even more difficult. But if you manage to invite them to your camp - you can get some benefit.
Visions:
The second part of the story will be told through Sisyphus' visions. It seems that he sometimes sees real-world scenes that happen after his death.
Yes, it's Sisyphus' funeral. What will happen to his family? Will it serve as additional motivation or will it make them give up and give up?
Conclusion:
This game is a story. A story that is told through a difficult test of holding the right movement button, a mediative repetition of locations, over and over again. These are characters who have their own fate, which may be connected to yours. Will they be able to believe that it is possible to get rid of the curse? This is Sisyphus and the future of his family. Perhaps, having overcome the curse, we will be able to embrace them once more and correct our mistakes? Everything that happens along the way leads to the top of the mountain, where Sisyphus will make a fateful decision.
This patch fixes an issue preventing custom levels created with the Beta 6 version of the game from being played when downloaded from the Steam Workshop.
Thank you for your interest in our playtest! We want to inform you that the game is currently only available in French. An English version is not available at this time.
If you have any questions or want to share your feedback, feel free to join us on Discord -> click here! You’ll find the link on our Steam store page. We’d love to chat with you and hear your thoughts!
We took Isles & Tiles out for its first public showing this past weekend, at Game Republic's WX Games Weekend in Wakefield.
Apparently there were around 6000 people who visited over a two-day event, and we were delighted to have hundreds of folks play through the first scenario of Isles & Tiles. Heard lots of great feedback, made a bunch of new friends, and we certainly had a blast watching folks play the game and get into the nitty-gritty of buildings decks and designing islands!
We're particularly pleased with the super-chill soundtrack we've put together, but a big gaming convention isn't exactly the best place to enjoy a bit of relaxed ambient folk music. So instead we brought along our harpist -- one half of the harp/clarinet duo that's recorded every track -- and let people try out the game with a live-accompanied soundtrack.
You can get a sneak peek at that soundtrack by checking out the first teaser trailer, which shows off just the harp part of one track. We're keeping the clarinet under wraps until the demo comes out, but trust us -- it's gonna be gold.
Hey everyone, some pretty important news for you today, so make sure to read the entire post!
First of all, let's get the big news out of the way - Tune in to the show will be split into two parts. With the release of Episode 9 in May, the first half of the story will be marked as complete, and the 2nd half of the story will be covered in Tune in to the show Part 2, which is going to be a separate game. This wasn't the original plan, and I didn't want to split the game into seasons like most other developers do, but it's become clear that it's the only feasible way to go about it financially. The situation is quite simple - if I don't release Part 2 as a separate game, I'll most likely run out of money before the game can be completed. My other project, An Evening of Wonders, turned out to be a complete flop, and I'd rather focus on Tune in to the show than gamble on another side project doing better to fund the development. I know this isn't great news, but it is what it is, and I hope you can understand my perspective.
So, how is it going to work? When Episode 9 releases in May, this game will be marked as complete. The future episodes will be a part of Tune in to the show Part 2, which is going to be a separate game on Steam. You'll be able to import your saves from Part 1 or just choose which girls you're romancing with a short quiz if you don't want to import saves. I'll create a store page for Part 2 soon so that you can add it to your wishlists before Part 1 is finished. I think that Part 2 will also be released in Early Access this year, once Episode 10 is ready (and it's going to be bigger than usual Episodes to start strong).
Now, onto the usual stuff - I'm currently working on Episode 9, and it's going pretty well so far. A lot of the writing is done already, and it seems that this update will be one of the longest ones yet. The renders are coming along nicely too, and I'll start working on the first animations soon. If you're interested in Diana, you'll also end up meeting her older sister in this update. She can be seen in the render below :) The release date is set to May, and I don't anticipate any issues meeting it since everything's going smoothly.
That's all for this post. I hope you're all doing well, and I'll see you in the next development update. Thank you for playing the game, reading, and your understanding,
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Heartless & Dreadful : Return by 72 Hours - Kirillian
A small patch. Things are a little goofy right now in my life. So I am taking a little break. Don't worry, if there's something that bricks the game I'll come back and fix it immidiately. Just let me know. That is the important part. Can't fix what I don't know about. Rework of the enemies is still ongoing. I just won't be updating for a little while until I feel a bit better.
- General - Improved general visibility in Mission 9 and 10. It was too much on the eyes and compressed poorly on the videos to be honest. - General - Enemies received additional particle work similar to player's. - General - Cremators have been re-animated. - General - Fixed an issue where a different enemy would spawn in the training room when you tried to spawn a knight mob. - General - Fixed explosions cutting off too early. - General - Fixed an issue where the enemies would slide towards the player on spawn in the training mode. - General - Fixed an issue related to the headless enemies in the last mission, where they didn't call the visual mesh change properly when attacking after the rework, because of that their hitbox just didn't work, everything else did though. Code magic.
If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.