Our Mountain is now available on Steam with the exclusive 10% launch discount! Are you ready to go on an adventure with Charles and Buddy?!
Charles, A man who lives peacefully in the countryside. One day he has a severe problem and has to return to the city. He doesn't have much time left and he has to walk through a national park where something supernatural seems to happen!
Our Mountain is a 3D narrative, atmospheric, adventure game with little puzzles. Player will play as Charles and Buddy the dog. Explore along the woods that will lead to the city. Enjoy the scenery, soundtrack, and story cutscene. The player can inspect objects and explore the scene to solve the mystery and fully understand the story.
Commanders, server will be undergoing maintenance for update: 28/09, 03:00 UTC ~ 06:00 UTC
Patch note:
▶ Caesar Series - Caesar Series Blueprint We have released the Caesar Series ships, their appearances will have a more technological and futuristic vibe to them. Commanders can unlock them by collecting the blueprint fragments and completing certain requirements. - Nano Reconstruct Through Nano Reconstruct, commanders can reconstruct ships to the ones of the Caesar Series with certain items and ships.
▶Dusk Class Flagship The Dusk Class Flagship is here. Every destroyed enemy ship will become the strength of this beast, all for the one final strike.
▶Exploration Detachment - Rewards Commanders can now obtain Flagship components from the Detachment Missions. Now, completing certain Detachment Missions will yield Flagship weapons or components of random quality. - Detachment Missions Now, commanders can spend a certain amount of GEC to instantly complete Detachment Missions. The cost depends on the mission quality. - Mission Chip Added Mission Chip, a new item for the Detachment Missions. Use this item to gain extra Detachment Missions and daily mission attempts. - Detachment Mission Story Added collection rewards for Exploration Story. Collecting all the current Exploration Stories will unlock Dusk Class Flagship as a reward. Commanders can check the progress in the Story Collection interface.
▶Timed Battle Simulation Timed Battle Simulation will now have a new chapter available each day, different challenges will have different rewards. All the chapters of the week will be available during the weekend and the progress of this week will also be saved. Each chapter will have 18 challenges by default, after finishing one chapter, commanders can reset the chapter and start Quick Complete. The challenge progress will be reset at the start of the next week. Uncollected rewards will be stored in Lost Reward.
▶ UI Optimization Added the Erinyes tab in inventory. The virtual consciousness of Erinyes Admirals will be stored here. Optimized the display of the event list. Now, the currently available events will be displayed more clearly.
Rewrite: My motivation for the rewrite is mostly not about upgrading to a new version of the engine; UE5 is nice but most of the new functionality isn't working with VR yet (of course the old functionality still works fine). I was happy with UE4. The rewrite is to remake the pawn (player character) system easier for me to modify, have more consistent behavior for the player, and be more performant on less powerful hardware. Additionally, the the system controlling the ship AI, and every other object in space, is a mess that needs to be upgraded for the same reasons. Both systems are hopelessly tangled up with every other system in a way that makes it difficult to fix, hence a complete (actually quite a lot of stuff will get copied over verbatim, but I think it is still necessary to start a new project from scratch) rewrite. This seemed a good a time as any to upgrade to UE5 and avoid any migration bugs later.
VR Pawn Template: For some time now I've been publishing a free template for Unreal Engine that improves upon the stock VR template, but the latest version is almost two years old and I have learned a lot since then. My goals for the new template are to retain most of the functionality from the old template, but drastically simplify the blueprints to be easier to understand and modify, as well as increasing performance. The item interaction system especially was both clunky and slow, but player movement could also be erratic and required way too much fine tuning of the environment to work well. I have not made a huge amount of progress on this lately due to unrelated real-life stuff, but in the next month I expect to have something available for public testing.
Low Hanging Fruit: I often find that I (or someone else) have some quirky idea for a fun VR experience that is not really big enough to justify its own game (or taking attention away from Non Fingo). In the future, if I anticipate that I will get some value out of experimenting with the idea or just can't resist something really goofy, I'll use the template to implement it in a collection of experimental mini games which I will probably publish freely to demonstrate the flexibility of the template, and possibly will use as a basis for tutorial videos or something.
Join us in the discord channel to report bugs, influence development priorities, and learn to make your own VR games. https://discord.gg/XQHhvVmJ7Y
P.S. The game is currently live on Steam in Early Access. It still needs a lot of work, but if you like where the game is headed please consider buying it. Thank you for being a playtester, regardless.
Jennifer Wilde: Unlikely Revolutionaries - indieninja92
We are thrilled to announce that Jennifer Wilde: Unlikely Revolutionaries will be released on October 18th 2022! 🎉
We’re so excited to finally share the game with you, and thank you so much to everyone who’s supported us through the development process. We couldn’t have done it without you!
With the finish line in sight, it’s your time to shine! It would really help us if you could share the game on your social media accounts, talk to your friends about it, and generally help us get the word out as much as possible. Don’t worry if you don’t feel you have much of a platform - every little helps!
You can also help support the game in this final stretch by following Outsider Games on social media, if you don’t already. You can find us at the following links:
Rewrite: My motivation for the rewrite is mostly not about upgrading to a new version of the engine; UE5 is nice but most of the new functionality isn't working with VR yet (of course the old functionality still works fine). I was happy with UE4. The rewrite is to remake the pawn (player character) system easier for me to modify, have more consistent behavior for the player, and be more performant on less powerful hardware. Additionally, the the system controlling the ship AI, and every other object in space, is a mess that needs to be upgraded for the same reasons. Both systems are hopelessly tangled up with every other system in a way that makes it difficult to fix, hence a complete (actually quite a lot of stuff will get copied over verbatim, but I think it is still necessary to start a new project from scratch) rewrite. This seemed a good a time as any to upgrade to UE5 and avoid any migration bugs later.
VR Pawn Template: For some time now I've been publishing a free template for Unreal Engine that improves upon the stock VR template, but the latest version is almost two years old and I have learned a lot since then. My goals for the new template are to retain most of the functionality from the old template, but drastically simplify the blueprints to be easier to understand and modify, as well as increasing performance. The item interaction system especially was both clunky and slow, but player movement could also be erratic and required way too much fine tuning of the environment to work well. I have not made a huge amount of progress on this lately due to unrelated real-life stuff, but in the next month I expect to have something available for public testing.
Low Hanging Fruit: I often find that I (or someone else) have some quirky idea for a fun VR experience that is not really big enough to justify its own game (or taking attention away from Non Fingo). In the future, if I anticipate that I will get some value out of experimenting with the idea or just can't resist something really goofy, I'll use the template to implement it in a collection of experimental mini games which I will probably publish freely to demonstrate the flexibility of the template, and possibly will use as a basis for tutorial videos or something.
Join us in the discord channel to report bugs, influence development priorities, and learn to make your own VR games. https://discord.gg/XQHhvVmJ7Y