We're delighted to release the official demo for our newest game, The Island - Escape Room!
Find yourself stranded and alone on a deserted island, faced with a gripping test of wits and willpower. The demo offers you a first glimpse into the enigmatic challenges and puzzles you must solve to secure your escape!
In this engaging preview, explore the lush yet isolated island, harnessing your surroundings and gathered clues to chart your path to freedom! Each puzzle you solve edges you closer to revealing the island's hidden secrets and, ultimately, orchestrating your escape!
Step into the world of The Island - Escape Room with the demo available today, and begin your thrilling quest for survival and liberation. Are you prepared to test your mind and discover your way out? Adventure is just a play button away!
Also remember to wishlist the game if you like it and thanks for playing!
I turned the iron giant into a true boss. Originally, he was meant to be a guard, but because of the boss door, people mistook him for a boss (my mistake). Now, he is a real boss called Morgrim the Fallen Sentinel.
I also decreased the damage from exploding barrels and fixed the issue where the character's cape was clipping through the body.
PS: The tutorial level is steadily developing, and many new features are on the way. Please be patient. Development is slow due to a lack of funds, as I have to work while developing. However, it will be completed. Thank you for your patience.
It's been a long time since we've posted a new dev blog, but luckily that's because we've been busy.
It's no secret that we're still looking for a publisher to help grow the team and speed up development, but until we find the perfect partner, we're still moving forward at a steady pace.
We successfully introduced the game to a whole new audience at the Reboot Develop Blue festival, where we received a lot of valuable feedback, but fortunately, a large majority of players were very happy with what they saw and experienced. (basically everyone) This confirmed that we are on the right track.
Meanwhile, we have achieved several important milestones. We've now surpassed the 30,000 Steam wishlist mark (which is amazing, thank you!) and we have over 10,000 followers on our primary social platform, Twitter (some people call it X)
But let's talk a bit about the progress of the project and our plans:
We've laid all the foundations for the project. We've started to develop an entirely new enemy behavior system and have put a lot of emphasis on making gunplay and combat of all types much more punchy, fun, and enjoyable.
This means new animations and updated models, but we also improved a lot on the effect of the guns on the environment and how the opponents react to them or any other impact (electricity, fire, gas, explosion, etc.)
Meanwhile, the story is being written, new characters and models are being created, and the world becomes more and more alive and real. We put a lot of emphasis on level design, and making sure that every element of it supports the perfect immersive sim experience.
We've also released a brand new trailer showing the game from the Janitors' perspective. It gives us a little more insight into our hero, the possibilities for players, and of course a good dose of the game's humour.
About the future...
We're currently working to make sure all systems in the game are stable and as perfect as possible, while we're working hard to prepare for a possible Early Access release. We'd like to go down this route because it allows us to involve as many players as possible in the development, get your feedback and get very valuable input on all the things we need to improve to make the game really complete and unique.
Before the early access, we may also organize playtests, but we'll be sure to let everyone know about this in good time so that no one who is seriously interested in the game will miss out.
So the future is full of work and hope, and we can reassure everyone that development is progressing and accelerating as never before. We hope you'll stay tuned, and spread the word because we need as many janitors as we can get!
If you want more regular updates, follow our Twitter page, where we post fresh, new, and meaningful content on a weekly basis.
This blog series walks through some of the mechanics featured in the game. Be warned: mild spoilers ahead! This post covers the second area in the game, Snow Crab's Biome.
Hermie got lost in the Ice Caves trying to help his dad, you need to save him!
This area introduces Snow Crab, and how you can use his behavior patterns to solve puzzles.
Working With Snow Crab
Snow Crab will walk until he hits an obstacle, and then turn around. Repeat. Along the way, if he finds any interactive items--orbs, lamps, elevators, teleporters, etc--he will interact with them.
Additionally, he can cross paths covered by ice crystals and you cannot.
While he's not clever enough to follow instructions, you can toss him objects, or take objects back from him by interacting with them, using his motion to your advantage.
As always, undo/redo is available if you make a mistake.
Time Controls
To avoid requiring overly precise real time control--and to avoid requiring waiting--you can pause or fastforward time whenever you want, which is especially useful when working with Snow Crab.
Teleporters
Snow Crab will interact with any objects that cross his path--including teleporters. If a teleporter is enabled, he'll turn it off. If it's not, he'll set it as his destination.
A teleporter only has one user at a time. This means that you'll need to coordinate teleporter use with Snow Crab.
Progression
We're still in the introductory area of the game, but this biome has a couple of puzzles near the end that are quite difficult. The interaction between you, Snow Crab, and the teleporters has a lot of interesting edge cases for puzzles to exploit, the state space starts to blow up here.
Don't forget to wishlist Way of Rhea! I'll see you tomorrow in The Overworld...
TaleSpire would sometimes place the prop slightly lower than it should when using attachment points. This was cumulative, so over the length of a fence, each piece would be sunk slightly lower into the ground.
This patch fixes this, so subsidence is no longer on the menu!
We will keep finding and fixing more annoyances like this throughout the month.
We added physics to the blood; when you get hit by a zombie or shoot one, some blood particles are emitted, falling to the ground and disappearing after a few seconds.
Particle Limiter
We implemented a system to limit the amount of particles, ensuring that they don't impact the game's performance, especially when using high-rate-of-fire weapons.
Adjustments to Shooting Effect
The shooting effects have been readjusted!
Modifications: ➣ Player now also emits blood.
Issues Fixed: ➣ When dying and completing a mission, the game didn't display the death screen; ➣ Endless mode missions were not working.