The wait is over! "Pixel Horizons" is now available for Demo on Steam! Step into an immersive survival adventure set on a lush, mysterious island teeming with secrets, challenges, and endless possibilities.
As a stranded adventurer, you must navigate the dense forests, rolling hills, and stunning landscapes to gather resources, craft essential tools, and uncover the island’s hidden mysteries.
🔥 Key Features:
🌍 Expansive Open-World Exploration – Roam freely through a vast, vibrant island filled with wildlife and hidden wonders.
⚒️ Survival & Crafting – Gather resources like wood, stone, and plants to craft weapons, tools, and structures.
🏗️ Creative Building – Construct shelters, bridges, and defenses to shape the island to your advantage.
🛡️ Adapt & Conquer – Manage your health, stamina, and hydration while facing the island’s ever-changing challenges.
*Coming Soon* ✨ Fantasy Meets Reality – Discover mythical weapons and enchanted tools to aid in your survival.
Your adventure starts now—will you conquer the island and unravel its mysteries? Play "Pixel Horizons" today and forge your path to survival!
THROTTLE-BRAKE CAN NOT BE ASIGNED TO SAME AXIS YET THIS LIMITATION WON´T ALLOW PEDALS TO BE SETUP IN MANY CASES AS LONG AS COMBINED AXIS IS ENABLED ON YOUR HARDWARE SETUP.
NO DEADZONE SETUP NO INVERT KEYBINDS INTERFACE IS STILL A BIT ROUGH
I'll fix the same axis throttle-brake situation ASAP, but it is extremelly late here and tomorrow I whant to spend it with family. So, next week I'll push a polished version of the keybind tool.
Just wanted to give y’all an update on the status of the game. To get right to the point, I’ve decided to postpone the early access launch to a later date than my original plan of this year’s Visual Novel Fest. I feel that I need more development time to bring the game to a state that I feel comfortable releasing to the public. The early access launch I described in my previous post will now be scheduled for later this summer. The exact launch date will be announced at a later time.
NEW Offline/Online scores states depending of HC's server connectivity You can't submit your solutions, but you can still see result from a fixed snapshot took;
UX Adding Settings grayed out when in game rather than removed, Charts Online can be checked from in game Pause menu;
MI Music friendly licence disclaimer (for streamers and other content creators);
UX Ticks per step showned in the top window;
FIX Can't interact with terminal when Pause menu is shown;
UX visual hints for relocating input/output position;
UX Tooltips for indicating how to read expected output result readout;
Menu Update - Social Links Added; Random Shaking Fixed
Window randomization added - Some windows are permanently open, which makes entering buildings a lot more easy :)
Outdated demo version removed - A demo can still be accessed at the gamejolt page
Ability toggle fixes Menu input fixes Character body clipping fixes
Some news
The content (tutorial video) creator Matt Aspland, well-known in the unreal engine community and between starting game developers has given We Heist Too a try.
It’s an open wiki, meaning anyone with an account on that site can contribute, improve, or expand it.
We dumped a bunch of game data, including a list of all items, quests, and more. Feel free to check it out!
Cursed Difficulty We've added a new difficulty, and we strongly recommend not enabling it unless you've already completed the game on Hard. This is a challenging mode where, on top of increased difficulty, you must choose one of the following curses: A) Enemies grow stronger over time. B) Enemies grow stronger as you grow stronger. C) Enemies don't grow but they start much stronger and all healing effects are reduced by 50%.
You can pick only one of the three. This feature is optional, disabled by default, and can be toggled on or off at any time during gameplay.