




Libe is a puzzle game in which once you start moving you can't stop until you hit a wall. Playing as a sentinel, you're falling short on energy and you need to collect energy prisms to get your power back to fight darkness.
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Somewhere between light and darkness, sentinels are what's keeping the world secure from darkness' dangers. As one of them, you wake up to your energy being stolen, and sense the menace growing. Your journey to retrieving your light begins, and many obstacles are on your path.

From slabs that stop, redirect, turn, teleport, block, or can even destroy you, you'll have to carefully look at where each path can lead you to, to eventually reach the exit.


-
Somewhere between light and darkness, sentinels are what's keeping the world secure from darkness' dangers. As one of them, you wake up to your energy being stolen, and sense the menace growing. Your journey to retrieving your light begins, and many obstacles are on your path.

SLAB BASED
Libe is a slab based puzzle game, in which every movement is decisive and which in you'll have to step up your logic talents to finish the hardest levels.From slabs that stop, redirect, turn, teleport, block, or can even destroy you, you'll have to carefully look at where each path can lead you to, to eventually reach the exit.

50 LEVELS
Plan ahead your next move to not get stuck or get vaporized before reaching the exit of the 50 different levels and pick enough energy prisms to bring your light back to life. Without your full energy you can't stop moving until you hit a wall or interact with certain slabs so you have to be careful what will be the consequences of your choices.
AHEAD is now Libe

In this update, we are changing the name from AHEAD to Libe!
Since the game came out, we faced multiple difficulties to find content of our game on social platforms, even though there are. The thing is we thought our game should have a name that tells a lot about the gameplay but failed at picking the right name.
Indeed, AHEAD was telling the story right away : you can only go straight ahead once you start moving, you have to plan ahead your moves to complete each level... but "ahead" is way too common of a word and we obviously made a [u]huge[/u] mistake.
So we finally decided to go with Libe, which tells quite a bit less about the gameplay, but as a contraction of light and cube, which are what sentinels that you play as in the game are, it is more unique, and still suits the game as the story relies heavily on the character having lost its light and its journey to recover it. That is exactly what we tried to convey in the opening shot of our trailer and now the name goes along with it.
We hope this will make a difference and that we will finally be able to find our players' content on social medias more easily from now on. If you've made any content on the game feel free to share it with us by including it directly in your Steam review or on Twitter by tagging us @StarvingFoxStd, we'd be happy to bring it the attention it deserves.

Alongside the rebranding, we wanted this update to bring a new breath into the game so we spent some time looking for stuff to improve, and the list grew pretty fast to be honest.
From confusing icons, to clunky animations, or even things that were straight up not working when we thought they were (oops), the time that passed since the initial release allowed us to see the game differently and find what needed to be improved.
The game is overall more refine, smoother, and better-looking. The trailer also got an update. We still have some work to do on the game and we'll be shooting small updates here and there to improve your experience even further, make sure to include what you would like to see added or improved in your review so we know what to prioritize.

Libe has been supporting Linux for sometime now, but the Linux version never made it to Steam before. It is now available and has been ported using Ubuntu.

Want to jam to the game music and support us? Check out the game soundtrack DLC here!
Features
Added player slab color interaction
Added player additionnal light diffusion layer
Added player light corners
Added SFX mute button in the quick settings in-game menu
Added main menu buttons interaction animation
Added keyboard hotkeys
Added camera mouse panning
Improvements
Overall optimization
Smoother animations
Smoother slabs interaction
Smoother camera zoom
Better controller/keyboard mouse switch detection
Faster menu transition animations
Finished objectives are now highlighted in green instead of the text being strikethrough
New back to menu icon
New moving arrows
New trailer
Skip panel display delay set to 180 secs (previously 60)
Fixes
Fixed music volume slider not working when music is muted
Fixed section button displacement when coming back from level selection
Fixed multiple movement inputs blocking the game loop
Fixed current language flag being displayed in the language picking list
Fixed section selection opening orientation animation
Fixed player stopping distance when there are no slabs
Rebranding

In this update, we are changing the name from AHEAD to Libe!
Since the game came out, we faced multiple difficulties to find content of our game on social platforms, even though there are. The thing is we thought our game should have a name that tells a lot about the gameplay but failed at picking the right name.
Indeed, AHEAD was telling the story right away : you can only go straight ahead once you start moving, you have to plan ahead your moves to complete each level... but "ahead" is way too common of a word and we obviously made a [u]huge[/u] mistake.
So we finally decided to go with Libe, which tells quite a bit less about the gameplay, but as a contraction of light and cube, which are what sentinels that you play as in the game are, it is more unique, and still suits the game as the story relies heavily on the character having lost its light and its journey to recover it. That is exactly what we tried to convey in the opening shot of our trailer and now the name goes along with it.
We hope this will make a difference and that we will finally be able to find our players' content on social medias more easily from now on. If you've made any content on the game feel free to share it with us by including it directly in your Steam review or on Twitter by tagging us @StarvingFoxStd, we'd be happy to bring it the attention it deserves.
Icing on the cake

Alongside the rebranding, we wanted this update to bring a new breath into the game so we spent some time looking for stuff to improve, and the list grew pretty fast to be honest.
From confusing icons, to clunky animations, or even things that were straight up not working when we thought they were (oops), the time that passed since the initial release allowed us to see the game differently and find what needed to be improved.
The game is overall more refine, smoother, and better-looking. The trailer also got an update. We still have some work to do on the game and we'll be shooting small updates here and there to improve your experience even further, make sure to include what you would like to see added or improved in your review so we know what to prioritize.
Linux Support

Libe has been supporting Linux for sometime now, but the Linux version never made it to Steam before. It is now available and has been ported using Ubuntu.
Soundtrack DLC

Want to jam to the game music and support us? Check out the game soundtrack DLC here!
Changelog
Features
Added player slab color interaction
Added player additionnal light diffusion layer
Added player light corners
Added SFX mute button in the quick settings in-game menu
Added main menu buttons interaction animation
Added keyboard hotkeys
Added camera mouse panning
Improvements
Overall optimization
Smoother animations
Smoother slabs interaction
Smoother camera zoom
Better controller/keyboard mouse switch detection
Faster menu transition animations
Finished objectives are now highlighted in green instead of the text being strikethrough
New back to menu icon
New moving arrows
New trailer
Skip panel display delay set to 180 secs (previously 60)
Fixes
Fixed music volume slider not working when music is muted
Fixed section button displacement when coming back from level selection
Fixed multiple movement inputs blocking the game loop
Fixed current language flag being displayed in the language picking list
Fixed section selection opening orientation animation
Fixed player stopping distance when there are no slabs
[ 2022-07-17 13:37:58 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu or equivalent
- Processor: Intel Core i3Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 1 GB. Shader Model 3.0+
- Storage: 500 MB available space
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