Hi all, I'm Ernest, the developer of the survival horror game "BECROWNED", which I've been making for more than a year. Thank you all very much for feedback, ideas, critics. It's very cool and motivates me to keep going. I also met a lot of great people, I am very happy about it.
In this post I want to tell more about some details of the game without any plot spoilers, show new screenshots (WIP).

Some game details
At the moment the game is in alpha stage, so all the screenshots and gifs are not final, but show the big picture and my vision of the game.
Non-Linear Plot
The game has three closely related storylines, one of which can move the main character. Three playthroughs are required to fully reveal the story, lore, and details. Accordingly, the game has many different endings.
Combat system
At the moment the combat system is in an active development phase. It is planned to be similar to "Silent Hill", but with some differences and ideas. Also I want to test different types of firearms controls to see which ones suit the game's atmosphere better.
Atmosphere and style
In terms of style I try to make a pretty unique set of retro graphics and new technologies, especially in working with lighting. In general, I invest a lot of time into lighting, as I think it's very important in conveying atmosphere and depth. And in terms of atmosphere the game is probably the closest to Silent Hill and Dark Souls, such a combo is explained by the lore in the game.
Surrealism
On the script and presentation side, the game comes out very surreal, strange, scary. For example, in the game you can talk to the TV underwater and bring him vhs tapes to watch together.
Classic Mechanics
The game has a lot of classic mechanics and elements in the spirit of old SH and RE (inventory and resource management, notes, combat system, etc). Also a lot of puzzles. I want them to be woven into the story and lore rather than being somewhere separate.
Radio
In the game you can find a radio that sometimes begins to make noise in your pocket, you can take it out of your inventory and tune it to different frequencies. At certain frequencies you can listen to various hints and memories. Among other things, this mechanic helps the protagonist solve puzzles and move the plot along.
Lore and Filling
I try to fill the game world with a lot of details that will reveal the lore. That's why I make a lot of places to explore and investigate, or small side quests. But there are almost no interfaces in the game, and no direct delivery of the story through the task list.

Video with gameplay of the game will be ready soon. Also trailer and a lot of other goodies. I'll try to show you in the near future. steamhappy
[ 2023-02-23 09:38:25 CET ] [ Original post ]