





Welcome to Off-Peak, a game created by Archie Pelago cellist Cosmo D.
In the game, players will uncover a world where the fate of it's musicians and artists is unclear, yet their tools of the trade are highly prized. Meanwhile, the station itself provides all the comforts a commuter could ask for: great food, the best beer, entertaining board games, relaxing gardens. But who is really benefiting here? It is entirely up to the player to what degree they want to engage in and interpret Off-Peak's stories, characters and themes.
Gameplay
Off-Peak is a first-person adventure game that takes place in one giant area with multiple nooks, crannies and hidden passageways to discover. Within its own bounds, the game can be explored at any pace or direction the player so chooses. On average, the game takes roughly 20-30 minutes to play in its entirety.
Off-peak Is freeware.
Cosmo D here.
I just shared the first devlog for my next game, Moves of the Diamond Hand.
If youve played Betrayal at Club Low, this one builds on that same chaotic spiritbut with a deeper, more flexible dice system centered on tension, storytelling, and strategy. And if youve played my earlier games: were back in first-person! Its a meldingand deepeningof all the elements.
This post is all about dice drama: how I simulate rolls, why I love having too many dice, and how each one tells its own little story.
You can read the full devlog here:
https://store.steampowered.com/news/app/2778210/view/624425002170586485
Thanks, as ever, for continuing on this journey with me.
Cosmo D
Minimum Setup
- OS: Ubuntu and Steam OSMemory: 4 GB RAMGraphics: Video card with 512MB or greater VRAMSound Card: Oh yes.Additional Notes: The game is scale-able to a wide variety of resolutions and builds. Graphic options in the game determine the distance that real-time shadows are rendered.
- Memory: 4 GB RAM
- Graphics: Video card with 512MB or greater VRAMSound Card: Oh yes.Additional Notes: The game is scale-able to a wide variety of resolutions and builds. Graphic options in the game determine the distance that real-time shadows are rendered.
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