Greetings friends!!!
We have some great news to share with you today.
Skelethrone: The Chronicles of Ericona is now available on Steam! We are offering a special 15% discount during the launch period.
The game is also available on PlayStation, Xbox, Nintendo Switch.
https://store.steampowered.com/app/2139840/Skelethrone_The_Chronicles_of_Ericona/
At its core this is a Souls-like game that features Metroidvania elements, filled with exploration and secrets to be found.
You're in for a great adventure inspired by games like Castlevania and Dark Souls. Bloodthirsty monsters, divine creatures and epic boss battles. The games story is shaped by choices that will define your journey.
Let's celebrate the game's launch!
In honor of the release, please watch the trailer and immerse yourself in the world of Makh-Abyss before fully exploring the story and finding out what actually happened after the death of Lord Derek Ericona. [previewyoutube=PtAhNjGXCuY;full][/previewyoutube]
Construct: Escape the System is now available on Mac and Linux! :D Additionally, the Windows version has been updated so that all 3 versions have all the latest fixes and changes. Here is a list of all the changes to the game since the last update: --------------------------------------------------------------------------------------------------------------- - Updated Unity version to the latest version (5.5.2). - Fixed visual bug - the sun lens flare was showing through the 'lock' model around the upgrade portal in the 'A2 System Core Access' area. - Fixed bug introduced from last update - lens flares were showing through some landscape models incorrectly. - Improved 'data points' - they now show which 'system core power orbs' to extract next and also show, more clearly, the area with the next upgrade. - Fixed bug with 'force orb red blocks' moving around slightly without any interaction from the player - physics on blocks now set inactive until the force orb is first used. - Fixed bug with 'camera motion blur' menu toggle - toggle was not resetting correctly after deleting a save data slot. - Extended the draw distance for landscapes on all 'ability orb' upgrade areas. - Fixed issue on the final run/escape - choosing 'restart' from the pause screen allowed gameplay to continue briefly before actually restarting. - Art fix for ceiling of 'teleport orb room' on C2 System Core Access area. - Control over fixedDeltaTime value added, create fixedDeltaTime.txt next to .exe and specify value e.g. '0.01' (default value is 0.02 which means 50 physics ticks/updates every second, 0.01 would be 100 ticks). - Fix for bug with ability orbs behaviour, using the 'collect/release' button on mouse or controller twice (quickly) would cause orbs to fly past the player and sometimes be lost. The velocity of orbs is now set to zero whenever they are 'released' to prevent this problem from occurring. - Fix for bug with system core areas, resetting (either manually or automatically) just before the 'corruption timer' ran out caused the player to be trapped in the level forever with no timer and no way to retry from the point where they collected the power orb. Now the level ends properly after the player has been reset. - C2 System Core 'data spline/teleport' bug now properly fixed. --------------------------------------------------------------------------------------------------------------- Thanks to everyone who has played/supported the game so far! :D
Construct: Escape the System is now available on Mac and Linux! :D Additionally, the Windows version has been updated so that all 3 versions have all the latest fixes and changes. Here is a list of all the changes to the game since the last update: --------------------------------------------------------------------------------------------------------------- - Updated Unity version to the latest version (5.5.2). - Fixed visual bug - the sun lens flare was showing through the 'lock' model around the upgrade portal in the 'A2 System Core Access' area. - Fixed bug introduced from last update - lens flares were showing through some landscape models incorrectly. - Improved 'data points' - they now show which 'system core power orbs' to extract next and also show, more clearly, the area with the next upgrade. - Fixed bug with 'force orb red blocks' moving around slightly without any interaction from the player - physics on blocks now set inactive until the force orb is first used. - Fixed bug with 'camera motion blur' menu toggle - toggle was not resetting correctly after deleting a save data slot. - Extended the draw distance for landscapes on all 'ability orb' upgrade areas. - Fixed issue on the final run/escape - choosing 'restart' from the pause screen allowed gameplay to continue briefly before actually restarting. - Art fix for ceiling of 'teleport orb room' on C2 System Core Access area. - Control over fixedDeltaTime value added, create fixedDeltaTime.txt next to .exe and specify value e.g. '0.01' (default value is 0.02 which means 50 physics ticks/updates every second, 0.01 would be 100 ticks). - Fix for bug with ability orbs behaviour, using the 'collect/release' button on mouse or controller twice (quickly) would cause orbs to fly past the player and sometimes be lost. The velocity of orbs is now set to zero whenever they are 'released' to prevent this problem from occurring. - Fix for bug with system core areas, resetting (either manually or automatically) just before the 'corruption timer' ran out caused the player to be trapped in the level forever with no timer and no way to retry from the point where they collected the power orb. Now the level ends properly after the player has been reset. - C2 System Core 'data spline/teleport' bug now properly fixed. --------------------------------------------------------------------------------------------------------------- Thanks to everyone who has played/supported the game so far! :D
We're pleased to announce that a demo of the first level of the game is now available for Windows PC! :D If you're interested in 'Construct: Escape the System' but are not quite sure, then please do have a go of the game and see what you think! The demo may also be useful for Steam users that would like to test the performance of the game on their PCs, try out how the game 'feels' to play etc. We hope you enjoy playing :)
We're pleased to announce that a demo of the first level of the game is now available for Windows PC! :D If you're interested in 'Construct: Escape the System' but are not quite sure, then please do have a go of the game and see what you think! The demo may also be useful for Steam users that would like to test the performance of the game on their PCs, try out how the game 'feels' to play etc. We hope you enjoy playing :)
We are pleased to announce that the new name for 'CONSTRUCT' is 'Construct: Escape the System'. The decision to rename the game has been taken as a result of various issues regarding other similarly named games and engine tools that are also available on Steam. In addition to the new name, the game has also had a number of fixes and improvements. These changes have been made in response to the kind and helpful feedback that has been received from the current players of the game so far. Thank you! :D A more substantial 'content update' is planned for the future, again in response to feedback received so far. Following is a list of changes in the new update: - Changed title of the game to "Construct: Escape the System" - Added 'Invert y-axis' for mouse input (use the up/down arrow toggle, on the Input Options screen) - Reduced 'Construct Hub' directional light intensity - Overall bloom intensity for bloom effects reduced by 50% - Improved visibility of 'hidden blocks' when lit up with the flashlight orb - Increased walking and running speed by 10% - Changed 'Aerial Move' tutorial 'trigger point' to trigger whilst grounded - Reduced scale of flares in the opening level/area - Added 'Return' key as a secondary key for resetting during gameplay (only 'Enter' key worked previously) - Fixed a bug that allowed teleporting to the other side of area bounds - Changed 'data points' to only show areas containing 'currently accessible' upgrades rather than showing all - Moved first 'guide light' on 'C2 System Core Access' area to draw more attention to the boost pad required for progression - Added extra 'auto reset' triggers on the first level to catch players that fall during the opening section - Made it easier to collect ability orbs early on in the game, less accuracy is required when aiming to collect - Added VSync option to the visual options menu - Fixed bug with teleport orb not working correctly with data spline 'entry sphere' in C2 System Core area - Added extra tutorial triggers on A1 System Core and Machine Orb Upgrade areas to make it more obvious that ability orbs can be collected from any distance - Changed Machine Orb Upgrade area final orb pickup, now requires use of long-distance grab to progress (on-screen tutorial message is shown just before) - Added some gravity triggers (to return gravity to normal) on the Construct Hub terrain, past the C Hub portal, so that landing on the terrain after a gravity change does not trap the player (also added boost pads for quick return to main hub location) - Areas with 'hidden zones' (shown by flashlight orbs or sun orbs) now have a mixture of visible and hidden blocks to reduce the level of difficulty/challenge when playing these sections of gameplay - Added toggle to Options Menu to allow the gameplay HUD to be enabled/disabled (useful if taking screenshots from gameplay) - Disabled 'Camera Motion Blur' as standard (for new games), the effect is quite computationally expensive and can be enabled by players if desired - Improved sharpness of all fonts in game - Changed mouse/controller smoothing value in 'Input Options' from 0.5->4.0 to a more sensible 0.0->1.0 (existing player settings are converted correctly)
We are pleased to announce that the new name for 'CONSTRUCT' is 'Construct: Escape the System'. The decision to rename the game has been taken as a result of various issues regarding other similarly named games and engine tools that are also available on Steam. In addition to the new name, the game has also had a number of fixes and improvements. These changes have been made in response to the kind and helpful feedback that has been received from the current players of the game so far. Thank you! :D A more substantial 'content update' is planned for the future, again in response to feedback received so far. Following is a list of changes in the new update: - Changed title of the game to "Construct: Escape the System" - Added 'Invert y-axis' for mouse input (use the up/down arrow toggle, on the Input Options screen) - Reduced 'Construct Hub' directional light intensity - Overall bloom intensity for bloom effects reduced by 50% - Improved visibility of 'hidden blocks' when lit up with the flashlight orb - Increased walking and running speed by 10% - Changed 'Aerial Move' tutorial 'trigger point' to trigger whilst grounded - Reduced scale of flares in the opening level/area - Added 'Return' key as a secondary key for resetting during gameplay (only 'Enter' key worked previously) - Fixed a bug that allowed teleporting to the other side of area bounds - Changed 'data points' to only show areas containing 'currently accessible' upgrades rather than showing all - Moved first 'guide light' on 'C2 System Core Access' area to draw more attention to the boost pad required for progression - Added extra 'auto reset' triggers on the first level to catch players that fall during the opening section - Made it easier to collect ability orbs early on in the game, less accuracy is required when aiming to collect - Added VSync option to the visual options menu - Fixed bug with teleport orb not working correctly with data spline 'entry sphere' in C2 System Core area - Added extra tutorial triggers on A1 System Core and Machine Orb Upgrade areas to make it more obvious that ability orbs can be collected from any distance - Changed Machine Orb Upgrade area final orb pickup, now requires use of long-distance grab to progress (on-screen tutorial message is shown just before) - Added some gravity triggers (to return gravity to normal) on the Construct Hub terrain, past the C Hub portal, so that landing on the terrain after a gravity change does not trap the player (also added boost pads for quick return to main hub location) - Areas with 'hidden zones' (shown by flashlight orbs or sun orbs) now have a mixture of visible and hidden blocks to reduce the level of difficulty/challenge when playing these sections of gameplay - Added toggle to Options Menu to allow the gameplay HUD to be enabled/disabled (useful if taking screenshots from gameplay) - Disabled 'Camera Motion Blur' as standard (for new games), the effect is quite computationally expensive and can be enabled by players if desired - Improved sharpness of all fonts in game - Changed mouse/controller smoothing value in 'Input Options' from 0.5->4.0 to a more sensible 0.0->1.0 (existing player settings are converted correctly)
We are happy to announce the global release of "CONSTRUCT". The game is available as of today right here at Steam with a lovely 15% launch discount during the first few days. Looking forward to all your feedback that gives us the chance to make this game even better :-)
We are happy to announce the global release of "CONSTRUCT". The game is available as of today right here at Steam with a lovely 15% launch discount during the first few days. Looking forward to all your feedback that gives us the chance to make this game even better :-)
Construct: Escape the System
Oliver Boyce
Immanitas Entertainment
2016-12-02
Indie Adventure Singleplayer
Game News Posts 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(69 reviews)
https://store.steampowered.com/app/497080 
The Game includes VR Support
CONSTRUCT Content Linux [788.25 M]
Explore the system and locate the 8 empowering 'ability orbs'. Find and download the 5 'player upgrades'. Seek out and extract the 16 'system core power orbs'. Do all this and maybe you can escape.
Key features
- 4-6 hours of first person platforming gameplay with puzzle elements.
- Gameplay is a combination of exploration, platforming and careful thinking.
- 8 unique ability orbs to locate.
- Puzzle gameplay e.g. power inactive machinery with 'machine orbs' and light up dark areas with 'sun orbs'.
- Action gameplay e.g. change gravity direction with 'gravity switch orbs' and move rapidly around areas with 'teleport orbs'.
- 5 player upgrades to download.
- Action platforming e.g. upgrade your abilities to allow advanced jumping and boosting.
- 16 system core power orbs to extract.
- Unlock the various areas of the computer system to find and extract the power orbs from the dangerous system core areas.
- 57 unique gameplay areas split between 4 different zones, standard areas, system core areas and upgrade areas.
- 4 unique zone themes: Zone A (City), Zone B (Landscape), Zone C (Abstract) and Zone D (Spherical).
- Multiple render modes: Default, Negative, Monochrome Default and Monochrome Negative.
- Adjustable graphics options: Bloom, Depth of Field, Sun Shafts, Camera Motion Blur, Camera Noise, Chromatic Aberration and Water Quality.
- Keyboard and mouse support (3 button mouse required).
- Xbox 360 controller support.
- Excellent sci-fi soundtrack by Imphenzia.
- Built with Unity 5.
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Dual core 1.8 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GeForce GTS 450 or equivalent ATI card
- Storage: 800 MB available space
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