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Patch 1.0.11 (the largest one!)


Patch 1.0.11, i.e. the eleventh (in binary code 1011 is also 11!). I tried to fix all the problem areas according to your feedback as much as possible. I was making this patch for a month and a half, took a vacation at work, worked on it all May holidays, so, long story short, enjoyed being an indie game developer at full speed. At this moment, this is the biggest and most comprehensive patch. It is quite possible that while fixing some bugs I introduced new ones, so if you see anything strange, could you please write to me, I'll try to fix them as soon as possible. So!

  • I added some additional reactions and explanations of how things work to almost every level;
  • Also, I went through all the levels and almost everywhere I did the disabling of unnecessary hotspots and removing already used items;
  • Generally cleaned up various dubious moments. For example, at the mushroom level cocoons are now switched by the indicators themselves, and unnecessary mushroom-switches were removed; I replaced irritating special effects at the greenhouse, also they would appear less often; now you can not drink two zhirbles at the same time and if you accumulated several zhirbles, they will be drunk one by one; slightly reworked two puzzles; corrected and added hints; fixed lots of small and middle bugs, etc., etc.;
  • Made some kind of 'story mode' - you can disable the hint timer, but then you can't get one of the achievements; everyone who has finished the game before this patch will get this achievement automatically;
  • Graphics was improved too: a new level tree and a new illustration frame are made; initial illustrations with the hands replaced by the ones, etc.


[ 2024-05-13 16:57:44 CET ] [ Original post ]

Exit: A Biodelic Adventure
neurosaur Developer
neurosaur Publisher
TBA Release
Game News Posts: 34
🎹🖱️Keyboard + Mouse
Positive (32 reviews)
"Nano, Bio, Neuro", the slogans of the new age!

Welcome to the world of living technologies, a world in which computers can be fed and cured, where DNA-passwords open gene-locks, and insect hormones revitalize memory. A world with biofactories that give birth to household utensils, where genetically-modified molds can generate virtual realities, and — worst of all — where an epidemic is ravaging the human race, infecting people's neuronet implants and enslaving them to the mysterious Worm.

You'll end up locked underwater with a giant ichthyoserver, trip on biogenic hallucinations and even get tied up among mutant beetles. You'll program sentient tangles of tentacles with foreign genes! Don't forget your own body, of course: you'll give yourself extra fingers, lend your eye to a biorobot for espionage, and even let your nose run off and whiff some spores for a while. You'll even enter your own spine!

But having entered this brave new world, can you find the Exit?

For fans of the biopunk subgenre; early movies of David Cronenberg ("Videodrome", "Naked Lunch", "eXistenZ"), the books of Stanislav Lem ("Eden", "Observation on the Spot"), Paul Di Philippo ("Ribofunk"), Jeff Vandermeer ("Born"), the comics of Charles Burns ("Black Hole", "Last Look"), and the classic Dark Seed and Vangers games.

Features
  • Story-driven biopunk point-and-click adventure;
  • Elbow-deep in bioflash drives, living joysticks, brain caviar, insect ampules, and smelling snails;
  • Puzzles based on the use of many natural and implanted organs (nose, mouth, bioport, reference mollusc, caterpillar-injecta and more!);
  • Characters of a wide and strange variety: shoggoth, crocoquacker, naturmorph, octopad, tortoysa and all other uroboroses;
  • Several playable helpers, including Military Fish and Autonomous Ear;
  • Virtual Assistant "Jolly Jelly" with a dubious sense of humor ("If you've got hairy hands, you don't need a towel!");
  • Three obvious virtues of the protagonist's companion: determination, resourcefulness, and confidence!;
  • You can't die, but you can drink zhirble (remember, only drink a zhirble if you see a chorble!);
  • There's an Exit!

Story
It all started when the neuronet brain-implants were made. They were designed to help people; sort information, filter out bad smells and tastes, clear out your thoughts. Despite claims that the neuronets reprogrammed their hosts instead of adapting to them, they boomed in popularity. The neuronets grew. They integrated, became aware of their hosts' secrets and weaknesses... And then, like a sudden crash of thunder, the Epidemic of the Worm happened, and the human race surrendered to the neuronets. Entire wormy cities now exist where inhabitants perform sinister rites and search for new victims.

Who are you in this story? Hunter or prey? Fugitive or savior? Which do you choose: to fight, to fit, or to Exit?

GAMEBILLET

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