Tuesday, January 27, 2015

CEGC15 - IMPRESSIONS

THOUGH I KNOW THAT EVENINGS EMPIRE HAS RETURNED INTO SAND...


Well, that was something, wasn't it? Vienna's first attempt to unity the central European gaming community just a few hundred meters away from the Danube. With a focus on the independent side of game development a total of 30 indies got the opportunity to showcase their games, more than 20 industry veterans and experts spoke at the conference and covered valuable topics ranging from production to commercialization and on the weekend the event was concluded by the Austrian Game Jam.


Honestly, I was a bit skeptic when I first heard of the location of the event; "A university", I thought, "So we'll be in classrooms and a lot of people will have to sit on the floor because there are no more free seats?" - Wow, that took me back to studying times. The funny thing is that both the speeches and the expo really took place in classrooms, except for one big lecture hall, I think. But you know what? It really didn't matter in the end. If anything this tinted the whole event in some shades of seriousness instead of being a popular mass-media, fancy lightshow, appeal to 12 year olds mega event with so much loud music that you can hardly talk to yourself anymore. Since I was exhibiting myself, regretfully I didn't have the opportunity to listen to the speeches but I actually enjoyed the talks with other developers, publishers and all kinds of service providers a lot. Naturally I also had the chance to play an abundance of awesome indie titles, many of which are developed right here in Austria without me previously noticing. To me events like that always come down to meeting people. It doesn't matter what games they're making or whether those games are appealing to me personally. It is much more this hardly describable atmosphere of intellectual freedom and the spirit of making dreams happen that I feel most warm and welcome to dwell in. If you look closely you can see that certain spark of craziness in the eyes of most indies that unifies us all under the label "I love games" or "I was there when games became everything while the rest of the world still killed itself for oil or money". You can feel the passion that brings us together and drives us. And that is what makes events like this really stand out!

I'm having a hard time finding something to criticize on the event. Ok, there were small things like standing between buildings with a hundred kilo of computer equipment under your arms and nobody or no sign telling you where to go to (at first), or that a lot of indies almost died from starvation on the first day because the catering didn't work as planned, but seriously... in the bigger picture that becomes more of an insignificant background noise. Besides, there was an unlimited supply of Redbull and coffee, so what more can you want?

If I can make one suggestion though; I would really like to see some sort of rewards for the indie games on the next conference.


You know, not much. No price moneys or racing cars but do something small like giving the first place a pack of Manner Schnitten, some wet and warm handshakes and a few kisses from your prettiest volunteer - I don't know; "Hack the Planet"... maybe a personal tour through or a "Schnuppertag" (trial day) at one of Austria's bigger game studios. It really doesn't have to be much because I am sure all the teams were already happy to be invited there in the first place, but still it's some sort of motivational or rather appreciating thing to do.

As far as I've heard - and of course experienced myself - the party on Friday seemed to have really hit big time; great location (maybe a bit too small until the basement was opened), great drinks and great people having lots of fun while talking business, of course.


Seriously, all in all, very well done! I think it goes without saying that we - especially the Austrian Gaming Community - owe a great deal of gratitude to the people organizing this event. I know there are a lot more invaluable people and partners behind it, but nevertheless let me do a few respectful shout-outs to Mariebeth Aquino, Simon Wallner and Michael Tisler and express my sincere personal appreciation as well as many thanks on behalf of the whole community!

Speaking of "communities",... are you an indie developer, an artist, passionate about videogames and from Austria? I guess you're probably having a hard time connecting to the community for... whatever reasons. Well, I don't fully understand it myself yet and to a certain degree it seems that also drinking is involved (haha), but seriously, you might want to check out some of the following links and connect to those platforms via their various social networking channels in order to see what's actually going on:

Games Austria, IGDA Vienna, Gamestage@AEC, Subotron, OCG

I am sure there's much more but this is definitely a good point to start looking. Since I also personally like to bring people together you may also consider checking my twitter page where I am about to open a public list especially for the Austrian indie/gaming scene. Actually - although much appreciated - it shouldn't require you to follow me in order to get on that list or to retrieve information from it, but if you don't know how this feature works and you want the "easy" way, just follow me, wait until I follow back (which I usually do if you're not a spammer or a bot and which is necessary to) send me a private message with something like "mach den catconnect bitte" and I will hook you up manually. Also please don't get pissed if you're not on the list yet, I am doing the best I can and I hope you know how to contact me.

For google+ users I can also offer you the g+ Community Track17, which I created some time ago for the same purpose but never really took too serious until now. Yes, it is a private community - at least for now - but I guess you can imagine why. Being private basically only means that you would have to request permission to join the community from me and that whatever is posted there can't publicly be accessed. Not that I would decline somebody in general but for the sake of keeping a quality stream rather than a spammed one, also taking care of really just having Austrians to help the local scene in this case, as well as keeping some development-related posts at least somewhat "protected"... for now it will stay that way.


VANISHED FROM MY HAND...


So, how did Phi do at the expo? Well, actually pretty good, I'd like to think. Considering the very early stage the game is in after only a few months of solo work on the preproduction prototype, I really think it turned out great. There were no unexpected errors, glitches, crashes or whatever. Sadly my cool - as well as expensive - mouse didn't survive the trip and now I have to turn the pennies to buy a new one... yep, learned something there. But more importantly the players in general seemed to be pleased and played - as little of a game I made for them so far - more or less precisely how it was intended. Yes, of course there were some that didn't really understand where the game is going, but given the characteristics of a story-based, classic, non-linear and utmost atmospheric adventure - of which nothing could be really experienced in the prototype as it will be later - that is more than understandable.

What hurt most was seeing a lot of players totally fail and getting near their frustration tolerance limit at the wall-jumping sections. BUT not to worry, similar to a lot of other - so far - purposely neglected, movement related features that is one thing that is doomed to change radically, as soon as the 3D model of the main character will replace the stickman placeholder and "real" physics and animations take over.

What made me happy the most was watching at least a handful of people who really took the controller and knew exactly what they were doing. From a lot of talks afterwards those players seemed very like-minded to myself regarding the games they've played in the past, the games they consider to be great games and ultimately the games they would like to play again in these times of somewhat chaotic innovation and false promises. For the first time - outside the realm of my close friends - I had the feeling of really connecting to people through my own vision of how a game could be. Like some sort of confirmation that this "magical" target audience that I always only assumed is out there, in fact really exists. That was really a great experience and an even bigger motivation for me.


LEFT ME BLINDLY HERE TO STAND BUT STILL NOT SLEEPING...


Well, as much as my weariness amazes me too, Mr. Dylan, at some point I promised my body (and my girlfriend) that I will rest a bit, so this is what I intent to do now for a while. It's not that I will do nothing but at least the crunching is over and the programming aspects of Phi will be stopped until I have found somebody to support me in this field of work. First I need to put a bit effort into the public representation (website) of Phi. Then I really want to start work on the 3D model of the character, which alone is going to take several weeks and just then hopefully everything boils down to a swift and polished state of the prototype which will lead to some nice game teasers around spring time.
Also I desperately want to play some games again for a change. I still have several reviews and posts scheduled that I want to finish and put out to you as soon as possible, the new remake of the Resident Evil remake is out already, not to mention all the great stuff I saw and played at the conference expo!

So yeah, stop by some time and see what's going on. Thank you all very much for your ongoing support, thanks again to the people behind CEGC15 and many thanks also to my close friends Eibi, dem Mann aus der Kiste and Natalie for helping me at the conference and with the artworks!

Help building the Austrian Indie Game Community yourself by being active, linking, tweeting, sharing, drinking, producing,... you figure. The CEGC15 was just the beginning - and for that it was already more than a success! It's events like this that bring us forward... that cause ripples in a world of concrete with rules that shatter dreams before they are even born. It's about time that also Austria truly enters this sphere of cultural importance that is video gaming. The indie wave is already in motion. Let's ride it instead of just watching it, shall we?




Play more! Connect more!

Thursday, January 8, 2015

PHI - DEVLOG 5

 A WIZARD IS NEVER LATE, FRODO BAGGINS. NOR IS HE EARLY.


Hope you did spend your Christmas and New Year holidays as productive as I did... if not, I hope you could at least rest and relax and leave that excruciating last year behind you. Need some motivational music to welcome 2015? - You might want to check out Corporate Lifestyle Simulator. ;)

Sorry that posts about Phi seem to get a bit out of hand. I am actually also working on a lot of other hot drafts, including reviews about Xbox One, Assassin's Creed Unity, Satellite Reign (to which I've had alpha access for quite some time) some mobile games, the final Reboot Infogamer post, with a ton of great indie games and more.

- Unfortunately you will have to wait a bit longer for that because currently all my energy is channeled on the Central European Games Conference Expo and getting the Phi prototype as ready as possible for it.

So yes, I have been working my ass off during the holidays and therefore I proudly announce the abundance of new features that I have added to the prototype:


1. HUD-System
  • Life-Bar (display health minus damage)
  • Item-Icons (found/active/inactive)
  • Button-Layout/Interactive Help (f.e. X-Button will be showing "Use", "Push", "Throw" depending on the situation) - This was extremely important since without that a player would have no clue what to do in certain situations... naturally.
  • GUI-PopUp Messages (for character comments and tutorial purposes / key items)


2. Essential Game/Prototype Systems
  • Health/Damage System (player can now die! ... and heal) in conjunction with
  • Damage Types (f.e. Fall-Damage, depending on the time falling, Instant Deaths, etc.)
  • WallJumping (reworked, smoothed, tied to FallDamage and other components)
  • RopeClimbing and Swinging (further improved to the point where most glitches should be avoided)
  • CheckPoints and Respawning - Essential for the prototype to avoid frustrated players at this early stage. The final game will not work with Checkpoints however!!
  • KillZones (in general, should something go wrong, and in specific places) for example for:
  • Traps (spikes you might land on, or that drop from the ceiling, and so on






3. Sound Effects
  • Character Movement (walk, run, jump,..) determined by
  • FloorTypes (onConcrete, onDirt, onWater, onWood, onSand, etc.)
  • Other Character Sounds (walljump, wallsliding, die, fall, get hurt,...)
  • Environmental (3D sounds for atmosphere, f.e.: torches, sand, water,... GREAT STUFF!)
  • More Sounds (Checkpoint reached, respawned, itemFound, and so on)
  • All old sounds (door, switches,...) reworked and adjusted


4. Other Stuff
  • Added several death animations and
  • Added blood particle effects to the character
  • Reworked the camera to show the animation plus:
  • FadeToBlack and FadeFromBlack functions (also used for example with the respawning)
  • Improved certain areas in the game where it was hard to know what to do or the physical options weren't there (mostly walljumping related)
  • Added multiple assets to further increase the ambience and give a bit of eye-candy (yep, this I'll be still doing in the last night before the Expo, I am 100% sure!)
  • Reworked all lights (textures for the torches, sound effects and light composition... needs more)


Ok,... I think that's all I can recall from the top of my head for now. Sounds like a lot? - It is... really! If I simply drop dead tomorrow, you know why. :D Believe it or not, the things that are still on my list (not including making posters, flyers, a ridiculous trailer, composing a stage theme and so on) is still one more time that long. One major point on that list is adding enemies... great, huh? And the clock is ticking.


HE ARRIVES PRECISELY WHEN HE MEANS TO.



C'mon, you get that one, right?

Ok, let's just enjoy some more of the new screenshots and - as always in the worst quality ever - a short video, this time demonstrating how you're not supposed to do walljumps.

It is really a shame you can't enjoy the great 3D environmental sounds... well, some time, I hope you will.






I honestly don't know if I can put out another devlog before the Expo - or any other post for that matter. But I will do my best! If you really miss me that much, I suggest you also follow me on twitter for the time being. Yes, and naturally I would also like to welcome you very much at the Phi booth at the CEGC15 Indie Expo!





I hope you enjoyed this devlog as much as I did. Have a good day/night everyone!

Play more! Work more!

Wednesday, December 24, 2014

MERRY CHRISTMAS! - PHI GOING EXPO...

AT THE CEGC15


Unbelievable but true; I can really show the preproduction prototype of Phi at the Indie Expo for the CEGC15 (Central European Games Conference) 2015 in January in Vienna!

For that reason Phi is about to get even more exposure; For one, yesterday night I finally pulled up my sleeves and submitted the game to IndieDB where it is currently awaiting authorization, while I am awaiting all your friend requests. ;) Secondly I started to sketch out the stand-alone website for the game. That was supposed to come a lot later but alright, I think I can still make it happen and the page can go live in time before the Indie Expo. Yes, and lastly, as you have seen, I also finally finished the new logo for Phi. Maybe there will be minor changes along the way but basically I am happy with it. What do you think?

There are still a lot of open questions I have to ask myself - especially regarding the Indie Expo - but I will do my best to keep you updated during the holidays.


For now let me just express my thanks to the organizers of the conference and wish you all a Merry Christmas! I already got the best present ever and I hope you will also get what you wished for!




Stay tuned for some more posts during the holiday season.

Play more! Hope more!

Monday, December 22, 2014

PHI - DEVLOG 4

BASIC WORK DONE ON THE SEWER/RESERVOIR MAZE


Yep, still following the same plan: Laying out the basic level for the prototype. Since the last devlog I have been working intensively on just one section of the game (well, the preproduction prototype level). The area is sort of a small reservoir or a sewer if you will. For the actual game this will not be only a small area but rather a whole section with lots of rooms and a lot of tricky puzzles. I was not surprised that it took a bit longer to do this area because this time I had pretty high goals as well as a lot of new stuff to get into. In the end it was absolutely worth the effort, judging not only from what I've learned.


 

NEW GEOMETRY AND GROUPING


Since water is supposed to flow in this reservoir and the structure also should resemble a maze, I had to make a whole new set of models for it. All in all I have done more than 20 new assets together with necessary mapping of the UVs. Most importantly: the pieces are connectable in multiple ways and really allowed me to make this area how I wanted it to.

One very important and utterly timesaving thing I have learned while doing this is to do group exports/imports for Unity3D; So far I've been working a lot with the UDK and from a building perspective Unreal was always quite nice giving you assets like walls (essentially cubes) and allowing to put different textures on every side of them. Well, maybe I am just superbly stupid, but one thing I missed in Unity, ever since I started to use it quite a while ago, is that this apparently is not possible there. To me it seems as if Unity is mostly just assuming you have all your assets from another source because building even the simplest structures in Unity can either be extremely painful or even impossible. Also - although the option exists - it is not possible to offset textures for individual - or even general - pieces of geometry. This function exists but I really think that this function is buggy - at least for the Unity version I am running.

Anyway, I found a very neat - and probably even logical - way to avoid all this and not having to import for example six individual sides of a cube and then group them in Unity but to simply export groups of meshes. That way Unity will also just import one single object as group (one big cube with 6 sides), let you place, scale etc. one single object as a group BUT also give you access to separated pieces of geometry and for example let you assign different materials to different "child" pieces (the sides of the cube)! - The scales fell from my eyes...


THE MAGIC OF DECALS


This time I really wanted to go a bit more into the optics, mainly just to try out if decals, in the way I plan on massively using them for the real game, will do the trick. - Luckily, they passed! Although not really representative for the final game, I am highly pleased with the results so far. All the moss in this area are different types of decals... they really give it a bit of the je ne sais quoi, right?

If I now already had the shaders I wanted and some real and working depth sorting, instead of the "built-in" one, I could really go crazy with that.

Unfortunately for now, transparent plus normal remains an issue, especially when there is a render task of for example: geometry - transparent texture - transparent particles - transparent texture and five different shaders are involved.


WE ALL NEED WATER, RIGHT?


Since this area is kind of a sewer, water was quite essential to it. So I've been playing a lot with the free and the pro version of Unity's built-in water systems. Although they both seem quite nice neither produced a result I could live with in terms of visual as well as performance. - Unfortunately both seemed to made just for one purpose or rather scenario: Outside, for either terrain based lakes, rivers or a vast sea, for ship games and so on. I see a lot of potential in the pro water, but unfortunately I can't tell too much about its settings and options since most of them - naturally - are not available in the basic version of Unity. - If you're wondering, yes, you can use the pro water also in the basic version, BUT you can't change or edit 80% of its properties. Unfortunately I am yet again left with the impression that nobody produces or thinks about games that play INSIDE anymore. Today it's obviously all about the usual open-world, quest-driven, boring, outside games...


ADVANCED SWITCH PUZZLE


Of course this area was also to include a more demanding puzzle, since - naturally - the preproduction prototype has to get more difficult with time as well. - Again, thanks to the new assets I could really play around and create a small maze with the goal to find and activate three switches (this time in form of stone platforms to be stepped on), which will also activate or redirect the water flow, before the player can activate the final switch and by doing so open the door to leave the area. - Let me tell you; I'm having a blast running through this area pressing switches already!


MOBILITY UPGRADES... AGAIN!


Not only the area itself demanded it, but since it is also in the plan for the final game, the famous black stickman got upgraded again and is now starting to become a real adventurer:


1. Sliding down side walls...

so that he won't get hurt from falling and - primarily - to look damn good while doing it. - No, seriously, a game like that would never work without sliding the walls.
While for now this ability is just unlocked by entering this section, but in the final game, Daniel will get this ability by finding Imhotep's Sandals, one of the many relics that can be found in the game.


2. Walljumping up side walls...

to traverse up, when there's no rope or a ladder near. - Another typical mechanic for platformers and always one I enjoyed a lot. Now approaching this topic from a programming/how does it really work - point of view, I have to admit it wasn't that easy to implement. In all honesty, my solution is not working quite like the walljumps I can remember, but... first of all it's OK for now and secondly - since I had to deal with several limitations - I still think that I made it work well and probably even intuitively for the next-gen folks playing more Assassins Creed than old-fashioned Super Metroid. For now walljumping works by holding the A-(jump)-Button and when touching a wall, pushing the left stick (movement) towards the opposite wall within a reaction time limit. I don't know... what do you think? To me it feels a bit strange not to press A every time when you want to jump off the wall too, but somehow it is also quite nice, working good and after traversing one wall segment it becomes second nature. - I guess I will have to wait on real feedback for that.


IN CONCLUSION:


In the past few days, when I had the time to work on the game, I spent it on making several new assets for the basic level foundation and learned a lot by doing that. I completed a whole new section, and this time put a bit more effort on the visuals, which not only proved to myself that my decal plans are quite fruitful but also caused massive experimentation with water and water effects in Unity, leading to some great understanding, knowledge and decent enough results.

Furthermore I made like a handful of new scripts including mobility upgrades, that start to give the real feeling of adventures exploration, as well as multiple switch/event triggers and so on... ah... and also small things - have you noticed the water splashes while the character is walking in the water? Not that hard to do but yeah... it's there now!

All in all I am really happy and I feel like a lot has been progressing again. This will not be the last time I will be writing before - or rather during - the upcoming Christmas time, but it is definitely the last devlog for this year. Of course I will work on the game also during the holidays and I will most certainly put up some posts for other topics, but please expect the next devlog just around Mid-January.

So from a development perspective, let me already wish you Merry Christmas and a Happy New Year!

- Please enjoy the new video:




Play more! Slide more!

Wednesday, December 17, 2014

UNCANNY VALLEY

HORROR MEETS STYLE AND VINTAGE

sIPX' 1st placed RIG2014 Indie Title




What a game, ladies and gentleman! I am proud to present to you my first placed indie game from the Reboot Infogamer 2014 in Zagreb! - If this isn't going to blow you out of your chair, I don't know what else would...

I know there are great indie titles coming out all the time. Some of them don't get enough attention, which is totally unjustified, others get too much attention although they might not be as good, some sell for thousands of copies and others for millions,... let me tell you: This game is doomed to hit big!

Uncanny Valley, developed by Cowardly Creations, classifies itself as a Survival-Horror game, but believe me, it's actually quite more than that: First of all, aside to great music and a perfectly fitting sound experience, which naturally plays quite a big role in any game, it's a 2D-pixelart masterpiece! Seriously, the graphical presentation is unique, simple, harmonious and above all shows a level of talent in vast dimensions. - Especially considering the age of the game's graphic designer, who I was honored to meet in person together with the whole team.


When it comes to horror games - especially the modern type, which is mostly done in a First-Person fashion - many developers already miss the aspect of horror by creating ridiculous monsters... C'mon, isn't all the spook gone as soon as go got a closer look at some kind of dinosaur or a grotesque man with a naked butt? In my opinion stuff like that has a 10% chance to be frightening versus a 15% chance to be at least cool and a tremendous 75% chance of being simply laughable, which ultimately destroys the whole horror experience.

It doesn't matter if it's a horror game or a movie, in most cases the real spook is destroyed by overambitious monsters or creatures and above all by always wanting to show and explain everything. Sorry to burst your bubble, but even zombies aren't frightening anymore nowadays. At best they also fall under the label "cool". I am really happy that Uncanny Valley understands that and makes perfect use of truly scary stuff! - Let me tell you how this game got me hooked after maybe a minute of playing the demo:


RUN!


So,... you are this guy,... just some guy walking down the streets and minding his own business. After a while there comes this other person from the left. You can't make much of this stranger, he's just a dark dressed man. But there is something really spooky about him: His face seems pale and his eyes are glowing white. Well, with your pants full you most certainly are not going to turn around, walk towards him and ask him for a cigarette, right? You need to gather all your courage and stop walking for a second, just to see the reaction of the other fellow... of course, he stops as well. Hmm,... so you guessed right: The guy is following you! Your pants get a bit heavier and you continue to walk away from him. Unfortunately he is walking a bit faster and gets closer to you and when finally the message pops up that you can also run, it's almost too late; a terrifying scream finally breaks the last upright bit of spine in your back and as the stranger starts to run towards you, you only have a second to react and start running yourself... panic, anxiety... fear! Soon you are followed by a whole crowd of these really terrifying beings and they are constantly getting closer... where is the end? Where can you hide?


This is what happened to me during the first minute of playing this game! - Isn't this awesome? This is how you do it! This is how you scare the crap out of people!

You don't need blood or mutated reptile monsters, you don't need grotesque and sadistic torture scenes or rooms where for x amount of time an infinite amount of zombies holding dynamite in their hands crawls through the windows while you are playing Rambo behind a stationary machine gun!

Secondly (yep, I am pretty sure there was a "first of all" somewhere up there) this game's designer and programmer - a big fan of classic games and a connoisseur of quality in that regard - really knows what he is doing. By combining essential, proven and classic video game elements with innovative ideas Uncanny Valley will not only be something unique but also something very enjoyable in terms of game mechanics. For example: We all know that death (as in "game over") can be a frustrating thing - especially in a survival game. How is the game dealing with that? Well, of course you can die in the game... BUT it's not supposed to be a game where you have to watch your life bar and basically just prevent it from reaching zero. Uncanny Valley is built on the foundation of an action-reaction-consequence system. If the strangers at the beginning catches you for example, the game will not be over and you just have to try again. The game will continue instead... in a different way maybe, but it will go on. First of all you will be directly punished in terms of your maximum sprint speed being reduced slightly - making further encounters and running from the creepy stuff more difficult in the future. And secondly the game might take you to a different place/position in the story compared to where you would have ended up, if you had successfully mastered the task.

The more I think about this, the more ingenious it gets! Why? - Because already during the game it offers multiple scenarios and challenges, directly depending on your knowledge of the game as well as your skill in general, which ultimately lead to a very high replay value, multiple endings and probably unexpectedly long playtime! At least at the moment there's no game - sandbox games excluded - coming to my mind that did that... certainly not on the level Uncanny Valley promises.


TWISTED, DARK AND CONFUSING


So yeah, besides great retro pixelart looks, atmospheric sound and awesome game basics, what else is there? What can we expect from the story?

To be honest, I can't answer the question regarding the story. Even if I could I wouldn't cause it would most likely spoil a core component of the game. Let's just say that similar to Silent Hill, it plays in a realistic setting but at the same time in a crazy world; somewhere between reality and a nightmarish dream.


It seems that as a security guard you will be investigating a strange facility but at the same time you will be exploring a desolate city (with a different guy?),... always waking up and falling asleep to the point where everything melts and you completely lose track of what is real and what is not. I guess we will just see what it's about when we play the final game.


GAMES WITH A SOUL TO RULE THEM ALL


I honestly like this game a lot. As I said, it took about one minute to draw me in completely and it didn't stop after that. It is one of these magic games that have the power to amaze constantly. By now - at least we 30+ gamers (probably rightfully) - think we've seen everything. We are all trained to look closely, to question everything and to find this one thing that doesn't fit, that smells like rip-off and that doesn't look or play as it should.


But there are some games where all this bigotry just stops and dissolves in nothing more than a great experience. Games that really create emotions beyond intense particle effects, 4k normal maps and massive synaptic overloads. Games where you feel that there's somebody real behind it, creating and thinking about every detail. Games that don't take themselves too seriously and make you laugh although they might actually be scary as hell horror games for example. Games that don't give a damn what can be done and what not and that in the end show the industry how it should be done... Uncanny Valley - to be released early 2015 - is one of these games and if you call yourself a true gamer, you shouldn't miss it on Steam for anything!

Play more! Rule more!

I strongly suggest following and supporting the development of the game as well as the creators under the following links:

Facebook: http://www.facebook.com/uncannyvalleygame
Twitter: @CowardCreations, @TadejKupcic, @DaniloKapel
IndieDB: http://www.indiedb.com/games/uncanny-valley
Tumblr: http://uncannyvalleygame.tumblr.com/
Reddit: http://www.reddit.com/r/UncannyValleyGame/