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Studio CloudScape

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A member registered May 28, 2017 · View creator page →

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A guide for Faraway Proximity has been published! You’ll be able to find many hints on how to solve most puzzles in the game.

Spoiler warnings are placed accordingly, of course. Follow this link to read!

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Hello!

Faraway Proximity has been updated with several new features! Here's a list of the changes:

Visual Hints

Before, when you were near a Book Container, there was no way for you to know if you needed certain abilities to solve the puzzle linked to the container. Although you could have explored and figured out if an ability was needed or not, sometimes, given the amount of abstract objects in every area, it could have been confusing not really knowing if you were ready for the puzzle or not. These visual hints indicate that not every Book Container is similar and they give you a more concrete road to follow: if you don't have a certain ability yet, it's better to find another container first. You can still explore everything in the game from the start, but these hints can help you decide what to do first. Below you can see an example of the hints --they represent the abilities you'll need.


Auto-run and Running Speed

The player's running speed has been increased. The player can run now almost twice as fast as before. Although the speed has changed, it still feels adequate within the context of the game.
Auto-run is now an option. When enabled, the character will always run. To activate the new feature, press R2 on your gamepad or CTRL if you are using a keyboard. To deactivate it, press the same button or key (control descriptions have been updated in Settings as well). A notification will appear on the lower right corner when the status of auto-run has changed.


Auto-run is not initially active. At first, the character will walk when you move and run if you press the run button or key (L2 or SHIFT). This is to make sure the player realizes that there are two ways to control the character. Slow walking might be helpful in some areas of the game, therefore it is important for the player to know that it's an option. If you want to enable auto-run for the entirety of your playtime, you'll only have to do it once.

Loading Improvements

Before the update, you had to wait for a new area to load when travelling from one of the four main stages to the Book Containers or Unlock Gates. And when you completed the puzzle, you had to return to the main stage and wait again. Although the waiting time wasn't that long, the loading process could feel repetitive when you were exploring. With this update, there's is a new trade-off between memory usage, loading times and overall experience of the game: the time the player has to wait while playing the game has been reduced almost in half!
The game will require a bit more memory but in return you'll only have to wait when you change main stages and when you travel to Book Containers or Unlock Gates. For example, if you are in the first stage and you travel to unlock the first book, you'll see a loading screen while the new area gets ready. However, when you get back from that area, you will return to the main stage immediately! This is important because loading the main stages takes notably more time than any other section.

Completed Book Containers

In addition to displaying the book you unlocked, the Book Containers now have a "crown" to verify that you have completed that area. This is helpful to distinguish more easily what containers are still unsolved, especially from afar.


Incidentally, story-wise, the "crowns" are related in a very obscure way to the "ribbons" in stage 04042. Because of course they are.

Please comment if you encounter any issues after the new update.
Have a nice day!

Find the missing books! Faraway Proximity is now available for download on Linux and Windows. If you find any issues with the game, let us know directly or start a new discussion in the community page.

[New Cycle Started]


We’ve uploaded a teaser trailer and a new set of images. You can now see more of the places where the puzzles are located and also the main character of the story! (it is a third-person puzzle game after all). There are also references to the book’s interior pages: after you retrieve them, more puzzles are unlocked when you read their contents.

  We will continue to upload more information in the following weeks.

[The First Post]

Hello!  

We’re happy to announce that Faraway Proximity will be soon released on Itch. In the coming days and weeks we will share new images, videos and details about the game. Until then, thank you for stopping by our page!

Pathway community · Created a new topic Pathway v2.0 Update

We have updated Pathway to version 2.0! The most important changes in this major update are detailed below.

Pathway is now powered by a new game engine. Note that previous save files (version 1.00 and 1.01) will not work with the most recent update. However, legacy builds of the game will remain a part of the application download just in case you'd like to revisit your progress.

The layout of the pages has been modified to give more space to the in-game text. The fonts have also been tweaked to improve readability of descriptions, menus and buttons.


Some new effects have been implemented in several mini-books to create a more distinct look. For example, the mini-book that transports the player to a pine tree forest now has shadows of clouds moving through the screen.


Lastly, several mini-books were added to expand the story and give the player more information. These mini-books create a sort of "hub" where the player will learn the details of the mini-books quest (among other things).


If you have already completed the game, we invite you to visit Pathway one more time. Although the puzzles remain the same (with the exception of the one that changes every time a new game is started), there are many little details and new story elements that will make the game feel new.

If you run into some issues with the update, let us know!

Pathway community · Created a new topic Update v1.01

Hello everyone. Version 1.01 of Pathway has been uploaded. It's a small update with only a few modifications:

-Fixed an issue where the game would not respond correctly when the player changed languages more than once during a gameplay session.

-Modified several words that were missing letters in the Spanish version of the game.

Hello SetoKonowa!

Thank you for your message and for your interest in our games!
Yes, you are correct. 50.05 was part of the first edition of 80.08. When the game left Steam and 80.08 was updated to the current version, we decided to remove 50.05. We are currently thinking about updating 50.05 just like we did with 80.08. Hopefully we can share more news about it in the coming weeks. Consider following  us here on Itch to receive news regarding 50.05 and the new games that we will be releasing soon, or visit our website studiocloudscape.com and join our newsletter.

Thanks again!

[ Evemnesis ] community · Created a new topic Update v1.5.1

-Fixed an issue where sometimes, on Windows computers, the game would freeze for a few seconds after the player opens the main menu for the first time.

Hi pixeldrop! We continued testing builds of the game on several machines and found that sometimes, on Windows computers, the game would freeze for a while after you are told to open the main menu for the first time (image below). Although it only happened on the first play-through, it might have been the reason why your version of the game became unresponsive. It turns out the delay was related to Windows taking too much time to load a font for the first time (it didn't happen on Linux). We just updated the game to version 1.5.1 and that problem should be fixed. Please update your game and tell us if you keep having trouble with the beginning of the story or if you have any other question. Thanks for telling us about this issue! 


Regarding the input mapping, we tried some workarounds to give the player some controller functionality. However, because the game was designed to use only keyboard and mouse, we think partial controller input (only for movement) makes the game more difficult to play and we can't implement full controller support at this stage of development. Thank you for your observations, we'll consider them for our future projects.

Hello again! We tested the Windows build and found no issues at the start of the game. Is this what you see when you walk towards the stand? (image below). If it is, then it's part of the game. This screen prevents you from walking for a few seconds. There's a countdown at the bottom of the screen using the symbol ' - '. After the countdown ends, a loading screen appears and then the first stage begins. This pause at the beginning might seem strange, but it makes sense later on after you complete the second stage. Nonetheless, if you're stuck on this screen, something else is happening. What are your system specifications? Do you have a dedicated video card? Let us know. We are also currently looking for solutions to the input mapping issue so you can use a controller.

Hello pixeldrop!

Thank you for your message. Unfortunately, the game was not designed to play with a controller, that's why you are having trouble with the input mapping. However, we will try to implement a fix for this. We'll let you know soon. With respect to the first room, are the 0's you are seeing all over the screen? Or are they images? You are supposed to find a barrier at first with blank spheres and symbols but it should go away on its own after a few seconds. What operating system are you using? Could you post a picture? We will make tests on Windows right away to see if we can find something.

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A new demo for [ Evemnesis ] has been uploaded. Discover a new mini-quest that takes place before the modifications to the Searching Cyclical System are complete!


80.08 community · Created a new topic New 80.08 Demo
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A new demo for 80.08 has been uploaded. Explore the main stage and face the first four beings!


80.08 community · Created a new topic Update v2.6.1

A small update for 80.08 has been uploaded. It fixes an issue where the main stage would display incorrect lighting in certain areas.

[ Evemnesis ] community · Created a new topic Update v1.5
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Evemnesis version 1.5 has been uploaded! This update introduces a new system of transportation for the first stage. It is in itself a new puzzle that might help you with the main challenge of the [Nameless] area (although solving it is not required to advance).

The new transportation system also reveals a new version of [ Nameless ]! Now the first stage will portray a better sense of the passage of time.



Explore the new system and discover all the other new details included in the update!

[ Evemnesis ] community · Created a new topic Update v1.4.4

-Fixed an issue where the game would slow down when playing the second stage for the first time (on Windows OS).

Versions 1.4.1, 1.4.2 and 1.4.3 have been uploaded! Here's a summary of the most relevant small updates that were made:

1.4.1

  • improved general performance of [Nameless] level.
  • improved grass performance in [Nameless].

1.4.2

  • fixed an issue where a material would seem much brighter on Windows.

1.4.3

  • new grass and tree animations.
[ Evemnesis ] community · Created a new topic Update v1.4
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Hello!

We have uploaded a new update for [ Evemnesis ]. Here’s a summary of the changes:

  • Fixed several sentences in the User Interface.
  • Fixed an issue with the stars in [ Nameless ] (sometimes they appeared in odd places).
  • Better performance in [ Nameless ] when using higher quality settings (the grass and terrain shaders of some islands were slightly modified).
  • The biggest change of this update is related to a shader employed in one of the final places of the game. The light-rain (spoilers) falls more smoothly now and the overall performance of the stage has greatly increased.

Let us know if you find any issues with the updates!

[ Evemnesis ] community · Created a new topic Update v1.3
(1 edit)

Hello!

After a peculiar couple of months, we finally completed v1.3 of Evemnesis. This update contains major changes that add more content and improve the overall performance of the application. Here’s the summary of the more relevant modifications:

  • The shader used for the grass in the first stage was completely replaced. The new shader drastically increases performance by generating individual blades of grass using a geometry shader and not relying  on cutout textures. The stage looks a little different but it keeps the same tone as the previous version.
  • The navigation in the largest area of the first stage was improved as well. There were instances when, for no apparent reason, the player wouldn’t be able to walk freely or completely miss a collision. With the new navigation system, those issues have been fixed. The terrain shader was also replaced to give the ground a better look and more color variation.
  • The game has a new User Interface. The new design was created to give the player more control and more information about the game. All of the story elements of the game are managed with the new interface. It is now more clear what tasks need to be done and the player can read previous interactions with the System (just in case a clue was missed). The interface also contains hints, establishes in-game achievements and stores the artifacts unlocked as the story progresses. The new User Interface is the biggest change in this version of Evemnesis and it will hopefully improve the user experience of the puzzles and storyline.
  • All of the stages were modified to improve overall performance (i.e. different materials, additional Level of Detail systems).
  • The game now includes several more puzzles linked to the Writing Artifact and the out-of-place objects in the world. The new challenges require the use of the Writing Artifact and the search for certain codes that can be unlocked during exploration. Don’t forget to look around for interesting places and objects!
  • The first stage has a set of new stars that look better during the darkest hours.
  • There’s a new ‘mini’ ending that can be unlocked after everything in the game has been completed.
  • New trailers! The main trailer was entirely remade and the second trailer was heavily modified to better showcase the changes of version 1.3 with more gameplay and the new User Interface in action, check them out!

Let us know if you find any issues with the update.

Best regards.