Hopefully you will find a good deal, current GPU prices are insane
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Hi Sherbyna,
The game is graphically more demanding.
4GB of VRAM should be enough, but everything should be set to lowest graphical preset. Unfortunately I can't tell how well will the game run, but I saw some players playing it on some older notebooks with lower specs.
The game will most probably look a little "rough", screen resolution should be reduced and frame-rate would most probably won't reach fully smooth values...
If the game run slower on start, give it a little more time to load resources (everything should be ready as the game intro cutscene finish, but move camera around a little to trigger loading of additional resources)
The game is available for free so my best advice is to download it, start it (no game installation required) and set everything in settings to low. Try if the game is acceptably playable for you.
*first loading might took a little longer
Hopefully you will be able to run and enjoy it.
Right now I am in prototyping stage. Checking the flow, validating story holes, detecting boring places and balancing difficulty.
I’ve made myself a tool to make fully functional and testable storyboard prototype so I can iterate faster.
Some stuff looks great on paper but does not feel entertaining in game. I hope I will filter out all unnecessary/boring/broken things out so I can focus development into important things.
You can definitely upload it now. I don't think I will be able to submit any major updates for next few months. Even that will be mostly something closed to gather more feedback.
Current version uploaded here on itch.io will be mostly something like an intro which will serve as play-style selection. After that the game will continue the story in a way the player find the most suitable.
Right now it's not as readable as I was originally planning, but the deadline was tough, and I have to cut some stuff out.
After a week or so, I still had a lot of ideas so I decided that I will not finish it just as a short but try to make something more polished and more complex instead.
To start with painkiller
Q: "Who are you?"
A: Choose A or B - affects different part of the game
Q: "You are getting pretty tired, but there is some stuff that needs to be done"
A: "I'm going to sleep, I know I can do it tomorrow..."
Q: "Your friend asked you to help him with moving into his new house."
A: "I can’t today, I have a migraine"
Thanks, I'm glad you enjoyed playing the preview. It's still in a very early stage of development and I hope I'll have a chance to improve it.
Today I'm releasing a bugfix update, nothing major, just some missing textures and models that got lost during the packaging process.
Unreal Engine can be a little buggy and unstable sometimes. The development was a bit crazy, I tried to finish as much as possible in those 5 days. There are definitely things I'd like to add in the future.
Yes, you will need something more powerful. Internal graphics does not have necessary power for some features in the game.
My recommendation is at least gtx 1650 for low settings or rtx 2060/3050 for medium.
Maybe the latest internal graphics chip in AMD processors, like the one in steam deck, is also able to run the game at low settings
Not necessarily a skill issue. The game is supposed to be more challenging. Compass is only showing the direction, finding the way is up to the player. If you run out of ideas feel free to check out provided guide. It’s just a general story overview rather than detailed guide. It’s written to keep player out of main spoilers as much as possible and does not contains any major secrets (there is a lot of them)
I was developing it on old gtx 1070ti and got around 55-60 fps on 1080p resolution without any problem.
Try to set frame limiter to 60 so your gpu won’t calculate unnecessary frames. Also Epic settings are mainly for cinematic purposes (creating video/screenshots). Game doesn’t push CPU too much so you should be able to play it also on mid/low tier cpu.
There is also performance guide which explains which setting influence the resulting visuals and it’s petformance cost…
You are on a right track. You can throw a rock so it will fall and if the hive is still too close to you throw another one on it so it will get further from your place. There is also another way but it includes secret weapon which you can obtain later so it is more of an easter-egg solution. I have to check if I included also third option but I believe the rock is the safest solution, just think about where will it fall
Update will probably be more problematic because the PC I build this project on got HDD corrupted so it is no longer possible to rebuild/update/patch the game (not in a traditional way)
Steam is out of my reach. For me Itch.io was and always will be home for small indie projects. You also need a registration fee and a lot of paperwork to be done in order to publish on steam.
yes, there are some very interesting tools out there already available. Thanks to AI you are able to record a video of yourself and convert it to skeletal animation compatibile with unreal engine.
Don’t want to promote any specific product but magical words for internet search are ” video to mocap”
One is especially good and it is produced by a company that also made a very popular and affordable motion capture suite

