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Almost There

A topic by Almost There created Jan 02, 2021 Views: 955 Replies: 20
Viewing posts 1 to 17

Almost There is a turn-based survival simulator. Our game will feature some elements of the roguelike and RPG genres. We already accumulated enough game content, so here I will start sharing information about Almost There game with you about once a week.

And now some screenshots of game items.

3D model of the cleaver, one of many in Almost There:


In boots, it will be easier for you to travel around the world Almost There:



Our social pages:

https://www.facebook.com/amtthegame

https://twitter.com/amtthegame

https://vk.com/amtthegame

Hi, I am a music composer and sound designer, if you don't have someone onboard already but I would be interested in working on this project.

You can check out some of my music on my Soundcloud: https://soundcloud.com/iestyn-marcus-haberfield

Website: https://www.iestyn-haberfield-composer.com

Discord: Iestyn#9278

Hi. 
Thank you. Right now we on the early stage of production and not think about music yet. Maybe later, then we will see a picture and atmosphere of the project.

Thanks, you have my contact details so feel free to get in touch with me when you are ready to think about the music. 

I already have some real-time trees for our survival game Almost There.


Find clothes in Almost There. In addition to some defense properties, clothes are needed to protect you from bad weather. Plus pockets of clothes will be helpful to carry different items.


Some thoughts from the process of creating clothes for Almost There:

  • it is important to find a real "prototype" and take it as a base to creating a pattern.
  • good to understand what materials uses in our clothes. This will affect. Not only on texturing of the model but also on simulation and sculpting in Zbrush.
  • you need a set of references for all important elements. The main thing is not to have them a lot, so as not to drown in the chaos of details.
  • try to balance between details, stylizing, ease of realization, and some automation of the process. The goal is unreachable, but at least you need to try.
  • in my project Almost There speed is key in the creation of assets. Ideally, 2-3 days for the making of one in-game model.

Our social pages:

Facebook.com

Twitter.com

Vk.com

The coast of Almost There is the lifeless, desolate place. Remnants of marine wildlife cover bleached stones and white sand. Cold waves wash the wrecks of boats, and fishing piers stick out from the shore. What can you find here? A boat hook, a hemp rope?


Our social pages:

Linktr.ee

Stench, flies, fish wastes everywhere. On the coast of Almost There among barrels, you could see workers gutted fish over buckets. Covered in scales and slime, they cut open not only herring's stomach but also their own hands. There must be a rusty knife around here. Maybe you should look for it. 

Our social pages:

linktr.ee

Brass knuckles was a favorite toy of the port tramps of Almost There. It fits easily in your pocket and was an excellent tool for collecting money and teeth.



Our social pages:

linktr.ee

When the Seekers colonies arise, no one knew if the Great War was over. Howling wind, mud, ruins of cities and villages. The last survivors searched for refuge on forgotten, sparsely populated islands of Almost There. They hoped there, on islands,  would be less destruction, more food, and no Seekers. And most importantly... fewer people like themselves, starving, angry wanderers.



Our social pages:

linktr.ee

In Almost There weather changes quickly, clothes wear out quickly too. You will have to carefully search empty houses for decent clothing.


Our social pages:

linktr.ee

The soldiers return from the Great War, someone after being injured and someone after the end of their service. Those of them who not have a shell shock after the battles went to work in the port or lumber. They gain useful skills, sustenance, and new injuries. Some of them try to hunt. Others could not sit still and go into sailors, trying to escape from delirium from wild drinking.



Our social pages:

https://linktr.ee/amtthegame

In Almost There, a big knife is a very common and familiar tool for trappers. It is reliable, very easy in everyday use, and it's excellent for self-defense. A big knife will help you to prepare a place for the night, build a trap, open a can, or someone's skull.


Our social pages:

https://linktr.ee/amtthegame

Almost There is a turn-based survival simulator. Our game will feature some elements of the roguelike and RPG genres.


Our social pages:

https://linktr.ee/amtthegame

"The Great War" and "The Hunt of the Seekers" have left their rough traces in the history of the world of "Almost There". Everywhere and in everybody you can see that heavy mark.

Since a lot of work with the automation of rigging and animation has accumulated, there won't news about the "Almost There" project next week.  




Our social pages:

https://linktr.ee/amtthegame

(+1)

I continue to show you content from the game "Almost There". It is the starter outfit at this time.

If you want to support the development of the game "Almost There", welcome to: https://www.patreon.com/amtthegame

Thank you so much for your support! 🤗

PS Since now I have a lot of work on technical and managers things, I will show the content once every two weeks.



Our social pages:

https://linktr.ee/amtthegame

(+1)

The Models are very impressive. Love the idea too

(+1)

Thank you very much! I appreciate it. :)

New work in progress post on our Patreon! Check it out!

New content is ready! It's the shotgun Remington Model 10. Early access on https://www.patreon.com/amtthegame

This gun is a potent short-range weapon with a barrel that has been professionally shortened. In the world of "Almost There", guns like those were used by ordnance, but this is not one of them. Maybe someone has guarded prisoners with that shotgun?


Our social pages:

https://linktr.ee/amtthegame