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#1
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![]() The attachment contained a set of 19 files added to an archive titled "lestplay". The files (snippets of text, scraps of audio recording, video footage fragments) as well as the style and wording of the message itself appeared to be rather disturbing. The surface examination did not reveal anything straightforwardly terrifying, yet we could not escape the feeling that something truly sinister was lurking underneath. The stranger was begging us to complete the project he has started, yet he also made us well aware of the risk we took as the proposed ludic situation would potentially explain what calamity befell whoever has compiled the ominous archive, thus urging ourselves to meet the same fate. ![]() Alongside a significant number of others, we tend to lend a certain amount of credibility to mysticism, yet this specific predicament seemed more like a shoddy mystification. We were fed up with a massive number of similar "cursed files" tricks and at times we felt inclined to erase the whole thing for good. However, upon consideration, we still decided to take part in this experiment. At the very least we would find out what the result would be, and what awful fate would possibly await us, as we will obviously be the first people to play the game. Please find the initial details of the story below. ![]() As of late the house is visited by unusual Guests which knock on the window shutters inviting the hermit to take part in a game of hide-and-seek. The winning condition is simple, you have to remain alive and to retain your sanity till sunrise. This means that approaching the Visitors head-on might be a terrible idea. ![]() ![]() You could prevent the walls from being breached even more if you keep a close eye on the telltale signs and manage to bring some light into the room which would soon become an area of paranormal activity. The poltergeist would fall back for a while, if only to reappear in some other part of the house. ![]() If you manage to survive till sunrise, another monster would dissolve and disappear in the first light of dawn. But if the Visitors manage to get you before the sun shines... A mere thought of this outcome is nowhere short of terrifying. ![]() Don’t look now! Keep (your avatar) away from the night visitors. The objective of each new night is to hold out until dawn and stay sane. The Night (a level) lasts for 7-10 minutes each. Turn on the light! Only illuminated rooms are a safe haven and allow freedom of movement. But the light does not last for long and needs permanent supervision. Fix the house! The more breaches there are in the house, the more fear, darkness and creatures of the sick mind the hero has to withstand.
The game-developing company, Ice-Pick Lodge, was established in 2002 in Russia. The headquarters are in Moscow. Our portfolio consists of three finished projects: Pathologic, The Void, and Cargo! - The Quest for Gravity. ![]() ![]() The studio's approach to the gaming process is original and distinctive, because it allows a person to feel, experience, and comprehend the borders of the game, its form, the dialogue of the game and the gamer. If we are making a new kind of game, our addressee isn't the consumer. He is the co-author. Release date:march-april 2013 You can also ask questions on the official forum Studio: Forum Or pre-order the game at the official site source Last edited by DClayne; 03-18-2013 at 01:16 AM.. |
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#2
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Who's there?
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#3
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Just a good friend of the Ice-Pick Lodge
![]() Oh, it was a joke, right? |
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