About This Game"When you die, you normally have only one simple wish - to return and tell them - "Hey, guys - it's OK! No need to feel sad! Cause you know what? It's actually OK on both sides, really." But returning is not easy - the only way would be dreams - "half-dreams" - "ghost-dreams". The problematic part is if you get stuck - you turn into a demon. Hard to say what exactly it is, but we presume it's a painful and useless existence. Better to avoid doing this, really.My personal "problematic part" is that I am already stuck here. No idea how I'll get out this time..." On his journey to the "Other Side" Reader (and his "natural companion" Writer) meets various Ghosts and Demons, Holy Spirits and Gods. He also meets Singer, who is neither Ghost, nor Demon. At some point she becomes important to Reader. Realizing this won't stop him though. The world of Ghostdream should be scary, but it is not - it is just dark. The story should be sad since all the characters are more or less dead, but it is not, because they normally remember nothing, except some minor detail or two (for example the protagonist remembers himself reading a book - this is why they call him Reader. It is his only memory after all). Ghostdream is a retro-style Point and Click Adventure game with puzzles, exploration and story. - 55+ entirely animated locations (rooms) - 10+ characters - 8 Major Puzzles (no items required, exploration of the whole accessible area is a must) + standard adventure actions (like get here, talk there, press this, press that...) - 16 000+ words story (fully voiced) - about 10 hours to beat Ghostdream for the first time. - 20+ songs OST - 60 pages art book (with a puzzle guide) b4d347fde0
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ghost dream notes. ghost dream nightmare. nun ghost dream. ghost dream mod. ghost dream moods. new ghost dream. ghost dream meaning in tamil. ghost dream number. ghost dream meaning hindu. ghost dream meaning. ghost dream mini. ghost dream lookup. ghost dream leafly. ghost dream meaning in hindi. ghost dream mini christmas bauble. ghost dream or daydream. ghost dream meaning dream mood. ghost dream lyrics. ghost dream meaning auntyflo. nick nicely ghost dream Good game for those who speak well english and have an high IQ! it's pretty much an Mensa IQ test without looking at the guide:). This adventure has an interesting graphics style, but that\u2019s about all. Unintuitive puzzles, uninteresting music and boring dialogs made the game quite a chore to finish. I just couldn\u2019t attune to it.. point and click game with bad mouse pointer. A classic Point and Click slow-pace puzzle game set in a beautiful surrealist world. I have to admit that the art is what first draw me to this game. Custom Vehicles Update - Early Access Build 7:
If the update isn't automatically downloaded, you can restart steam to force download the update. Let me know if there are any other issues you're running into!. Dialog Testing - Early Access Build 9: Hey everyone, and sorry about the radio silence lately! I've been taking some time off development, but now I'm back with regular updates again! This update adds a dialog system to the game. The dialogs will be mainly used in the conquest mode (which obviously isn't available yet), but I figured I should spend some time working on this feature and get your feedback on its first iteration. This means the gameplay changes in this update are very light, but you should look forward to some of the upcoming changes that are hinted at in this update ;)! Right now there are two dialogs available in the game. The first one will automatically pop up, but the second is hidden in the game. Make sure you check out the new roadmap page for some hints to find it! The roadmap was added to give a more clear picture of what remains to be added into the game before it leaves Early Access. I want to keep adding features to the game after it leaves Early Access too, so don't get discouraged if your favorite game suggestion isn't on the roadmap, it might be added later down the line anyway! Full change log: - Added dialog system - Added roadmap menu page - Fixed some minor issues when loading modded maps/weapons - Added some weapon modding features allowing modders to create more realistic weapons with simulated chambered rounds and mag drops. - For sure no secrets!!! To anyone a bit sad that this update doesn't contain more gameplay updates - sorry about that! I'll make sure to update the beta branch with new gameplay elements as soon as possible, so be on the look out!!! Finally, Ravenfield has now been on steam for exactly one year, and I'd like to thank everyone for the massive support for the game! Thanks to you, I can work full time on the game without any worries which is super exciting! Thank you! Enjoy this update! /SteelRaven7. AI Commanding - Early Access build 4: Heya! It's time for a new Ravenfield update, Early Access build 4! This update focuses on AI commanding and letting you control the battle! Important: This update introduces a few new keys to the game. These will automatically be bound to default values, but you can rebind them in the input options menu. A few users have reported some issues with their inputs when starting the game for the first time. If this happens to you, fix it by simply loading an input preset or bind any weird keys. Changelog: - Updated to Unity Engine 5.6.3p1 - Added 2 new weapons: Automatico and the Greaser - Added 1 new tool: Squad leader kit - Significantly overhauled Spec Ops mode, with improved AI and alarm feedback if you get detected! - Added a new custom map selection menu, makes it way easier to scroll through a large number of maps - If no icon is provided for a custom map, the game will now display the workshop preview image instead - Moved vehicle health bar slightly. - Significantly improved plane dogfighting AI - AI usage of grenades and rockets against infantry has been slightly reduced to prevent explosion spam. - Improved AI target filtering. For example, a guy with a rocket launcher equipped will now be more prone to target tanks and cars instead of infantry - Turrets in most vehicles now turn independently of the vehicle body - this means you'll have an easier time hitting targets while moving! - AI will now only spawn after you have accepted your loadout, which allows you to make a Battle Plan before the game starts (see below) - The input menu will now default any unbound keys to the keyboard preset. - Added bindable key to toggle nightvision if you have it equipped (default N). This also works in vehicles! - Added bindable key to bring up the Squad leader kit order map (default B). This also works in vehicles! - Game match settings are now saved between games, so it's way easier to replay that scenario you just set up - Misc bugfixes and balancing - Definitely did not add any secret weapons There are a bunch of new ways to control the battle and command your troops: - Added Battle Plan tab on loadout/deploy screen, use it to draw a plan for your team - You can optionally tick "Always follow plan" to make AI never stray from your orders (unless none of your orders are active) - In battle planner, click a point to create a defense order or click and drag to create an attack order - Added Squad commanding, aim at a teammate and press the Call Squadmember key (default G) to have them join your squad - The number of members in your squad will be displayed over the health/ammo indicator. - Press the squad key to make your squad move to a location - Aim down when pressing the squad key to have your squad regroup and follow you - Hold down the squad key to bring up other orders, aim at one and release the key to issue the order. Available squad orders include: - Commandeer vehicle (Have any passengers join your squad) - Enter/Exit vehicle - Attack/Defend flag - Goto (Aim at the ground) - Regroup (Aim at your feet) You can also issue most of these squad orders via the Squad Leader kit ordering map, giving you more flexibility when your squad is far away from your location. Hotfix 1: - Fixed equpiiing night vision goggles preventing you from spawning The squad commanding UI still needs some fine tuning, but I think it works well enough for now! I hope you'll enjoy this update! The modding community has been aching to get custom weapons into the game, so official weapon modding support is what I will focus on for the next update. I also want to add a new official map soon. /SteelRaven7. Ravenfield - Now Deader than Ever!: While Halloween may have already passed, there's still some time to be spooky! https://www.youtube.com/watch?v=FFSLFD3Y0mA You can now challenge your survival skills with the new Haunted game mode! Full change log: - New Haunted game mode (Will stay in the game in future updates too) - Spooky menu overhaul - Added sabre weapon - Improved melee AI, they will now rush close targets with melee weapons. - Tweaked the pistol sound a bit - A few bugfixes Right now, there's a known bug that sometimes will cause enemy waves not to spawn in Haunted. This will be fixed as soon as possible, thank you for your patience. Hotfix 1: - Possible fix for the wave spawning bug. - Added script logging to help track down the issue if it isn't fixed. Bonus update: - Some skeletons wear hats - Added reload animation for bots - Improved AI reloading, they will now use all their primary ammo - Rebalanced the Haunted game mode, it's now slightly harder. - Try beating Haunted on hard! Enjoy this update! /SteelRaven7 . Archipelago and Battle Ship updates on the Beta Branch: I'm currently working on revamping Archipelago, and will be uploading new builds of the map fairly regularly on the Beta Branch. Currently, the Beta Branch update contains:
If you want to check out this work-in-progress update before its official release, you can opt into the beta branch via steam without a password. Here's how to opt into the beta branch: https://twitter.com/SteelRaven7/status/869606992746250242 I will also be tweeting about the beta branch updates, so follow @SteelRaven7 to keep up with the latest news.. Archipelago Progress and update plans: Archipelago is shaping up nicely! If you haven't checked it out yet, you can try it on the beta branch (instructions here)! This is a brand new screenshot from today's beta branch update: I'm happy with the layout of the new map, so my plan is to finish up the overall structure of Archipelago and release it on the main steam branch as Early Access Update 2 next week. Don't worry, I will continue improving the map at a later stage, but I think it's good enough for now! This is what Archipelago looks like at the moment: After releasing the Early Access Update 2, I will shift my focus to custom map support and workshop integration. This means that I will start rolling out the official modding tools which are used inside the Unity Editor. There are already some really cool map ideas drawn by community members, and some of you even started making levels inside the Unity Editor! This is a custom map idea from community member McDenny's09: If you want to get access to the Map Making tools as soon as possible, make sure you join the discord chat server over on https://discord.gg/xavGMJa! Thanks!. Going Prone - Early Access Build 12: That's right - you can now go prone in Ravenfield! Being prone makes you a smaller target, but it will also let you fire weapons with reduced recoil and spread, making those long range shots easier to land! You can now load skins from your favorite mod into any map! Skins are even saved with your game configuration. On the instant action page you can now see a preview image with a sample of what weapons/vehicles/skins each team has available: In the example above, the Eagle team uses all official weapons, vehicles and skins while the Raven team uses items from various WW1 themed mods created by the Ravenfield modding community. Also, the main menu now has a button taking you to a list of featured mods. This is a list of community-curated mods that are worth checking out. The plan is to feature those really cool mods that might have slipped you by, so both new and old mods will be featured here. Finally, you can now enter photo mode from an ingame match. Simply press F8 at any time. This will pause the game and put you in a spectator camera which controls just like the normal spectator mode. If you want to disable the UI, you can do that with the Home and End buttons. Here's an example of a photo taken by Mason from the Ravenfield Discord server: Full change log: Main features: - Added prone (Default key: Z) - Added skins - Added game preview image when setting up an instant action match - Added photo mode - Added featured mods list Other fixes: - Fixed a bug where AI would sometimes spawn with the wrong skins (including the box man skin) - Improved how the player transitions between stand/crouch/prone stances. It now feels more smooth and is less likely to get the player stuck. - Added FOV based mouse sensitivity. This makes the mouse sensitivity consistent on all weapons based on how zoomed in they are. - Fixed an issue with bullet hole material where it would render fog badly. - Blood and bullet hole decals are now cleaned up when exiting a level. - Fixed a bug with AI on custom maps where they would never leave their spawn - Added debug key (F9) to show all available AI orders that are assigned by the AI commander. - Fixed a bug where jeeps/quads would sometimes spawn instead of turrets. - Added charing bool value to custom weapon animators so you can play custom animations when a weapon is charging up. - Fixed various spectator camera bugs. - Fixed a bug where AI weapons would sometimes not render in the killcam. I hope you'll enjoy this update! /SteelRaven7 Quick edit: Don't forget to nominate Ravenfield for a steam award on the store page. Maybe the “Most Fun with a Machine” award fits best seeing as how you're playing against machine controlled bots??. Paratroopers - Early Access Build 10: An exciting new invention has reached the Ravenfield: Parachutes! As there is now fall damage, make sure to deploy your parachute by pressing the jump button when exiting any aircraft. Bots will also use parachute insertions from the new transport helicopter to take over capture points, so keep your eye on the sky! This update also adds several gameplay tweaks and details, such as an improved sound system, scoreboard and kill camera: This means that you can now keep track of how well you and your teammates are performing in the heat of battle! It's also possible to use custom bot names, or even use your steam friends' nicknames! Full change log: - Added Parachutes and fall damage (Press jump in mid air to deploy the parachute) - Added Transport Helicopter - Added Scoreboard - Added Killcam - Spawning redone (Press fire to spawn at the last point, or open the loadout to change spawn point) - Improved swimming - Improved sound system with filtering based on distance, walls and surroundings. - Reworked vehicle blips on the minimap - Moved AI pathfinding to separate thread - Increased render distance from 2 to 4 km. - AI Tweaks - Misc bugfixes Hotfix 1: - Removed the joke intro with the swimmer speaking in french! (Don't ask haha) Hotfix 2: - Fixed a bug where you, or the bots would not spawn when using Steam Friend bot names while steam is offline. - Slight speed up on maps with many water volumes. Hotfix 3: - Fixed a bug where some custom maps would not start properly and get stuck on the scenery camera. Hotfix 4: - Fixed an issue where sometimes custom maps would not start on mac and linux I hope you'll enjoy this update! /SteelRaven7
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