The story is set 17 years after the Second World War, where a group of academics (including an american, a kazakh, a russian and a brazilian girl) where sent, by the UN, to Kazakhstan to discuss the political, social and military situation in the area. Well... This was what they were expecting, what they heard but not what has really happened.
The truly intention of the UN always was to send them there, a mistic inhospitable area because of their different concept of humanity and freedom. A different way of thinking about decisions and truths that could change the entire world that we live, beyond imagination. The academics trip to Kazakhstan begins with a plane crash, in the middle of nowhere. Now there wouldn't be no one to ruin their planes... Or maybe would.
Underhand projects involving the reanimatology studies could now evolve the entire medicine and technology in patterns that no one would be able to measure. Killing the academics and preventing them to share this information to the world would keep the lies hidden in the shadows, lurking in a nightmare that no one could imagine.
Now they must survive something far beyond monsters... Something that would change the concept of reality of the entire world. They must find a way back home.
Canis Lupus is a commercial game that is being developed by Blaster Lizard and Flickering Lights Studios, and is being made as a concept based on information caught by the mod Amnesia: Fear in Hands. More information can be found in our Official Website.
So yeah! We’ve got to our very first month of game testing before we officially release a playable demo of Canis Lupus for anyone. After a huge break far away from the internet, we’ve put our main focus on the game itself, finishing what was left to do and polishing the visual to enhance the overall experience of the player, specially regarding performance and smooth gameplay.
Today it’s our first day testing our new benchmark demo with its primary focus on lobby/server testing, to verify its resistance and latency during long playthroughs with different kinds of machines setups. In this new closed performance demo we will be analyzing some of the online features that we want to include already in the demo and are putting in test since now to make sure it will work when we provide a playable preview for the public really soon.
Some of these online tools are all related to one single and primary feature, that is the lobby creator. We are testing if the host of the lobby can invite new players and friends to play, if the no. of players are being displayed in the screen accordingly to the amount of people on that lobby; we’re analyzing if two play rooms with the same lobby name won’t be permitted, as we are planning; and we are also trying to put as many people as we can to play at the same time before the servers congest, to see how many active players we’re supporting at the moment with our actual conditions.
This test will help us improve the game quality in a huge number of ways. Since the servers capability and stability, the gameplay experience, the controllers, the performance of the game (in high-end and low-end computers) and much more. We ask for your patience and thank you for your comprehension. It’s very important for us to make sure that nothing will go wrong, and we as a serious team must think about all possibilities.
We will be giving you guys more updates about the benchmark testing results and the next procedures before releasing a final build of the demo in Game Jolt and Indie DB platforms.
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