Take control of an alien abductee as you try to escape from the confines of an alien spaceship. This would be hard enough without the tranquilizers they keep you pumped full of. Every time you wake up, you have but 30 seconds to make a break for it before the drugs kick back in. You can explore your memory of the ship in between runs to learn more about your captors and plan your next escape attempt. Use the items scattered about the ship to aid in your escape, and overcome the obstacles how you see fit. Find the key to open the door, turn off the hydraulics and pry the door open, or go around it by crawling through the vent to the next room and smashing the glass door in between. There is no single solution to any problem.

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It's finally here, folks. The challenge update brings a whole new game mode, with seven new maps and three challenge modes, there are 20 new ways to experience In Vivo.

What is challenge mode, you ask? For those that haven't been following along, let me break it down for you. The challenge update introduces a new mode to the game with three challenge types, seven different maps, and twenty ways to test your skill. As you play through the campaign and get upgrades, new challenge maps will unlock that put those upgrades to the test. Use your new powers to solve puzzles as efficiently as possible, sneak past alien guards and reach the end undetected, and find the fastest way to run through the level. Do you think you can earn the gold on all twenty challenges? Download the update for free from wherever you bought the game originally and play it now. If you haven't already bought it, well then what are you waiting for? With all this new content, you don't want to miss out, do you?

Fretting Every Tile

Fretting Every Tile

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An update on what's been happening with Electric Horse Software, including talks about the game being reviewed and my reactions to it, news about the...

A Challenger Approaches

A Challenger Approaches

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Post-release update for In Vivo, with some release clarification and a sneak peak at the free Challenge Map content update.

In Vivo Release

In Vivo Release

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Update on the status of the In Vivo release, plus a bit of detail on what I've been up to leading up to the release.

The Final Sprint

The Final Sprint

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I reflect on the project as a whole, announce the reason for the slight delay in release, and talk about what a week it's been getting ready for release.

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In Vivo Demo

In Vivo Demo

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The final demo version of the game. This is the last update before the commercial release of the game, and includes all gameplay facets that are in the...

In Vivo Beta.7

In Vivo Beta.7

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Updated beta version, now with more robust and expansive sound effects, better cut scenes to tell the story, and a fewer bugs.

In Vivo Beta.6

In Vivo Beta.6

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New update to the game includes the first in-game scripted scene, viewable when starting a new game, and updates to the sound system to bring the music...

In Vivo Beta.5

In Vivo Beta.5

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Updated beta demo of In Vivo, with added sound effects and background music.

In Vivo Beta.4

In Vivo Beta.4

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The latest beta release, features a greatly revised map and improved controls. This is much easier to play, which lets you focus on actually solving the...

In Vivo Beta.1

In Vivo Beta.1

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New beta release for the game. Changes in this version: Pause menu added to the game. During the run mode it simply dims the screen, but during memory...

Comments
danielthenerdyguy
danielthenerdyguy

This is a wonderful concept, I've not really seen it before. I didn't have too long to play the demo, but it was enjoyable for the short while I could, the music was pretty nice too, and the visuals work well. Good work, I'm definitely gonna play it again later!

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empyrealhell Creator
empyrealhell

Thanks, I'm glad you enjoyed it.

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BinaryMan
BinaryMan

Hello. I really liked playing this demo. I did find a couple of issues though, which are mostly my fault. I spent over 2 hours playing and didn't get too far until I quit and restarted and checked the controls - oops there was more than one page! I didn't realize you could run, so I was doing all I could at walking speed; I just figured it was supposed to be hard. I recommend to include running in the beginning segment for this reason. Without running it's not possible to get the hammer to any useful glass (like the time upgrade). Also, I spent tons of time reading all of the papers around hoping there would be a 'translation device' and find those 4 digit codes to unlock stuff. So far I haven't found anything and I am still looking for the 'third upgrade', it seems there is no pink or blue key cards to unlock other parts of the ship, but I think there is something in the vents maybe. For all I know there is nothing done yet in those areas. But I had a lot of fun exploring it.

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empyrealhell Creator
empyrealhell

Thanks, I'm glad you liked it! I'm still working on a better intro/tutorial to teach the player things like running or the fact that you can set objects down, this reinforces the need for that. There is a translation device planned (and implemented) but it's not currently accessible on the map, same with the key cards for the rest of the ship.

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BinaryMan
BinaryMan

I was able to open the 'secret room' that requires the fuse, however I figure the 'third upgrade' is inside the area with the 0000-9999 keypad and I still have not seen a way to discover a combination in this map (there is no input for it either). Any hints ?

Also on drinking those 2 vials I figured if I drank a 3rd one something would happen, but it's not implemented. Is there any point to them ?

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empyrealhell Creator
empyrealhell

The keycard isn't in an accessible area of the map yet. There is still a way to get it, but it's difficult as it requires navigating that room in the dark so you can get to the door without it being powered up. If a door doesn't have power, you can pry it open with the right type of tool.

As for the vials, they all do something, but the effects are supposed to be ambiguous at first. Eventually there is an upgrade that teaches you what they do.

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BinaryMan
BinaryMan

There are 2 ways to get to the room. One doesn't open the other door. I was able to grab the knife, pry open the locker, get the fuse, install the fuse, pry open the outer door, and explore the room itself (this is pretty hard but possible). It's a bit easier to go through the vent with the knife to pry open the other doorway (esp. once you have the room on map), but there was nothing in there to take that I could tell. At least I had the right location :)

I look forward to your next updates, I think this is a unique game format and it's challenging.

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In Vivo
Platforms
Windows
Creator
empyrealhell
Engine
libGDX
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Adventure
Theme
Sci-Fi
Players
Single Player
Project
Indie
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Latest tweets from @empyrealhell

For my #LDJam entry, I present Robobrawl, a weird arena fighter with a shapeshifting weapon. Ludumdare.com T.co

Apr 17 2016

Alright, everything has been uploaded, the submission page is finished. Not my best work, I overshot on scope a bit. At least I finished.

Apr 17 2016

Apparently I need to turn root motion on? I don't remember changing it, that that seems to fix it.

Apr 17 2016

It's something in the animation system. If I turn off the animators, they can move, but you don't see anything.

Apr 17 2016

No idea what I did, but after putting the last UI piece on and running a build, my entities can no longer move. Wtf unity?

Apr 17 2016

All animations complete with rigging and frame data. To the final polish phase, and with four hours to spare. #LDJam T.co

Apr 17 2016

Getting started an the sprint to the #LDJam finish line. Three of nine weapon forms finished, then it's time for finishing touches.

Apr 17 2016

There are 17 total animations, not 15. I'm too tired. Sleep now, coding later. I'm feeling confident I can get all of the attacks in.

Apr 17 2016

Spent a long time tweaking them, but I have 8/15 unique attack animations done. Not as far as I'd like, but still totally doable.

Apr 17 2016

Playing around with these attack animations, they are way too fast to react to. I need to go lengthen the wind ups on all of them. Whoops.

Apr 17 2016

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