The game you are trying to view has ceased development and consequently been archived. If you are a member of this game, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Genre: Mystery, Meditative Style: Point-n-Click, First Person The Plot: You wake up inside a submarine, in the middle of the Atlantic Ocean, and you are only told on a sheet of paper to mark some very specific coordinates on the GPS. After that you should activate the automatic pilot that will take you to an unknown and perhaps dangerous place. The journey will last for about one hour of real time, they said on the paper, and you will be all by yourself inside the D22 submarine. Fortunately, the people responsible for your abduction and imprisonment have left you a variety of books, recordings of various musical compositions, and a game of chess, so that the monotony won’t get the best of you - the mission needs to succeed after all. But who are these people, and why have they chosen you for this task? What is the mission? Perhaps you will be able to find out the answers you seek inside the submarine, or maybe not.

Post news Report RSS The Concept of The Thalassic Pattern

In this article I talk about the general idea behind the Thalassic Pattern, and I also mention in what state of development the project is.

Posted by on

It has been some time now since I first had the idea of creating what is, at its core, a waiting game, but it was only recently that I pieced some ideas together and formed the concept for The Thalassic Pattern.

Waiting isn't a mechanic frequently exploited in video-games, mostly only found in simulators as a consequence for realism. Most games in which you might have to wait for some time, even give you the opportunity of skipping some in-game hours so that you won't have to hang around for some minutes. This is because most video-games are concerned in not boring you, at the expense of interesting ideas. Some might argue that waiting isn't a mechanic at all, and perhaps they are right since it is a void of action, both from the virtual environment and the player. But I'm interested in exploring this empty space. How could one create a game from such a concept? I pretend to answer this question with this game that I'm working on.

Right now, most of the game is working as it should, due to its simple concept. What is taking most of the time to develop are the visual and auditory aspects - the submarine must feel real, as well as the general underwater sensation. Besides that, it is crucial for the player to feel isolated and lonely. I want the submarine to be in essence a kind of meditative shrine, where you listen to classical music, read books and play chess, for four hours. In addition to those characteristics, I need to finish the vast list of books from real life and musical compositions, and perhaps some other secret documents to implement in to the game.

Early Submarine Interior Design

If you are interested in following the development progress of The Thalassic Pattern, you can track this game by pressing the button to the right of this text, in the profile section.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: