I'm an independent game developer and game artist. My focus is on games that define player agency and emotion responses.
Check out my Twitter account, @TristanParrish.
That's a bug that we have resolved for our next version! It was an issue with the foliage rendering solid white. Our next update won't have this issue, thanks for your patience!
the E key or the A button is for interacting, a prompt will show up when you can actually interact with something. The doors in the demo aren't openable, there will be a prompt for anything that is. Running is with left shift or with the right bumper. This is our super early version but more is to come!
Hey sorry about the issues. Integrated graphics currently don't work too well with the shader solution we have; we're looking to get it resolved soon, hopefully for the next demo. Sorry about that!
Hey, beyond this demo we are working on the alternate demo for backers now. in the meantime, if you're still interested in the backer demo specifically, we have a paypal page where you can still pledge: Grave-game.com
There's a Mac download option on the page now! check the downloads and you'll find it there.
I apologize for the issues. We have much more extensive ability to test with PC than with Mac. I haven't had these issues on my machine but we will be working to fix these issues as we move forward. Before we release the full version we will make sure we've corrected those issues, and will hopefully have a lot of them fixed by the next demo build. Thanks for being patient!
This doesn't occur on my machine. Did you select windowed or full screen mode? What are your machine's specs?
It should be fixed now!
I'm investigating right now. As soon as I identify the issue i'll put up a new build. Thanks for letting me know; I don't have hardware that runs the game on Mac effectively until we get our Kickstarter funds so it's been difficult to test. Apologies!
We're working on the bright bushes issue now. It's based on shader plug-ins we are using that renders incorrectly. In the meantime, try downloading the latest DirectX End-User Runtime (http://www.microsoft.com/en-us/download/details.aspx?id=35), and the latest drivers for you video card (which will be different depending on your video card). Some people have had that issue fixed with those two updates.
Yeah, we have been working on those systems to make them more in keeping with what we need. There's a certain number of placeholder assets that we're getting rid of now!
You can play the free demo! We're still finalizing our release strategy but the game will be coming to Xbox One, Steam and direct download. If you like the demo we've got a lot more coming!
We're working on fixing that bug; it's an issue with a shader plug-in and AMD/Radeon hardware. We're sorry for the issue and will certainly have it fixed by the next update, even if we have to make substantial changes.
To possibly correct the issue, make sure you have the latest video card drivers and the latest directX end-user version from this link: Microsoft.com
A few people have had this issue corrected this way; when we set up a full installer we'll included a directX version bundled. Right now, it's just a ZIP so it's something you might have to try manually. Thanks!
We're still finalizing their pathfinding so they sometimes do some odd things. We're working to address those issue in our next update.
Sure, if you want to send bug reports to firstname.lastname@example.org that would be helpful to us. thanks!
We're working on it! Hopefully we can get our stretch goal and get all our approval out of the way!
We handled our marketing of the game wrong initially. Only one creature actually can be "killed" with light, the rest in the game will not. We made a bad choice with how to frame it; we aren't making an action game and as such "light as your only weapon" was a bad tagline. The creatures only come out at night, so interaction with light is pivotal. That being said, the behavior won't be Alan Wake-esque in most circumstances.
I'm going to make this a priority tomorrow. I will have to take advantage of a couple outside macs for testing, but now that we have reached our Kickstarter goal and things have slowed down, it shouldn't be a problem. I should be able to get the build uploaded afternoon tomorrow!
Regarding the white glow, that's a known issue based on one of our shader plug-ins that we are hoping to fix soon. It occurs mainly on AMD hardware and we haven't found a fix yet, so we are probably going to have to wait for the vendor.
As far as video capturing, it sounds like issues with that software? We don't have anything with Grave that makes that hard to do; I use FRAPS or Camtasia often and it works great. If you are having trouble with your software often running it in "windowed" mode can get around the issue; some software doesn't like to record in full screen (Camtasia is one of those to my knowledge).
That's awesome! I love those kinds of things to happen, it's going to be even crazier in the final version!
YES! We love it!
I'm a 3D artist and I had to pick up programming to hit a lot of the gameplay elements. Because of that, we were able to push visuals sooner than some of the gameplay elements. Our engineer's time is limited for unpaid work so it's part of why we wanted to do the Kickstarter.
Awesome thank you! We have identified a few glitches like what you mentioned and intend to have the majority fixed by our next update. It was tricky because our engineer has a day job and I've had to fix a lot of bugs in my designer fashion, which may not be always ideal.
We have a full story planned for the final version of the game, with 3 acts and multiple characters. The demo was just a taste of the experience!
Thanks man! Our Kickstarter actually runs until Sunday night so that should be totally cool!
Fair enough! I thought the video was a good option but it's good to cover bases.
We've had a delay in getting the mac demo out! I really would like to get it done very soon, we'd just had a hard time with it due to a lack of Mac hardware for testing. I'll try to get it finalized soon!
We won't be able to say what the final cost is until we've negotiated with distributors; they do have a say in what the price is when it goes to market. We're expecting it to be in the $20-30 rang but certainly no higher.
Thanks! we're going to have a lot more of that stuff in the final release. That's meant to be a bit of a taste!
We'd love you to do that! Feel free. We just ask that you mention the Kickstarter.