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.
We will be making some official announcements soon. Currently there isn't a demo available but that will change in the next few weeks. Keep an eye on this space or at www.facebook.com/gravegame to keep an eye on the latest.
Thank you! We're going to be coming out with a new gameplay trailer soon that shows off some of the new areas. Check back for it soon.
We haven't finalized our particle effects yet, those will be improved soon!
Thanks! We're super stoked to provide more updates soon. There will be a lot to say after GDC!
As a team we started on projects in UDK, and had originally felt that it was the best way to get high-quality visuals. After working in Unity for a couple of years now, we've realized that it is insanely powerful and flexible. We are using the Marmoset Skyshop image based lighting shaders to improve lighting and we've actually had BETTER results with dynamic lighting than we previously did in UDK.
We're still working out our system requirements. We can't be super specific just yet but our goal is that anyone with a dual core of at least 1.8GHz (intel), 1 GB of RAM and 512MB video card should be able to run Grave. Obviously, we will have more elaborate visual features for those with better machines, but we're going to allow a wide range of customization options when the game releases.
We will be providing updates soon for our new playable release! We're sorry we moved the prototype but we have made a lot of improvements and we want to make sure the playable is consistent with the updated build. Keep an eye out for our announcements of the next build!
Thanks for playing. We recently removed the previous prototype from our downloads section due to some of the issues you encountered. The prototype was a large sandbox "proof of concept," but we are working feverishly on the overhauled version and will be providing information on our demo soon. Please check back for our next playable in the coming weeks, the difference is night and day!
In the prototype you played the creatures are very unpredictable. They prowl the landscape at night and will attack if you come in contact. Because their placement is procedural it's hard to guarantee encounters. Our upcoming build will have much clearer pacing and should ensure a more reliable experience. Right now, the majority of people have encounters with the creatures but it IS possible to hear and not see them.
I don't want to spoil anything too much, but what you described has an eerie similarity to something we're currently exploring. Interactions of that type are really interesting and we definitely want to develop them!
Awesome! We posted it to the Facebook page.
There's a bit of unpredictability in the system. We actually saw that happen on a Let's Play video. It's rare, and wasn't intended, but is still kind of entertaining!
Thank you! We're very pleased with the visuals we've produced to this point.
Thanks! We check out the video, glad you enjoyed it. We love seeing new videos of grave playthroughs. Keep a look out for our updates over December, the game is being totally overhauled and has much more interaction with the environment. More soon!
Thanks! We didn't notice that creature but that sounds a bit eerie... We'll definitely be addressing things like that in our overhauled version coming soon. Hopefully next time you see a creature walking or doing something strange it will be intentional! :)
We are not from Belgium, actually! We're from Arizona in the United States.
That was a fun playthrough! I know you thought you'd found a safe spot, but the Strangers don't play fair!
Thank you! We've been working hard on every aspect of the game. We look forward to demonstrating gameplay alongside the visuals very soon!
Thanks for playing the game! We appreciate the "SCARIEST GAME EVER" label! We're going to share the link on our Facebook page!
We watched your video and loved it! there will be more updates soon, so keep an eye out!
Sweet! This is just a taste of what is to come. Expect to see a lot of really interesting new features and creatures over the next few weeks!
Super glad to hear that you were creeped out! Be on the lookout for more updates. This is only a taste of what is to come!
Thanks! We have a lot of cool plans moving forward so expect to see good things streaming in over the next few weeks. This Halloween release is just a taste!
Grave is being shown at the Future Is Games festival and conference at the Phoenix Convention Center until Friday. If you're in the area, stop by and play with the Oculus Rift!
Hiding from them is a little hard to do. They're pretty capable of finding you, and we honestly can't tell you exactly what it is they will do to find you (they have a bit of a mind of their own). However, I can say that you probably want to play with headphones on, and key a keen ear out for the noises they make. Steering away from the sound is the best bet we've found so far, though they may catch on to that so be careful.
Hey everyone! If you like Grave and are in the Phoenix area, we're showing off the game this weekend at the Phoenix Art Museum. Come check it out and get the chance to play with the Oculus Rift!
Really! That's awesome. We actually changed the name of the game right after that, partly due to my difficulty in referencing the previous name on the air!
Hey KeanKennedy! Thanks for the comments. The game currently features permadeath, and we don't yet have our mechanism to revert you back to the start or return to the title screen.
We definitely hear you about some of the "helpful" features, like a pause button and so on. We're doing this game in our spare time outside of our full time jobs, so we've been focusing more on the elements that provide the most value of play experience. We're aware of the need for those kinds of polish elements, and hope to see them slip in soon.
We're still tweaking the balance of the game and I imagine that the creatures may be a bit tougher now than they once were. I would mention however, that they don't just pop out of nowhere. I don't want to spoil too much, but if one disappears, chances are he's still near that area. Also, they react to you seeing them as much as the other way around, and having the flashlight on might make you more obvious in the dark... Just a couple of things to think about!
We're really excited to see people playing the game. This whole thing is about getting a taste for player reactions, so it's always great to hear what you think. Be on the lookout for more updates in the coming weeks!
We're going to release an update shortly that is much more stable! Are you able to get into the game but just not play with others? The game works a bit like Journey in that you can't "choose" to join a game. You basically get matchmade automatically.
Issue was resolved. We made a small update that had to be approved and the download was taken down while we went through the update process.
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?
Thanks for pointing out some of the control issues. There's a few things that we're just polishing and improving right now, so our next version won't have those issues.
We allowed a quick respawn for players in the demo, and it was a bit flawed. The way that will work in the final game is the time will proceed to day, and you will lose some of your inventory items.
We may actually patch the demo to work this way, it will probably be a better solution to be honest. We're working on a number of elements and it would probably benefit us to move that more in the direction of the final release.
Actually only a couple of enemy types will be killable by light. Most will be distracted or disoriented like you said. We had to pick the features we were going to show off first and I think made the wrong choice!
Thanks for the feedback BeeCoy! The work you see here was done in 48 hours for this years global gamejam. We used the skull-collecting objective as a placeholder and we didn't make the creatures a threat just yet. We were basically experimenting with the mood and feel of the game.
We'll be making an update very soon detailing our next playable release, which will be available by the end of the month. We're about ready to seat a date for our next alpha release. We agree with your comments about he day/night cycle and the flashlight, so those will definitely be relevant.
As for the darkness, it's a delicate balance. We've been altering the AI behavior and spawning of the creatures so that they pose a threat and they can actually be quite frightening in the version we're working with right now. The trouble is that we need to create a feeling of confusion and uncertainty in the dark so that the creatures are never too easy to spot when they appear. We're still tweaking though!
We're committed to showing the game in the state that it is in, even when some defects occur. I agree that we still have a ways to go, but we want to give the community a legitimate look at how the game is progressing. We welcome critiques, and will continue providing more content as we are able!