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.

Post news Report RSS In Vivo Release

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.

Posted by on

I have submitted the game to the wonderful folks over at Desura, and as soon as they give the file the greenlight, the game will be available for purchase through the Desura client. I know it's not exactly a release statement like I was expecting to make here, but I'm terrible at accounting for the time it takes other people to do things.

I'm not a bad guy, I just suck at timing things. Don't hurt me.
I'm not a bad guy, I just suck at timing things. Please don't hurt me.

For those of you that have been following along, this is where our journey comes to a close, of sorts. The game is out of my hands now, and that means an end to the weekly posts. Sad, I know, but it’s not permanent. I have plans to add one more feature to this game post-release, and I will be talking about that in more detail when I start working on it, but for now it’s time for me to take a break. It’s been a hectic 6 months, and I think I’ve earned it. It’s not really even a break, so much as a change in focus. I will be working on spreading the word of In Vivo, contacting press and trying everything I can think of to bring attention to the game. I will also be free and available on the development side to focus on fixing any bugs that show up in the release.

The past week I spent doing mostly technical things, and I’m glad to be done with that. While making the trailer was a bit of fun, working on press kits, build configurations and business documents was not. After fighting with presskit() for far too long to no avail, I ended up building my own static page manually, and I think it will do the job. We’ll see in the coming weeks if that hold up to scrutiny, but I’m ready to be done with it, so that’s where it is. Most of my time was spent figuring out how to configure everything for the release. I’m sure I’ve messed something up, but making sure every file is in place (and there aren’t that many), and every setting is configured properly was tiring.


Ok, these pictures don't make much sense in this context, but screenshots are all I have, man.

For now, just hold tight, the game should be available through Desura soon. If you just can't wait, head over to my website for more In Vivo goodness, or follow me on twitter so you can nervously and impatiently bite your nails right along side me.

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In Vivo
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empyrealhell
Engine
libGDX
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