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Players were given a taste of our game a couple of years ago when we released Spatial Fear: Prologue for Unreal Tournament. It was a short total conversion game showing off the universe we created and the gameplay style we were shooting for. We've now moved to the Source engine (Half-Life 2) to power our next project, Spatial Fear. While our first release was more of a teaser to give players an idea of what to expect, Spatial Fear will be a full-fledged game. We believe we can provide a unique experience by combining immersive environments, an engrossing storyline, atmospheric settings, and frenetic action. One of these factors will not be sacrificed for another. Seamlessly blending all four will ensure a game that will appeal to the audience possible while still remaining fun. Rather than pushing the technological envelope to it’s boundaries, our aim is to present a game with artistic maturity. Our goal is to avoid common mistakes such as clichéd characters and enemies, locations...

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The Park
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Beautiful! :O Definatly an interesting addition to the Spatial Fear world, and I can't wait to see how you implement something like this in-game.

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That is going to be awesome to play in. Also your drawing techniques look exactly like what you would see in a developers studio. That's really cool.

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The massive Deployment ship, Antimatter Discharge,
has a vast park-like area built for it's
crew. Since the crew often spends many months
travelling aboard the ship, areas like these help
in living indoors for extended periods of time.

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