Tainted Fate is a horror adventure game played with two protagonists with original gameplay features. Played in first person, it features an inventory system, dynamic conversations, puzzles, two timelines (1940's and 2012), latest graphics technology and an engaging story that changes depending on your decisions,...
Welcome! This is the second Pre-Alpha\TechDemo version of the game. You can roam the island at your leisure and find cool stuff. Dozens of new stuff added. Check the description.
CONFIGURATOR.EXE is your one-stop shop to tweak the settings like the resolution and stuff
GAME.EXE is the executable that runs the game itself.
If you have MS Net Framework 4.0 installed on your PC then you can run the Game.exe to start the game.
If you do not have Net Framework installed, run the Game_MonoRuntime.exe instead! Cool.
recommended PC specs (if you leave the settings the way they are):
GPU: geforce 260gts or AMD equivalent
CPU: 2ghz dual core
RAM: 1GB on Win XP, 2GB on Win Vista, 7, 8, MAC
Minimum specs:
If you turn off shadows and water reflection in the settings, you can run it on a geforce 6600 or AMD equivalent and a 2.0 single core cpu.
If you also turn off 3.0 shaders in the configurator, you can run it on a toaster.
NOTE:
The requirements will go down in the final release of the game. What you are playing now is an unpolished messy build with 30% placeholder graphics.
Please don't be mad if the game does not run on your PC the way it was intended, it's a work in progress.
CHANGES:
Tainted Fate P-Alpha 1
-The first one.
Tainted Fate P-Alpha 2
-Terrain Level Of Detail added, game runs 1.5x better and terrain is smoother
-Sprinting, still no gui for it
-Wind velocity changes depending on map
-added different fences for every building
-Ladders are now functional - still funky, but usable
-Added many objects with dynamic physics
-replaced many missing textures
-normalized normal maps (no more excessively bumped 2005 style textures)
-Made 2012 versions of buildings (very run down and old)
-Music added
-Added temporary main menu for map choosing
Nice to see that you will update the the normal maps they indeed looked very excessive in their power, also from the texture files on your last demo i saw that you have the specular maps very strong you should make then darker so your materials do not look like wet surfaces or in some cases like molten glass, has you are taking inspiration from Amnesia see how they made their specular maps, it will help you a tonne.
Good luck with your game and funding campaign.
True dat. The specular maps were also brought down a lot.
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Nothing yet. Just exploration.