Tainted Fate is an open world 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.
This is the fifth pre-alpha version of the game. Tons of stuff has been added. Press "read more" to see what's new.
CONFIGURATOR is your one-stop shop to tweak the settings like the resolution and stuff
GAME is the executable that runs the game itself.
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
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.
Please don't rage around if the game does not run on your system the way it was intended, it's a work in progress.
-Made Bed and GraveCage models
-glass on doors01 was static - made physics bugs! - now fixed
-set graphics defaults to shadowmap medium and lights: directional 1024, spot - 512, point - 512
-made dead body hanging from chains in church
-optimized all small models
-optimized all textures
-reverted terrain to less triangles
-started day\night cycling
-day night cycling almost finished
-changed transparency on foliage to look more dense while having less models
-broke up the big main map into several smaller areas (main map+separate interiors) for giant optimizations
-made right settings to load by default on other people's PCs
-the dynamic objects can't go through walls anymore (mostly)
-added destructible wall in church
-added destructible floor and stairs in lighthouse
-added temporary monsters!
-added chainsaw and axe weapons on levels
-shuffled posteffects a bit to get better framerate
-redone church mesh model and textures
-added WizardsCave location
-added destructible walls in cave
-put lights around in interiors
-changed spawn point code
-made run default
-started work on controller support