VHEL is a 2-D, story based, stealth focused, real-time tactics game set in a science fiction world known as Nor Prime. It follows the exploits of a young Bhacrio girl named Khana Faust, a courier in the southern region of Ivara, who undergoes strange metaphysical changes from a parasite known as VHEL, originally used as a means to power a destructive anomaly known as Skull over 13 years ago and also a parasitic commodity amongst mammoth-like hydrozoans known as Ragnic. As Khana, the player will explore the continent of Ivara in a rudimentary day to day simulation of her life as a courier while also engaging in confrontations with Ragnic -- usually within an evasive fashion -- in heart-stopping confrontations periodically, using alien tactics and strategies unique to this world alone.
I hope everyone has been well, as like many others I know. 2010 is a pretty big year not only because it's the start of a new decade, but because the...
march 3rd - not dead!
Sorry AGAIN for missing last weeks update. I simply had no time on my hands to deliver an update. Luckily, you're all getting twice the serving this time...
november 5th - micromanaging time
We're currently working on the underlining design and code for VHEL. Most of it is just about done. It feels like nothing's really changed for the longest...
october 23rd - a lot to do and manage
It's been a long while since I've had to do an update on VHEL's Mod DB page. As many of you can see, we've revamped the front page (a big thanks goes...
october 12th - delays hurt
That's right! I'm giving you "more of nothing"! =D HA-ZAAA!
september 1st - more of nothing...i swear
Even when you have everyone working in sequence, tightly bunched together to get things done, you'll always run into "downtime". You guys know what I...
august 9th - the pace of a snail, the speed of a turtle
In the coming week hopefully, I'll have a small, but effective gameplay video that will showcase how the camera system, core mechanics, intermission mode...
update: july 6th - adding more to the buzz
Making a game so intensely focused on immersion, makes creating a traditional design and game build, difficult. Most of the recent work has been on the...
update: june 10th - in the heat of development
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