"The year is 3016.
Base monitoring detecs a new source of electromagnetic radiation comming from below. A quick scan reveals the source of the signal.
It's coordinates are uploaded into Gregor's diving gear, a high tech suit capable of breaking the O² in the water, giving its wearer infinite breathing capabilities.
With everything set up, Gregor sets out for another scaveger expedition among the retro-futuristic ruins of his ancestors, now drowned by the seas.
But this time things aren't what they seem to be."
Assume the role of Gregor, a lone scavenger, going though his expedition to search for the source of a strange signal detected by his monitoring system. Acheron is a mini sidescroller/metroidvania thematically set in a world flooded by the seas. Explore underwater environments, upgrade Gregor's gear with new abilities and discover what happens on his underwater adventure.
It's a project developed as the capstone in a game development course. It's the resulting product of four months in development.
Controls (customizable on the game's launcher)
"What was suposed to be a simple routine procedure gets out of control and it's on the hands of the player to understand what's going on, exploring the ruins of a retro-futuristic place took by the seas."
Acheron started out as the final project in a game developing course. We had two months to develop a game from scratch, building everything from the game’s logic, to it’s art, story, music, design, marketing and so on… The idea was to build a minimum viable product that were not only a game prototype, but a full product prototype. The kind of product you could use to pitch an idea to someone. These two months of development were gonna be like a very long game jam. We expanded the idea of working non-stop on a prototype for a weekend, and did it for two months.
After the two months in development, Acheron was that prototyped product. It was a whole little game composed of all these things i mentioned above. But we felt that if we wanted Acheron to showcase our initial vision, we needed a little more time to trim some edges and add some more content. At this point Acheron had gone through just one pass on level design, it had two exclusive tracks playing on the background and voice acting in the intro cutscene.
We took two more months to add more game into that. There are more threats and obstacles on the way, a level design that let the player flow better through the game, voice acting through the whole game, and seven exclusive synthwave tracks made solely to convey the game’s themes.
Check the first music for Acheron come to life in full synthwave glory
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