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The world is collapsed after an epidemic of previously unknown biological threat. Its spread is extremely high - most of the population has died, governments have fallen; the world ruled by anarchy. Only a dozen of countries (that managed to close all borders on time) were saved. But they also face the threat of extinction: the first cases of a breakthrough of quarantine appeared.

In order to save the planet from complete destruction (or to change reality), the governments are sending a specialist to the very first quarantine zone for finding out what exactly happened there. He is quiped by the latest development of mankind - a device that can look at the world in the 4th dimension and affect on it with the help of gravity. Using this device, he have to return to the past and check all possible scenarios that could prevent the catastrophe.


Gameplay


You play as a specialist who arrived in an empty ex-quarantined zone (residential complex), in order to explore previous events. The player has a time (4th dimension) control glove, which allows you to see the "ghosts" from the past. The player does not hear their voices clearly and cannot interact with them, but he/she can rewind time (just like a video: slowly at first, but then faster) and stop it in the right place. Rewinding works both forward and backward.

The player can also influence a part of objects from the past, and thus he/she can see how they change the events of the past. For example, he/she can close the door to the entrance/apartment, or turn on the water in the bathroom and make a flood. Some actions do not cause any effect; others, on the contrary, make everything worse - and only a few actions can lead to a positive outcome - the infected person will not leave his apartment and save humanity.

Features



Alternative way of time traveling. I developed a special concept of time machine which rather let you travel in 4th dimension than in a real time. It gives interesting results.

One of the biggest time manipulation experiences. The ultimate goal of the game. Explore over 10 days of past, fully accessible and rewindable.

Time simulations and multiverse. Affect on the past and try to make it better. Over 15 versions of past and 5 versions of the storyline finals.

Non-linear exploring and narrative.
You won't find anything that you have to know in the end or in the begging of this games. Each detail is important.

Tiny open world full of secrets.
My goal is creating a super detailed brutalist style living complex where each square meter will tell you a story.

Abstract experience.
You see the past but in very abstract form; you will never know what exactly it means. Use the environment to get the context and do right actions.

Bonus Feature:I'm recording the ENTIRE process of creating this game from scratch, so I'm going release it as standalone course later, and give you a unique footage.

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Hello!

In previous article I showed you how to make realistically accurate imaginary location based on real one. That time we talked mostly about interiors. So, this time I'd like to show you some of my resulsts.

NOTE:

This is still early Alpha screenshots. More details coming soon.

HighresScreenshot00016

HighresScreenshot00015

HighresScreenshot00014

Like you may realize, I made a decision to post mostly my progress without in-depth making-of. That's because it takes me a lot of time and I don't get any feeback on this. So, my apologies to those who were really interested in them.

Hope you enjoyed that progress :)


Keep in mind, that I have much more progress at that moment! Please, check my game page to look at the current screenshots​.


You could also follow me on Instagram (for now, only perosnal page),

and look at my current progress.


Devlog #3 - Gameplay challenges and issues of Marketplace assets for level designing

Devlog #3 - Gameplay challenges and issues of Marketplace assets for level designing

News 2 comments

In this article I'm going to show you how to adapt an imaginary location (based on a real one) for the game in order to make gameplay more interesting...

DevDiary #2 - Designing realistic living complex interiors for exploring

DevDiary #2 - Designing realistic living complex interiors for exploring

News

In this article I'm going to show you how to create imaginary but realistic living complex interiors without any concept art needed, plus, how I'm using...

DevDiary #1 - Building a virtual living complex for exploring (based on a real one)

DevDiary #1 - Building a virtual living complex for exploring (based on a real one)

News

In this article I'm going to show you how to create imaginary but realistic worlds without any concept art needed, and based on real life locations.

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Epidemic Tracer
Platforms
Windows, Mac, Linux
Developer & Publisher
Alexander Voщakin
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Style
Genre
Adventure
Theme
Realism
Players
Single Player
Project
Indie
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