Welcome to your ultimate nightmare:
"You`re Peter "Pete" O`Brannon, a Private Eye. Sounds faszinating? It isn`t, trust me - unless you find it exciting to hunt down cheating husbands and lost dogs while living of cheap Chinese food in shabby motels. THAT would be what Petes job is all about - but luckily for him, he has a good customer paying his bills. It`s GlobalSecure Inc., one of the biggest insurance companies on the East Coast. More exactely, it`s Samantha "Sam" Miller who runs their investigation departement on insurance fraud. She`s tough, she`s intelligent, she`s better than Pete. By far better. But due to the companies Code of Conduct and some very nasty ethic rules, she`s prevented from taking, erm, "semi-legal" steps to gain essential information and proofs. That`s where Pete steps in - for 500 bucks per day + expenses + a nice 20% share of the money the company saves with whatever Pete finds out.
Into the Dark is a playable B-Movie, a trash Experience composed out of 60% humour, 30% horror and 10% technical flaws. Enjoy!
This game is based upon the winning entry of the scariest game competition on TGC:
The first release on Gamersgate and as boxed retail product was 30th of October 2012, the official Desura Release in April 2013
WIP Gameplay Level 4:
Let`s start off with some basic news.
While my 10th novel will launch on Tuesday (sorry folks, still German only), some work has been done on "Into the Ice". While a half-track production is scheduled to start End of April, going into full production in September, we took some time to do silly and meaningful things alike. As we are still waiting to get our hands on GGMax, all tests are run in GameGuru for now. Therefore, a
All visuals here do not represent the target or final visual quality of the game and should be considered as proof of concept tests only.
I couldn`t resist and purchased the "BISMARCK II" Spaceship from the TGC store to put it into one of our test levels. It`s funny enough. Too low-fi for close-ups, probably will not make it into the final game as it is. But hey, just for lolz, take a look:
More serious, we have been testing the application of our generic ice cubemap shader onto any imaginable asset. And, strangely enough it works surprisingly well. This cave was originally a stone structure:
And we started to dig into our old documents from the Cold War and WWII to carve out some of the technology, personaes and, of course, ideology and viewpoints you will encounter in "Into the Ice - Nazis of Neuschwabenland".
Research has always been an important part of our dev approach. We never had the fanciest visuals, or polished games and, oh, boy, rarely even stable games - but the amount of historic and scientific details checking out was second to none.
In a nutshell, it makes your game credible. Even if the rest sucks or the game doesn`t become what you have envisioned (which happened to us, too, several times), you still have a redeeming factor there. And if your game is great, it becomes even better.
your friendly crazy Australian Austrian developers.
Ivan out ;)
One of the biggest updates we rolled out ever has raised some questions - including the one why it had taken so long to be released. Here some insights...
While the final release of Into the Ice is still almost a year away, thousands of people are already playing it. Do you want to join them?
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