AestheticGamer aka Dusk Golem.
I actually had just looked right now to see if any news, but it certainly appears to be dead. Hope it isn't, though!
The one on Steam is the newest version, how you can tell which version your playing you can tell after the first stair sequence (in the Redux version, you end up in a train puzzle, in the Final Expansion, you end up in a room with the purple save point). I removed the Redux version from most sites, since the Final Expansion version is the Redux version, just expanded with various fixes and additions, new areas, story scenes, and endings.
If you play a version where at the very start you go down the stairs and get to a room with a purple glowing save point, your playing the version with everything in it.
Much updated and expanded version of the game releasing on Monday.
Fixed the download, the original had an overlooked glitch where the train car was full of spikes. Should be fixed now.
ALRIGHT, sorry about that, the glitch of the train being full of spikes is now fixed, and safe for download. Sorry to early downloaders. XD;
D'oh, I made a dumb error with the final game that made it unpassable by some later-in tile messing. Fixing quickly, but if you downloaded the game before this message re-download, it made it so once you enter the train there were a lot of unpassable spikes inside.
File is currently awaiting approval for Indiedb, but you can also download the game here: Mediafire.com's+graveyard.exe
The combination to the final 'Non-Authorized" room is 4-7-3-5
You're welcome, I spent so much time replaying the game just to find that out.
Played through this for a couple hours the other day. Some spoilers for the current build, but some thoughts:
-The dynamic camera angles, when used, really do add to the effect and give of the vibe of the horror games of yesteryear. I think they are of good use too to attract the eye to certain things or increase tension or atmosphere. Well done from my experience.
-Music and general sound direction was also good. A few audio cues even unnerved me.
-I generally really liked the house in the middle of the forest section.
-Having light help guide the player, and little places to explore for items, is a cool feeling that promotes risk and reward.
-Speaking of exploring, I liked being able to enter and explore random houses, even if they don't have anything in them.
-Liked how the second and first areas felt very different from each other.
-I hear you worked on the first level to make it less directionless, and it worked, but the second level (which I consider the foggy town) was something I got lost in. Wasn't sure if it's because Alpha and there is no place currently to go or if I just kept missing it, but I spent over an hor exploring around the town with no clue what to do. Though I did form the idea that maybe sound could attract players as the music box did attract me to investigate, for example, though found nothing there.
-While I understand Alpha, after the initial WTF factor of the flying baby(?) monsters wore off, they became a bit more goofy outside of scary. Think it has to do with them looking untextured, doing the T-Model pose in front of you and apparently causing harm. Their sounds are creepy though. Also one of them always looked like it was glitching when it approached me, like a bubble of wires.
Keeping in mind the roughness is due to it being alpha, this project is extremely promising and I have enjoyed my time with it. Bought the Special Edition as well to support, and excited to see future updates to the project.