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The Voidness - Lidar Horror Survival Game is a sci-fi psychological horror game that takes place inside the void filled with nothing but gloom – and it’s now out on GOG with a -10% discount until August 16th, 1 PM UTC!

In this game, the only way to see is by scanning the environment with your range finder device, however you are not alone. Don't breath as they're listening… and watching. You take the role of a space specialist named Francesca Lee, sent to study the mysterious void on a newly founded planet filled with just gloom and darkness.

Now on GOG!
Incorporating LIDAR as a explorative mechanic certainly makes for a unique visual experience, more games should use it.
Scanner Sombre would be another one.
Oooooh interesting.

Using Microphone input too, just like Alien: Isolation.
Using a scanner for survival, also to create tension and fear, just like Alien: Isolation.
Using locational based save system removing player possibility to save anywhere, just like Alien: Isolation.
Using puzzle environments and inventory management based puzzle solving, just like Amnesia.
Using ... just like Alien: Isolation and/or Amnesia.

That seems really nice for an indie!
Some very good promises for what it seems to be a small game. (No problem here, really.)

One problem with the description though:
Stamina System: You won't be able to outrun it. It will catch you as it never gets tired.
This sometimes sounds nice in realism perspective, but as a gameplay mechanic, in games like this, can become really annoying..

Seems very good anyways!
It would also be great if you could implement Galaxy achievements.
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.Keys: Using locational based save system removing player possibility to save anywhere, just like Alien: Isolation.
That's a positive thing?
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.Keys: Using locational based save system removing player possibility to save anywhere, just like Alien: Isolation.
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MarkoH01: That's a positive thing?
It is, yes, in the survival horror genre.
By survival horror genre I mean True Survival Horror, not Action Horror (action games with horror themes/elements).

What began as a "everybody does this currently on the market" back then when games of many genres used to allow only a couple of saves, or no saves at all, and also because of technological limitations, later became a main mechanic to the survival horror genre with classics such as Resident Evil.

You see, the objective of limited saves on survival horrors is to heavily punish players for not planing their gameplay or playing recklessly.
Allied with the tense atmosphere, limited means of combat and few items or means of survival, limited save spots or save locations add to the tension at the back of your mind, creating tension and restlessness, thus, accomplishing the purpose of a survival horror: Creating in you, the player, the fear of loss, because what you lose is really important mechanically, that is, progress.

Common mechanics/design choices found in true survival horrors are:

» Limited inventory space, making each item you carry important, thus clever inventory management is survival;
» Difficult combat, or no combat at all, as means of making each encounter a decision on its own: 'Should I fight this enemy or just run away?', 'Will I have enough ammo against it?', 'What if I encounter a stronger enemy next room?'
» Limited saves or saves only on specific spots of the map, normally a small open world with free traversal forward and back, therefore, making each save a decision on its own too: 'Should I save now with my current equipment and life, or try again from the last save?', 'What if I risk creating a hard time for myself in this room or making X puzzle more difficult to solve because of the lack of Y item?'
» Puzzles with solutions based on map exploration, items scattered across the map, enemy positioning understanding and backtracking, creating the necessity of map memorization, note taking, out of the box thinking, and essentially enemy encounter management, as through backtracking you will probably fight the same enemies, or not, many times.
» Heavy atmosphere focused gameplay with audio and visual design storytelling more than straight up telling the player the whole plot or lore, giving the player the urge to explore new map routes, find and read notes, pay close attention to story bits and environment awareness.

Some examples of known Survival Horrors games:

Silent Hill 1, 2, 3
Alone in the Dark
Resident Evil 1, 2
Dino Crysis 1
Penumbra 1, 2, 3
Amnesia 1, 2, The Bunker
Alien: Isolation
Tormented Souls
...and many classics and many new games, as it seems many indie devs are creating great gems of the genre nowadays again, essentially making the genre survive :P.

Some examples of known Action Horror games:

Doom series
Parasite Eve
Dino Crysis 2
Resident Evil 3, 4
Alan Wake
Dead Space 1, 2, 3
FEAR 1, 2, 3
Evil Within 1, 2
Post edited August 09, 2024 by .Keys
Mmmm, gloam.

So it's basically something like Slender where the monster uses the time you're not looking to jump/popscare you?
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.Keys: Using locational based save system removing player possibility to save anywhere, just like Alien: Isolation.
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MarkoH01: That's a positive thing?
I'm not a fan of any form of save gimmick. Let people save whenever.

If you think this will "tempt" you into save scumming, then add a few save-restriction-related achievements to the game, same as Blade of Darkness did. Problem solved.
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.Keys: Some examples of known Survival Horrors games:
Amnesia 1, 2, The Bunker
Did you forget about Amnesia Rebirth, or did you intentionally exclude it?

I would argue that Amnesia 2 is a walking simulator. A horror walking simulator, but there's not a shred of survival there. I'm not saying that it's bad, but just that any form of "survival gameplay" has been removed.
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.Keys: Some examples of known Action Horror games:
Doom series
I would argue that this only applies to Doom 3 and its expansion. There is not a shred of horror in all other Doom games, unless you consider gibbing (gore) as horror.
Post edited August 10, 2024 by SargonAelther
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MarkoH01: That's a positive thing?
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SargonAelther: I'm not a fan of any form of save gimmick. Let people save whenever.

If you think this will "tempt" you into save scumming, then add a few save-restriction-related achievements to the game, same as Blade of Darkness did. Problem solved.
Survival Horror genre is known for having less save opportunities, as explained in the post above.
Removing that, depending on the game, removes much of the tension and gameplay choice management.
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.Keys: Some examples of known Survival Horrors games:
Amnesia 1, 2, The Bunker
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SargonAelther: Did you forget about Amnesia Rebirth, or did you intentionally exclude it?

I would argue that Amnesia 2 is a walking simulator. A horror walking simulator, but there's not a shred of survival there. I'm not saying that it's bad, but just that any form of "survival gameplay" has been removed.
On purpose.
Agreed.
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.Keys: Some examples of known Action Horror games:
Doom series
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SargonAelther: I would argue that this only applies to Doom 3 and its expansion. There is not a shred of horror in all other Doom games, unless you consider gibbing (gore) as horror.
I'd say it does have horror themes in it.
Post edited August 10, 2024 by .Keys
Reckon GOG should have said "Okay, we'll take the game, but we'll have to make you an actual logo!" - makes it look a lot cheaper / bargain bin than everything else suggests.
No good for devs, no good for GOG.

ANy devs reading this - PAY for an actual logo, please - for your own sake!
Post edited August 10, 2024 by Sachys
"Hello, Void!" - greets the Enthusiastic Explorer
"Shhht!" - Void responses. (requires LIDAR calibration)
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Sachys: Reckon GOG should have said "Okay, we'll take the game, but we'll have to make you an actual logo!" - makes it look a lot cheaper / bargain bin than everything else suggests.
No good for devs, no good for GOG.

ANy devs reading this - PAY for an actual logo, please - for your own sake!
You really care about a logo? What does it matter if the game is good?
Also, everything the devs have to pay for is sth. the customer will have to pay for in the end as well.
Post edited August 10, 2024 by MarkoH01
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MarkoH01: You really care about a logo?
When its this bad / low effort then yes.

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MarkoH01: What does it matter if the game is good?
It can affect sales.

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MarkoH01: Also, everything the devs have to pay for is sth. the customer will have to pay for in the end as well.
No, its something that comes out of their profit margins.
Besides, I'm saying GOG could be helping the smaller devs with this kind of thing - given they have people that can do it.
To improve on whats there in this case wouldn't take them long at all.
It benefits both GOG and the devs / pubs.
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Sachys: No, its something that comes out of their profit margins.
Besides, I'm saying GOG could be helping the smaller devs with this kind of thing - given they have people that can do it.
To improve on whats there in this case wouldn't take them long at all.
It benefits both GOG and the devs / pubs.
I strongly suggest a course in economics.
Are you talking about the banner?

https://items.gog.com/the_voidness_lidar_horror_survival_game/Banner-29d84.png