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Inspired by the epic adventures from classic Zelda games, the gruesome atmosphere and narrative from silent hill and resident evil environments, and the organic interactions from old and new western RPG's.

We bring with this project our best attempt to create a world of horrors and wonders, which offers both narrative resources to satisfy the most demanding reader, as well as mechanics and tools to entertain the most daring adventurer.

This is quite an epic task for our small and amateur studio, but with our love and appreciation for the process of making games, and hopefully a little bit of feedback and support I have no doubt we'll get there eventually.

In the mean time we offer this short demo, showcasing the main gameplay mechanics we've been working on so hard this last few months.

 And the projected roadmap to take this demo to its final state:

 ðŸ—¹ Ver 0.5 - Main core mechanics: navigation, dialogue, questing, stealth, combat, items/inventory/equipment, cinematics, saving system, basic UI,  and core progression. Working facial animations and reactions to real time and scripted events to main character and NPCs, as well as head turning to closest target. Prologue nightmare scene, horror hook context and supernatural elements.

☒ Ver 0.6 - Optimization.

☒ Ver 0.7 - Add all main plot models (mother, bandits, bandit leader, gypsy merchant)

☒ Ver 0.8 - Add all complementary quests, and events, (exploration rewards, foreshadowing plot tools, environmental storytelling).

☒ Ver 0.9 - Add all secondary models ( birds, insects, animals etc.)

☒ Ver 1.0 - Add all environmental particles to wind, water, dust, footsteps, and general interaction feedback to vegetation and scene. Add folly audio clips missing. Create setting adjustments for graphic, gameplay, audio channels etc. Create final UI assets, templates, sprites, icons and buttons. And final art resources and cover.

Once we get to this point which should represent about 1/3 of the total game length we intent to publish the free demos to steam as well, and then start working on the next more darker chapters. But we'll worry once we get there. 

Hopefully you enjoy our project and consider helping us in make it better.

Best regards and wishes.

Marq & Ely.

YouTube: https://www.youtube.com/channel/UCu5Rg-Sx1ascAbEavsWZdjA

Discord: https://discord.gg/Kf2fdfk2JR

Twitch: https://www.twitch.tv/marqth

Twitter: https://twitter.com/TryHardMarq

Unity Asset Store: https://assetstore.unity.com/publishers/55637

Download

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Click download now to get access to the following files:

Hanna_ED_Ver0.5 Complete.zip 626 MB

Development log

Comments

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Greetings everyone just uploaded "Version0.12" of our early demo to the itch.io page which includes: 

• Changing the saving system to use 3 save slots. • Added skippable cutscenes. 

• Added text animation to cutscenes. 

• Added further compatibility to play with only gamepad or only keyboard. • Added UI notification when autosaving. 

• Fixed several bugs with saving/loading task system, weasel spawners, NPC logic, quests etc. 

Still a long way to go but we keep moving forward, please try the free complete version using the itch.io link above and help us in breaking the game in any way you can.  Any help reporting additional bug will be greatly appreciated. Cheers!

Greeting everyone, just uploaded "Version 0.11 " of the early demo to the itch.io page which includes:

  • Rework on all ragdolls.
  • Fixes for server inputs in game and in UI.
  • Death screen.
  • Rework on floating logic for player and alive/dead animals.
  • And many other minor issues.

Still a long way to go but we keep moving forward, please try the new free version and help us in breaking the game any way you can. Any help reporting additional bug will be greatly appreciated. Cheers.

so as soon as the window pops up with the XBOX remote i cant do anything with my keybord and mouse please sort this out so that i can play and stream the game

Really sorry it got stuck so early..  I honestly thought the UI would be working properly by now, or at least it was at some point...  After January 1st I'll get back to the project, starting with fixing bugs. Sorry for the inconvenience.