Nightmare Puppeteer
If you haven’t forgot what art, creativity and more importantly having an imagination meant when you were a child then you’ll understand the value and importance of Nightmare Puppeteer. It’s the genius brainchild of the genius M dot Strange, an artist well ahead of his time that hasn’t forgot what it truly means to be an artist.
– Real player with 1520.0 hrs in game
Read More: Best 3D Moddable Games.
…Honestly I just am an entitled fucker who got a free key XD, but either way, I would recommend this if you wanna make some weird stuff on the fly, it’s very good for that, and Imagination Rabbit is an odd but good dude…whoever they are o.o.
– Real player with 35.7 hrs in game
Somerville
Game Overview
In the wake of catastrophe you must find the means to make your family whole again. Somerville is a Sci-Fi adventure grounded in the intimate repercussions of large scale conflict.
Features
Immerse yourself in a hand-crafted narrative experience set across a vivid rural landscape. Navigate your way through the perilous terrain ahead of you to unravel the mysteries of Earth’s visitors.
About Jumpship
Jumpship is an independent game studio founded around an original IP by Chris Olsen built in collaboration with ex-CEO and co-founder of Playdead, Dino Patti.
Our commitment is to deliver unique experiences that treat people with respect and help expand the definitions of interactive media.
Read More: Best 3D Adventure Games.
PRO DRIFT RELOADED 2020
this is an amazing game the only glitch is the off road place
– Real player with 27.0 hrs in game
Read More: Best 3D Realistic Games.
Poor reputation. How can I just see the buttons if their position is more than the maximum screen resolution? And the gameplay and controls are so horrible that I have to quit the game instead of respawning the car.
– Real player with 1.2 hrs in game
XTHRUST
An excellent example of “easy to learn, difficult to master” gameplay.
You pilot a rocket-powered drone using only two buttons - one for each engine. The challenge comes from alternating, combining and timing the use of these engines to skilfully navigate through the various single player and multiplayer tracks competing for the best time.
The current amount of single player content isn’t spectacular, with only 4 tutorial levels and 6 other levels. However each level offers a bonus objective that can be challenging and adds to replayability.
– Real player with 10.7 hrs in game
TL; DR: A game with easy to learn but very difficult to master controls is bogged down with a dead multiplayer, a grindy XP and coin collecting system, and a very minimal amount of effort in singleplayer content (a grand total of 15 levels you will get nowhere near the top time on, some you won’t even be able to complete the extra “achievement challenge”, because they, too require a ton of grinding). There’s also microtransactions for coins but with a dead multiplayer I don’t really see the point of purchasing them.
– Real player with 8.8 hrs in game
The Night Way Home | 帰り道
The Night Way Home | 帰り道 was a fun experience. It’s definitely a good game, with a lovely story, but also needs quite some polishing…
The first big thing to talk about, is the panic meter, which is a pretty cool mechanic. Stay calm unless you want the spirit to know exactly where you are. What I would’ve preferred though, is that it was a little more punishing. For me, there was no real “fear” when I was panicking, you just start dodging the spirit while going to your objective, and that’s pretty much it. I would’ve preferred if it were a bit more “stealthy”, which would’ve made the whole experience a lot more rewarding.
– Real player with 4.3 hrs in game
Wth Chillas Art? I’ve enjoyed the majority of their titles, especially the atmospere and slow build.
Here there is no atmosphere, no build up, instead of which we get infuriating gameplay. Being harrassed by ghosts and constantly running away from objectives in maze like enviroments. After an hour I am much more annoyed than scared.
You want to get somewhere or do something, getting a ghost in your way, having to run around like crazy (because they are fairly fast), round round ‘til it chills down, and then hopefully get something done or find something new.
– Real player with 3.5 hrs in game
Once Upon a Sea
Once Upon a Sea is a poetic, interactive XR documentary telling the tragic tale of the legendary Dead Sea. Through a physical exploration of the sea’s forbidden, moonlike landscapes, to intimate encounters with local characters, the user gets a rare glimpse into one of the world’s most dangerous, soon to be extinct, wonders. Centuries of human intervention and political neglect have turned the Dead Sea into a precarious place. Its water levels have dropped dramatically, leaving behind sinkholes and collapsing beaches. The experience offers a deep insight into the complexity and very human impact of this ecological and geopolitical crisis. Once Upon a Sea is our call to action.
Farewells
“Farewells” is a narrative adventure game with the main character boy who comes and goes to his real life and the worlds of video games, and the player advances the game through the multi-layered world.
INTRODUCTION
A boy is playing video games all the time in his room without consideration for the worries of his family. While controlling the boy, the player also controls the video games that the boy plays. The story of this game continues with the “reality in the game” and the “game in the game” are embedded in each other within the multi-layered world, focusing on the role of the characters appearing in video games.
STORY
By advancing through various “in-game games” such as FPS, RPG, Horror, etc., the boy himself and his reality will begin to change. From the experiences gained in the games, the boy begins to solve problems with his family. At the same time, characters from the game gradually appear in the boy’s room, and his world gradually becomes a mixture of reality and the worlds of the games he is playing. The story weaves through this nested structure and focuses on the existence of characters in video games.
CONCEPT
During playing a video game, players always meet and part with many characters. When the player completes a game, the game’s characters also leave the players by being released from the game’s narrative and role. This is a work that unravels the strange relationship between players and the characters of video games formed by this interaction of separation.
CW
This game features battlefields and horror scenes like FPS games and horror games.
Features
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The game allows you to play multiple game genres: FPS, RPG, horror, and it requires you to control the game accordingly.
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Explore the main character’s house, solve family problems and get new games.
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TPS, Top-Down View, FPS, Pixel, the visual experience of all game genres will appear at the same time.
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However, the story unfolds whether you play video games or not. Your own Farewells.
Flow Weaver
Experienced on the Oculus Quest 2
You can view my review & gameplay here: https://youtu.be/sZg7HmGa_XE
This is a narrative driven puzzle game / escape room. It took me a little over 3 hours to complete this game, although I did have to cheat and look up some of the solutions online as I was completely stumped. The puzzles range from very easy to challenging. However, they’re all very logical and if you play close attention, you should be able to solve them without having to look up answers online like I did.
– Real player with 4.2 hrs in game
Phantom Hysteria
Phantom Hysteria is a 1-4 player, online co-op paranormal investigation and banishment game. Take on ghost-hunting contracts with your taped-together equipment as one of four playable P.I.N.E characters. Hone your skills for your designated class, utilize an array of equipment to decipher your clues, and use that to identify your contracted apparition.
Choosing from a variety of thrilling maps, you and your team will be required to do everything you can to document, and then eliminate the entity from this plane; if you manage to banish it, you’ll have a satisfied customer and a job well done. Afterward, it’s on to the next contract. But, if you are unsuccessful, something from beyond the mortal coil may be waiting to enter this world…
Phantom Hysteria’s Early Access will have four playable characters, four maps, and four entities available at launch.
“The Paranormal Investigation and Neutralization Experts guarantee results in no less than one night. With state-of-the-art equipment and field agents with expertise in lore, UrbanEx, technology, and show business, P.I.N.E will deliver a cohesive report on the ghost and its activities upon payment. All additional services will cost extra.”-CEO Michael Evans
It was supposed to be a simple job. Get in, get footage, get results. But the things we call paranormal, these ‘entities’, are lingering manifestations of fear, sorrow, and fury. The reason they linger is the same reason they are hard to exterminate. Whatever happens, be sure you keep the red light of your camera on. The camera should be live, even if you aren’t.
The entities in this game are influenced by the events of American history. The entities you hunt as P.I.N.E agents are connected to the fabric of who we are as a nation; it’s up to you to unbury the worst horrors of the American south, even if it means giving up your life in the process. From antebellum houses to abandoned sanatoriums, investigators are guaranteed a road trip of a lifetime.
Minds without bodies, feelings without souls. Entities linger on the edge of our reality, reaching over from the other side to manipulate the physical world in terrifying and lethal ways. To properly approach hunting these entities, certain clues will reveal how these entities manipulate the world; and you.
Phantom Hysteria’s missions put four P.I.N.E field agents into your control. Each agent has multiple customization options and dialogue that are unlocked through play. Agents of P.I.N.E have backgrounds and aspirations that fuel how they interact with every mission; but much like the ghosts, they have secrets that bleed into the world. Everyone is running from something.
P.I.N.E doesn’t mess around; but if they did, it would be within their southern United States headquarters. P.I.N.E’s warehouse is available for agents to access their accolades, outfits, and career information. Agents can pinpoint their next move, train using the warehouse’s Paranormal Investigation Training Center, and purchase their consumables.
“WARNING-REDACTED”
Regardless of who you choose to play as, agents of P.I.N.E will be offered a selection of careers to choose from at the start of the game. More missions lead to further experience in that career, but investigators are free to change careers between missions for any reason.
*** Engineer
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Media Specialist
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Communicator
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Investigator
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(Soloable) Jack of All Trades**
Careers will not only assist in your exploration of haunts but allow you to further capitalize on the entities you find lurking within.
When every crucial detail of the entity is recorded, the real mission begins. Consisting of multiple phases, haunts will task you with challenging objectives that bring out the survivalist of you and your team. These objectives will assist in your attempt to banish entities from this mortal plane; but missteps in doing so could risk releasing something more dangerous onto the world…
Sunlight
Awful. A collection of random voices muttering gibberish in splat water color forest, and your arms are missing. You can’t understand what they are saying, so just tune them out. There is nothing to interact with, just painted trees and land, and sky. It takes a full minute to boot into it, and likewise to get out of it… Maybe if you waste 20 minutes into it, you can find some angle in the ‘forest’ to take a few nice screenshots and use them as desktop wall paper. But not much else in this, some additional random moaning choir music, pleasant but formless and meaningless. Pity, it seemed like it would have potential if they cleaned up the broken audio noise, reverb overload and overlapping garbled voices. In SETTINGS - You can turn down the voices, the Music, and or turn down the nature sounds to Silent. Try just Nature, no voices, no music. Then, you’ll enjoy a quiet walk in the woods. It does have an ending once you pick a handful of flowers. You can post your thoughts at the ending to share them with others. You could also just put on the music and silence the rest, enjoy the music playing in the background while you work. But the voices - ugh - babbling gibberish. Graphics 7/10 - watercolor trees.
– Real player with 1.2 hrs in game
Sunlight
Sunlight is a thirty-minute walk through a beautiful forest enhanced by a wonderful Tchaikovsky arrangement. It’s a decent entry in the walking sim genre.
– Real player with 1.2 hrs in game