Meat & Greed
Meat & Greed is a 3D side scroller puzzle platformer game set in a slaughterhouse.
By controlling cows, chickens, and other animals, the player has the ability to manipulate the environment to solve puzzles, and eventually escape the place. Intense atmosphere of horror and visual narration will help to convey criticisms of the modern meat industry beyond a supermarket shelf.
All puzzle indie game lovers, as well as environmentally cautious players will appreciate both the moral goal and the refreshing approach to movement, switching between playable characters, and narrative design of the game.
Read More: Best Cinematic Atmospheric Games.
Mocap Fusion [ VR ]
Motion Capture Fusion [VR] is an immersive roomscale mocap sandbox for artists and animators who wish to create and export motion capture animations_, or create live content_, using conventional VR hardware. With as little as a single VR HMD and two controllers users may create mocap on their own avatars. Advanced users may create more detailed motion capture including full body tracking and can be combined with other sensors (eg. Apple IPhone Truedepth sensor and Oculus Quest 2 optical finger tracking) to connect avatars to simultaneous inputs. This fusion of multiple sensor can combine many layers of motion capture in a single take; including: full body tracking, face capture, lipsync, gaze tracking, optical finger tracking.
Highlights
The term “getting into character” may apply here as literally connecting one’s self to an avatar as completely as possible and seeing them selves in a (VR) mirror while acting out a script.
Users may include their own completely custom characters (avatars) and use the same avatar throughout the production workflow. This eliminates the need for retargeting and ensures the mocap data always fits 1:1 without causing any offsets in the final results.
One of the unique features of Mocap Fusion is that it has the ability to export motion capture data and reconstruct the scene in Blender, making it available for final rendering in minutes .
Compatible Headsets (VR HMDs)
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Valve Index
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HTC Vive (and Vive Pro Eye).
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Oculus Quest (1 and 2).
Optional Tracking Hardware
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SteamVR Vive trackers.
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IPhone Truedepth sensor (facecap and eye tracking).
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Oculus Quest 2 (full optical finger tracking).
Capabilities
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Export mocap and create scenes in Blender™ instantly.
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HTC™ Vive Trackers (Up to 11 optional points) full body tracking.
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Ability to record, playback, pause, slomo, scrub mocap in VR.
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Customizable IK profiles and avatar parameters.
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SteamVR Knuckles support for individual finger articulation.
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Quest 2 optical finger tracking app for individual finger articulation and finger separation.
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Vive Pro Eye blink and gaze tracking support.
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Sidekick IOS Face capture app (Truedepth markerless AR facial tracking).
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User customizable Worlds, Avatar and Props may be built for mocap using the APS_SDK.
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Compatible with existing Unity3D™ avatars and environments.
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Supports custom shaders on mocap avatars.
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DynamicBone support for adding hair, clothing and body physics simulation to avatars.
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Breathing simulation for added chest animation.
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Add/Record/Export VR Cameras for realistic camera mocap (eg. VR Cameraman effect).
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Optimization for exporting mocap (.bvh) data to Daz 3D.
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Placement of “streaming” cameras for livestreaming avatars to OBS or as desktop overlays.
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Microphone audio recording with lip-sync visemes and recordable jaw bone rotation.
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Storyboard mode, save mocap experiences as pages for replaying or editing later.
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Animatic video player, display stories and scripts, choreograph movement.
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Dual-handed weapon IK solvers for natural handling of carbines.
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Recordable VTOL platform for animating helicopter flight simulation (eg. news choppers).
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VR Camcorders and VR selfie cams may be rigidly linked to trackers.
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VR props and firearms may be rigidly linked to trackers.
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Ghost curves for visualizing the future locations of multiple avatars in a scene.
Gameplay
The experience depends on the user’s PC and the tracking hardware used. The recommended SteamVR headsets are the Valve Index or the HTC Vive. A Quest HMD may also produce reasonable results. It is also possible to use the software without an HMD (eg. when livestreaming). Full body tracking is only available when using feet and hip trackers (and optional elbows, knees, chest). Users may achieve more realistic tracking results when using body trackers. Body trackers are optional and standing mocap is supported. Further realism my be achieved on compatible avatars by also enabling face capture or using a Vive Pro Eye for gaze and blink tracking.
History
Originally this was designed as an intuitive way for users to create virtual training videos and presentation in an immersive VR environment for added realism and then export their animation for rendering. The project was made available to a community for beta testing and since has received feedback and many feature requests which has helped add to the utility of the software for a verity of different creators.
Read More: Best Cinematic Education Games.
The Resolve
A Procedurally Generated, Idle Clicker, City Builder!
The Resolve is a new take on idle clickers, for players who want just a little more interaction with their game but still holding the core values instilled by idle clickers. Let your imagination run wild and enjoy the relaxation that will flow through you.
** Features **
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City Customisation - Create your perfect world
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Relaxing Sound Track - Perfect after a long stressful day
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Building Customisation - Design the interiors of the buildings to increases your economy or comfort
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Hidden Challenges - Can you find them all?
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Procedurally Generated - Never ending? Yes
Developed by : Rus K
Read More: Best Cinematic Relaxing Games.
orbit.industries
Build and manage orbital stations rotating around distant planets! Train your skills in a Mission mode or dive deep in a Free Play. Do you have the skills and wits to become a space pioneer, Engineer?
There are many space simulation games out there, most focus on deep space exploration or planetary colonization, still building and managing an orbital station is a new and unique challenge!
orbit.industries blends inspiration from classic science fiction literature, movies, and popular space-opera TV series with actual knowledge and progress achieved in the field of space exploration, space engineering, and orbital stations development.
orbit.Industries offers two graphically separate views while working on your station:
The outside space view shows your station in an orbit. Here, you will build and install new 3D modules - each with different functionality - and polish them with decorations. You will control and supervise all the ships arriving and departing the station. The full 3D environment allows expanding stations in all dimensions, taking advantage of the endless space.
The so-called Abstract System Layer (ASL) enables setting up and monitoring the different production cycles, to organize resources and services as efficiently as possible. These systems are placed and connected in a separate, abstract view that is presented in a circuit board form.
Those two different gameplay visual perspectives secure a high degree of creative freedom and optical variation in the outside view, enabling players to fully take advantage of the 3D in space. At the same time, outsourcing organizational processes with possibly hundreds of production lines inside the station into a separate ASL view ensures maximum clarity.
orbit.industries offers a unique economic system. Your task is to make your station as profitable and efficient as possible. Setting up stable production lines is hindered by the occurrence of errors and malfunctions, like fire outbreaks or hacking attacks. These errors are based on specific error probabilities that each module and each system entails.
Additionally, there are different mechanisms in place to prevent simply overloading production circuits to increase the difficulty of reaching high or even maximum efficiency. You are however able to have a positive influence by building modules and systems like a sick bay or a repair drone. These have a positive impact on the error probabilities of nearby modules and systems in a certain radius and they do make for an even larger variety of projects.
orbit.industries offers 3 different campaigns to play in a single-player mode, each set in a different location, so in every campaign, the station will orbit a different planet. Players need to build a device to terraform a planet to make it habitable and resource-rich.
Each of the 3 campaigns has its background narrative. Players must build one campaign-specific complex module, consisting of several smaller modules. Each of these modules has to be unlocked by researching the technologies through projects first and each of them requires the player to build various other basic modules first.
Additionally, players can choose between Endless or Creative modes, where they can build freely, set their focus, and keep busy for hours:
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Endless mode is a type of gameplay with no set objective – progress normally through the game, build new modules and systems, earn money through projects and unlock new technologies to make the space station even bigger and more efficient.
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Creative mode: while similar to Endless mode, allows you to approach the game with a more free-roam attitude and to build your station with absolute freedom. All technologies are already unlocked since the beginning and there are no constraints on money or time!
orbit.industries key features:
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Full 3D Orbital Station shown in two different visual perspectives
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Setup and management of production pipelines and cycles
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Research and Development of new production-related technologies
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Procurement and reward systems to keep players constantly engaged
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Contracts players can accept for one of two reasons:
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Earn money for the space station in form of a reward
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Research and unlock new technologies, in the form of a new module required for building
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54 extension modules you may build and expand your station
{Undefined}
Have you ever got to the point where you felt you would never get involved with an Early Access game again? (I know how you feel!) Well, {Undefined} has restored my faith in the Early Access process. The potential for the game is huge, and I would recommend looking at the road map to see what is ahead. Right now the tools ingame give so much freedom for creatively, so many options, that already somethings are possible that I haven’t seen in other builder/crafters. Being at an early stage people might say there isn’t much content. Fact is, you have the tools to make your own content while waiting for even more options to arrive. In the last 24 hours I have been both amazed and impressed as other players have shown just what they can do with their new found creative freedom.
– Real player with 115.3 hrs in game
So much potential would be cool if it had the building tools like Besiege and Space engineers
joined together so i can build some big hydraulic machinery
cause its going to take me years to mine underground with my iron pick lol
its so addictive i cant stop digging looking forward to the updates, keep up the
good work its going to be a great game.
– Real player with 28.8 hrs in game
Cinema Simulator
This game gives you exactly what you would expect, which is perfect
the movies dont lose much quality when on the big screen, and overall, the game does its job well.
there are a few things i think could benefit the game, such as more options for height, clothing and food/drink
other than those few minor thoughts, i recommend this for sure
– Real player with 0.4 hrs in game
I love the concept so much I don’t regret buying but this desperately needs VR support and maybe a mini movie arcade to increase immersion.
– Real player with 0.3 hrs in game
[ECHOSTASIS]
STEP INTO YOUR [CHAMBER]
LET [HER] DO THE REST
In [ECHOSTASIS], you take control of the lead engineer at ENIGMA RESEARCH & DEVELOPMENT. While testing a new device that can generate personalized realities known as [ECHOES], a cyber-attack is launched on [ENIGMA] HQ.