A Space For The Unbound

A Space For The Unbound

High school is ending and the world is ending with it

A Space For The Unbound is a slice-of-life adventure game with beautiful pixel art set in the late 90s rural Indonesia that tells a story about overcoming anxiety, depression, and the relationship between a boy and a girl with supernatural powers.

Follow two high school sweethearts, Atma and Raya, on a journey of self-discovery at the end of their high school years. When a mysteriously supernatural power is suddenly unleashed threatening their existence, they must explore and investigate their town to uncover hidden secrets, face the end of the world, and perhaps learn more about each other.

Set in a small town inspired by 90s era rural Indonesia, A Space for The Unbound presents an endearing story-driven experience with a vibrant environment waiting to be explored.

Key Features

  • Throwback to the 90s! Let us take you to Indonesia in the late 90s.

  • Explore rural Indonesia and enjoy its relaxing atmosphere with a hint of supernatural events.

  • Chat and interact with other townfolks and listen to their personal stories.

  • Dive into people’s minds Inception-style.

  • Listen to beautiful music composed by Masdito “Ittou” Bachtiar


Read More: Best Exploration Pixel Graphics Games.


A Space For The Unbound on Steam

Ryte - The Eye of Atlantis

Ryte - The Eye of Atlantis

The game probably has not been well tested. Every time I have problems with random items, I find something, I try to pick it up and put it in the bag and … the item disappears, it is neither in the bag nor in the game. Restarting the game helps miraculously and the item reappears in the game. This is the game’s biggest problem (not the only one). It’s hard to feel the story when you lose a key item every time and you need to restart. Oculus version.

Real player with 7.7 hrs in game


Read More: Best Exploration VR Games.


Ryte - The Eye Of Atlantis - These guys went all out to create a “point and click” adventure that is similar to older point and click adventures like Myst but in the great new world of VR.

So just how are the puzzles? This game lives up to the hype of creating an experience similar to MYST of old school days. These are not simple and straight forward easy puzzles. The puzzles start easy enough but quickly they get into quite complicated out-of-the-box thinking to progress. It is an enjoyable and fun reminder of games that use to be.

Real player with 5.6 hrs in game

Ryte - The Eye of Atlantis on Steam

Hanefield Asylum

Hanefield Asylum

For a solo developed game, this played pretty well. The jump scares weren’t obvious like in a lot of games, and offered a good sense of fear throughout the game. The additional content after you complete the game was great. A lot of action in a small amount of time, and added more depth to the story of Hanesfield Asylum. Definitely a great buy for less than $10.

Real player with 12.5 hrs in game


Read More: Best Exploration Survival Games.


I actually had some fun playing this - I thought it was a great premise and the spooks did work really well. However the lack of a save game is a major thumbs down. I can cope with the excessive shots enemies need to bring them down and some glitches here and there - but I’m doing a series on this game on my YouTube channel and haven’t finished the game in one go so I’ve had to go back to the start every time I want to play the next section.

Enjoyed the horror theme though, the devs nailed it.

Real player with 2.5 hrs in game

Hanefield Asylum on Steam

KONSAIRI

KONSAIRI

a game about a fox making food and going through dungeons i dunno

fine game, just real overpriced.

Real player with 0.1 hrs in game

KONSAIRI on Steam

UnScared

UnScared

Game mang tới nhiều cung bậc cảm xúc khác nhau, khiến người chơi bị ám ảnh nặng nề. Tôi xin phép nghỉ giữa chừng. Ko dám chơi tiếp! Cảm ơn các bạn đã tạo ra con game tuyệt vời này! Mong được trải nghiệm tiếp những sản phẩm từ các bạn!

Real player with 0.8 hrs in game

greatest game of all time, yet you can not actually beat the game it seems. The monster is easy to get away from.

Real player with 0.5 hrs in game

UnScared on Steam

Blair Witch VR

Blair Witch VR

My who family use the VR set but its easy for me, my brother and dad to find games, whoever, that’s not the case for my mum who prefers mystery and puzzle games but she liked the look of this and wanted to leave her comfort zone and to say the least we were all pleasantly surprised, the story is good and there’s plenty of times were were laughing at whoever was playing as they froze in place from being too scared.

You can for sure zoom past through the game but we take turn and take time to uncover everything we can, 13/17 chapters done with nearly 10 hours which was a nice surprise lengthwise.

Real player with 14.6 hrs in game

Do you like taking long walks in the woods with your dog and occasionally wetting your pants in sheer terror? Well then, have I got the game for you! Ok, so this is kind of a mixed bag but it’s a pretty good horror game for VR. Let’s talk pros and cons:

The Good:

It’s a pretty well-made game with great atmosphere. The first ~4 hours, in the woods, are about a 4/10 on the spookiness scale, atmospheric but nothing really scary, but the last ~2 hours, in the house, the spookiness gets cranked up to about 8/10 with bursts of 11/10. It was pretty intense in VR and I had to change my pants a few times… I also liked how the documents had a pop-out window for text that made them very easy to read. Reading text in VR is not always fun but this was a good and intuitive solution.

Real player with 7.1 hrs in game

Blair Witch VR on Steam

Discoveries of the Deep

Discoveries of the Deep

What wonders await you in the deepest oceans?

Join an expedition to the unexplored abyss – a fascinating world of strange creatures, lost vessels, and a wealth of untold secrets. Search for ancient wrecks, underwater trenches, missing airplanes, and even the Titanic. Climb on board your mini-sub and dive as deep as you dare!

Immerse yourself in Capstone Software’s classic aquatic simulation, presented with bright and colorful graphics, atmospheric sounds, and memorable music which brings the underwater world to life. The mysteries of the sea await your discovery!

  • Perform scientific research in the Romanche Trench – 23,000 feet below the surface.

  • Accept missions to locate and document sunken wrecks, buried treasure, and marine life.

  • Use realistic instruments to navigate your way across the boundless sea.

  • Deploy your mini-sub for deep sea exploration.

  • Search for the missing “Flight 19” deep in the heart of the Bermuda triangle, team up with the U.S. Navy to clean up underwater nuclear waste, find and photograph the legendary Titanic, and much more!

Discoveries of the Deep on Steam

Schizm: Mysterious Journey

Schizm: Mysterious Journey

SCHIZM: Mysterious Journey

​ JUST LIKE FINDING THE MARY CELESTE

You are about to participate in a great adventure.

It is the year 2083. Ten months ago, the first humans landed on Argilus. They found cities, towns, industrial installations - all deserted. Doors unlocked. Meals unfinished. Amazing machinery still working. But no people.

It was like finding the Mary Celeste on a planetary scale.

​ LIVING SHIPS, FLOATING CITIES, A FASCINATING MYSTERY

Science teams were brought in, research bases set up. Four months later, your supply ship has been sent to check on these bases. But when you hail them from orbit, there’s no answer. The science teams, too, seem to have vanished.

Now your systems are failing and you and your crewmate have no choice but to abandon ship. But where can you go? Where else?

SCHIZM: MYSTERIOUS JOURNEY is a thrilling First Contact adventure where you play both members of the Earth supply vessel Angel as you explore the fascinating landscape of an alien world filled with mystery and intrigue

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On 4 December 1872, the 103-foot brigantine Mary Celeste was discovered drifting abandoned in the Atlantic 590 miles west of Gibraltar. The captain’s log and the crew’s personal effects were found on board. The cargo was intact. There was an unfinished letter on the mate’s desk, the imprint of a child’s head on a pillow on one of the bunks. To this day, no one knows what became of the captain, his family and the crew of seven.

When the first humans landed on Argilus on 24 June 2083, they found towns, cities, evidence of fascinating alien technology, but all abandoned, with clear signs that the inhabitants had only just departed. Doors were unlocked, meals unfinished. Amazing machinery was still working away. But no people. It was like discovering the Mary Celeste on a planetary scale.

Earth Central wanted answers. The planet was classified Restricted and put under immediate quarantine. Experts were sent in. Three science teams - nearly a hundred of Earth’s finest first contact specialists - set up science and monitoring outposts at three promising locations: Base One at Bosh’s Tunnels, under Dr Angela Davies, Base Two at Symphony Harbor, under Dr Gustav Tomlin, and Base Three at Rainbow Landing, under Dr Frances Bremmer.

Because of a particularly active planetary magnetosphere, the surface teams found it impossible to contact Earth directly. Though able to make limited radio contact with one another, the constant electromagnetic interference in the atmosphere prevented messages being routed through the orbital beacon in the usual manner. At first, eager mission leaders could use shuttles to return to the orbiting expedition base ship, Tarquin, and broadcast from there, but twenty days after the expedition’s arrival, Tarquin fell silent and vanished from surface radar scans. It had either left the area or - an alarming prospect - had been destroyed in orbit. The teams on Argilus were effectively cut off from Earth.

That was just the beginning. Scientists began to go missing. One by one, wherever they were working, alone or in company, personnel at all three bases started disappearing. Was it something they touched, some device they activated, some secret they discovered? No one could say. Every day, the survivors were faced with the nightmare of discovering who had vanished this time, and were left frantically, desperately, uselessly seeking answers.

Now, four months later, the mission supply ship Angel approaches Argilus to make the first follow-up contact, but its crew - experienced spacers and xeno specialists Sam Mainey and Hannah Grant - can’t raise any response from the planetary bases. There is no sign at all of the expedition mothership.

Knowing that communication from the surface is difficult, and following special ECS mission directives, Captain Mainey takes Angel into a much closer orbit than usual, to where Angel’s enhanced com systems should be able to raise someone. There’s still no response. Bounceback signatures are positive. Com systems seem to be online and operational, but no-one answers. It’s as if the Earth science teams have simply vanished.

Sam and Hannah know what they must do. Given the circumstances, standard ECS procedure is to abort the landing, withdraw to a safe distance and await instructions. But the moment they try to pull back to where they can notify Earth of what has happened, Angel’s main systems fail. Com and engines are out. Life support is falling to critical. The ship’s orbit is beginning to decay.

Sam Mainey and Hannah Grant have no choice but to use the life-pods and abandon ship, even though they have not yet received the classified 902 mission briefing they were meant to get once contact with the scientists had been made.

​ STRANGE NEW WORLD

Though Sam and Hannah agree to rendezvous at Base One, and adjust their life-pods' comp systems accordingly, weather and electromagnetic variables cause them to land quite some distance from each other, so their first exposure to the new world finds them on their own.

Hannah lands on a fascinating living ship adrift in the middle of the Great Northern Ocean, and Sam on one of a cluster of balloons floating high above one of the continents. Though their radio links are operational, they both quickly find that the atmospheric interference makes communication impossible. They set their links on record, both as a routine mission log for those back home and in case their missing crewmate can access the data later. Then, with no other choice, they begin exploring this strange new world.

With Sam and Hannah, you will experience every step of this fascinating journey of discovery, face their problems, share their successes and disappointments. With luck and skill, you might even unlock the ultimate mystery of Argilus.

ONLY YOU CAN UNLOCK THE SECRET!

SCHIZM: Mysterious Journey is graphical, first person perspective, 3D prerendered adventure game with a compelling nonviolent SF story combined with highly non-linear gameplay, where the player chooses the order in which most of the puzzles are solved.

SCHIZM offers a mix of puzzles of varied type, including mechanical, logical, sound and inventory based, seamlessly integrated with the fascinating story created in collaboration with award-winning Australian science fiction writer Terry Dowling, appealing to everyone from newcomers to the field to die-hard adventure gamers. The story itself unfolds as an intriguing puzzle waiting to be solved.

The player simultaneously controls two protagonists who can explore the game independently, further expanding the game’s non-linearity and freeing the player from the annoying situation of being stuck at a particular puzzle. Both protagonists can solve puzzles independently, but their cooperation is required at certain points in the game. The story involves interaction with several live characters and information interchange between the protagonists. The player won’t feel left alone on a deserted planet.

VISUALS

Distinctive environments where the action takes place, both indoors and outdoors, created by gifted individual artists - floating balloon towns, mysterious underground locations, abandoned industrial cities, sea-floating organic spaceships.

Breathtaking, highly detailed, photorealistic, 3D prerendered graphics.

​ AUDIO

Crystal clear sound effects and ambient soundscapes, all presented in stereo and in 16-bit quality. Users of 3D accelerated sound cards can enjoy the full 360 degree real-time sound positioning according to the changing position of the player.

Ambient, nondistracting, interactive digital soundtrack that changes according to the player’s actions. The game uses MPEG Audio Layer 3 compression which allows for lengthy CD quality music.

MUSIC

The music is delivered in gorgeous CD quality thanks to the licensed audio compression technology. This allows for lengthy soundtrack but the compression ratio will be carefully chosen in order to avoid any quality degradation.

Schizm: Mysterious Journey on Steam

ШХД: ЛЕТО / IT’S SUMMER

ШХД: ЛЕТО / IT’S SUMMER

You just woke up after a midday nap in your country house surrounded by the swishing sound of turntable. You are 8 years old. It’s Summer is an indie video game which genres are “sandbox”, “babushka”, and “midday nap”. The game has neither goal nor sense. There are only you, cheap tea bags with russian tears and the endless yellow field.

The game itself is integral part of the Digital-opera “ШХД: ЛЕТО”. This project also contains a book, LP record, series of digital-art collaborations and something more. ШХД: ЛЕТО is the second and final part of the project ШХД: ЗИМА (It’s Winter).

ШХД: ЛЕТО / IT'S SUMMER on Steam

Campfire Tales

Campfire Tales

*Note that this is a review for version 1.0.2

Playing status: 3x playthroughs, bad endings

Intro

Campfire Tales is a GB Studio game about three people that tell their stories on a camping trip. Three stories will be told by each person to make your camping trip worthwhile.

Pros:

  • Different endings on each story

Cons:

  • Clues for getting a good ending are too hard to find

  • Game over by choosing certain options in dialogues

  • Your save will be wiped right before you finished the game

Real player with 2.4 hrs in game

Campfire Tales on Steam