The sky has flickered and gone out. Only The Light can keep us safe.
And you can't stay down there in the depths of the bunker. The food is gone and the power can't last much longer, either. Those things out there in the dark will only take so long to find their way in... It's time to go outside and face what's waiting for you out there. Maybe then you can go into The Light, like the others.
THE LIGHT KEEPS US SAFE is a procedurally-generated apocalypse in which only The Light can save us. Use stealth and evasion to avoid terrifying machines that patrol the desolate world, and employ the powers of Light to unpick their deadly traps.
Featuring these terrifying and entertainingly bleak things:
Unique light-based interactions and challenges!
A sprawling world of stealth, survival, and exploration from the makers of SIR, YOU ARE BEING HUNTED and THE SIGNAL FROM TÖLVA.
Horrifying and aggressive alien-machine enemies!
Fiendish traps and disturbing hostile environments.
A procedurally-generated environment, different for each playthrough.
A grim sense of existential threat (because we're good at that sort of thing...)
No crafting though, because we find that a bit dull tbh. Sorry!
A tremendous sense of satisfaction in overcoming certain doom. You want that feeling, don't you? It's a good feeling.
Early Access Details:
Quote:
Approximately how long will this game be in Early Access?
“Early access will continue for around six months, with our target launch being around March 2019.” How is the full version planned to differ from the Early Access version?
“The full version will include more environments, more enemies, more biomes, more detail, more moor. We'll introduce and layer up new systems during the Early Access period, with a target of fortnightly updates.”
What is the current state of the Early Access version?
“A large, fully-playable slice of the game, including the bunker (your large, explorable base) and early outside environments in which you can take on the machines. So basically a few hours of well-developed game, with more to come.”
- New biome, accessible through new door in the bunker.
- New "final" compound.
- The machine can now be "filled" with light motes, triggering the end sequence.
- End Sequence!
- New Louise voice-over material for injury, looting, and other interactions.
- Multiple save games supported (previous save slot now called "Legacy Save").
- Localisation support for Spanish, French, and German languages. This includes front end language selection wrapped and support throughout the game. (Please note the localisation is text only, voice over remains English only.)
Fixes and tweaks
- Numerous changes to bunker interior.
- Rebalanced number of light motes in the exterior world.
- Rebalanced number of flashlight components in exterior world.
- Increased damage and difficulty of all traps and enemies.
- Fixed fatal savegame issue that was removing objects from the world.
- LODs adjust on all props to increase stable frame-rate in exterior scenes.
- Invisible zombies now appear in multiple locations.
- Drones will not path to the same location when leaping.
- Alien Garden and Ruined Farm compounds fixed.
- Greater chance of holes in inner compound walls.
- Texture compression on all textures changed, speculative fix for some video memory issues.
- Fixed bug where component holder would not empty.
- Added missing colliders to barrels and other minor props.
- Enemy chase state now lasts slightly longer.
- Bottle noise level adjusted so that it can't be heard so far away.
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