A mysterious puzzle driven campaign


A tactical and competitive multiplayer





VizionEck is two very different experiences packaged into a single game.


One half of VizionEck sees the player isolated, disoriented, and powerless in a foreign and foreboding environment. Exploration drives the player forward as they solve puzzles and discover the truths of the world. It's a challenging adventure with paper and pencil recommended.




The other half of VizionEck is a re-imagining of FPS multiplayer into an arcade like experience. Strategy and reflexes are more important than aiming precision plus a limited variety of weapons keeps the playing field level. Fundamentally it's a shooter unlike anything you've played before.


Check out "Adventure" if you love mysteries and go to "Battle" if you're a fan of competitive multiplayer. This "Home" page meanwhile has all the information about the game as a whole.





Universal Features




Photo Importing
VizionEck's photo mode has the defining ability to work "backwards." Screenshots found online or shared by friends can be converted back into gameplay.

This simple concept has lots of wonderful and sometimes bizarre possibilities. A curious player could load the screenshot shown above, and then pan the camera downward to discover what's at the bottom of those pillars. An artistic player could load this screenshot, and then spice up the shot with new image effects and a better camera placement. An adventurous player could load this screenshot, and then continue playing as if it was their own save file. Etc, etc, etc.

Converting from screenshot to game does not require a pristine quality image. If a player finds a low res screenshot with compression artifacts, they should still be able to load it into VizionEck without problems. It's then possible to resave the image with max quality settings.

*The original screenshot creator can enable/disable what's possible with their image.


Free DLC
Players are directly involved with how fast and how much free DLC is released.  VizionEck's in game-currency is the backbone for this system. An Eckm (VizionEck money) is the game's unit of currency, earned by playing Adventure or Battle. Every time any online player earns an Eckm, VizionEck's "Community Score" also increases. Free DLC is released upon the Community Score reaching select milestones. Players can spend their Eckms to unlock game-skins, new maps, extras, bonuses, and more. DLC content is treated just like content available at launch, and usually needs to be unlocked as well.

Free DLC will be released for the life of the game.


Game Skins
The entire look and feel of VizionEck is customizable. Sound effects, graphics, image filters, music, etc. can be changed and modified as desired. Here is a very small sample of different visual changes.






Screenshots

Click to open in new tab.









Additional screenshots may be viewed in the Gallery.




General Information

  • Release Date: TBA
  • Systems: PS4 lifetime exclusive
  • Number of Online Players: 1 Adventure, 1-16 Battle
  • Number of Local Players for Splitscreen: 1-4 Battle
  • Price: Undecided
  • Project Morpheus support: Post Launch
  • Developer: VizionEck, AKA Mike Armbrust
  • DLC: Tons of it, all free
  • Microtransactions: Heck no; has cheat codes instead






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Recent Comments(Newest First)

Legend

I'm having to finish up some language stuff first and then I'll get back into figuring out networking.


(I really hate networking)
  • He sucks at sales estimates and predictions

the-pi-guy


Tachikoma

Get a move on Mike, waiting to buy this.

Legend

Think I won't delay VizionEck again:

Spoiler for Hidden:
<img src="http://i.imgur.com/92RITXi.jpg?fb" alt="" class="bbc_img">
  • He sucks at sales estimates and predictions

Legend

  • He sucks at sales estimates and predictions

the-pi-guy

Isn't lucky's tale 3rd person? How does that work?

Yeah there are lots of interesting methods games are trying. I wonder how long it'll take for standards to form.


Around 8:53

Legend

Lucky's tale does the same thing. It's fun.  
I have absolutely no motion sickness in that game.

Crystal Rift also does the rotation that way.  I don't really have ideas on it per se.  
There's one game that I have that is really bad for motion sickness and it has like 3 or 4 options.  
There's a comfort mode where they shrink down the world.  Not sure how much it helps.  

There's also stability cubes, where they render small semi-transparent cubes.  Something to latch onto.  But, I'm not sure how much it helps people, might be too transparent at times.  

Just wondering if you have looked into it.  
Isn't lucky's tale 3rd person? How does that work?

Yeah there are lots of interesting methods games are trying. I wonder how long it'll take for standards to form.
  • He sucks at sales estimates and predictions

the-pi-guy

A fair amount.

VizionEck Battle in VR is inherently decent since the player's body is visible. It's similar to why tank/plane games work great in VR. Currently aiming is done by pointing the headset. Up/down on the right stick does nothing while left/right rotate the player in 90 degree increments; another inherent advantage of VizionEck using cubes.
Lucky's tale does the same thing. It's fun.  
I have absolutely no motion sickness in that game.

Crystal Rift also does the rotation that way.  
At our Christmas party I showed the game off to guests in VR and got some pretty great feedback too. Focusing on networking atm so I can have a beta as soon as possible but VR is still a high priority. What were you thinking?
I don't really have ideas on it per se.  
There's one game that I have that is really bad for motion sickness and it has like 3 or 4 options.  
There's a comfort mode where they shrink down the world.  Not sure how much it helps.  

There's also stability cubes, where they render small semi-transparent cubes.  Something to latch onto.  But, I'm not sure how much it helps people, might be too transparent at times.  

Just wondering if you have looked into it.  

Legend

How much have you looked into comfort options?
A fair amount.

VizionEck Battle in VR is inherently decent since the player's body is visible. It's similar to why tank/plane games work great in VR. Currently aiming is done by pointing the headset. Up/down on the right stick does nothing while left/right rotate the player in 90 degree increments; another inherent advantage of VizionEck using cubes.


At our Christmas party I showed the game off to guests in VR and got some pretty great feedback too. Focusing on networking atm so I can have a beta as soon as possible but VR is still a high priority. What were you thinking?
  • He sucks at sales estimates and predictions

the-pi-guy

How much have you looked into comfort options?

the-pi-guy

This morning I transferred my PSVR over to the devkit and tried that out. The default graphics are so perfect for VR and it's fun walking around in them like a giant. Now if only motion sickness wasn't a problem  :-[
Cool!  

I haven't played any new games, so I don't know what games are tending to do.  But I hope devs are giving or will give a variety of options.

Give comfort options, but also let walking around doable.  


Legend

This morning I transferred my PSVR over to the devkit and tried that out. The default graphics are so perfect for VR and it's fun walking around in them like a giant. Now if only motion sickness wasn't a problem  :-[
  • He sucks at sales estimates and predictions

SWORDF1SH

VizionEck Battle is not going to have a beta till 2017.

Way back in 2013 I had an online build of VizionEck but that was on PC. Porting that to PSN has been slow and frustrating since I can't just find the answers on google.  :P So instead of dealing with that headache right now, I'm going to continue polishing up Battle and playtesting it using splitscreen. Will probably have guests over for Christmas so it'll be nice to show them something that looks finished. Then after New Years I'll finish up networking and hopefully get a beta up for you all to play.
Exciting stuff

Legend

VizionEck Battle is not going to have a beta till 2017.

Way back in 2013 I had an online build of VizionEck but that was on PC. Porting that to PSN has been slow and frustrating since I can't just find the answers on google.  :P So instead of dealing with that headache right now, I'm going to continue polishing up Battle and playtesting it using splitscreen. Will probably have guests over for Christmas so it'll be nice to show them something that looks finished. Then after New Years I'll finish up networking and hopefully get a beta up for you all to play.
  • He sucks at sales estimates and predictions

the-pi-guy

I have no use for it, but I deliberately stole money from you just so you get back to work on your game.
The cheapest way to hire someone is pay them with their own money.