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

Micro update:

I'm working on improvements to rendering the alien language. It was generated during loading so the more text I added, the slower things got. Tried and failed with generating it all beforehand, but today I succeeded with optimizing the original technique. So I guess I'm sticking with that.  ::)
  • He sucks at sales estimates and predictions

Legend

In Layman's terms, how does one do this?
Programs have the ability to repeat a function over and over until the desired conditions are met.

I accidentally made it so that it was impossible for the desired conditions to happen so the function just kept running over and over and over. By the time I realised it wasn't just a really slow function, my computer froze up and I couldn't shut anything down.
  • He sucks at sales estimates and predictions

SWORDF1SH

Just crashed my dev computer with an infinite loop.

Been awhile since I've done that  ::)
In Layman's terms, how does one do this?

Legend

Just crashed my dev computer with an infinite loop.

Been awhile since I've done that  ::)
  • He sucks at sales estimates and predictions

SWORDF1SH

Yeah for most puzzles I already have stuff like that implemented. It's just a matter of refining everything.

I thought it was frustrating with The Witness how many people thought it was nothing but line puzzles and shrugged it off. The 3D world added so much to the game and was pivotal to much of my enjoyment.
Definitley! 100% agree. The world was nice to be in and discover, the puzzles had a lot of depth to them and unique ways to work them out, the world was full of easter eggs and finding all the hidden lines was fun and challenging. To top it off the audio blogs was interesting and insightful, being an atheist made me realise how shallow my opinions are that I base my belief on. I found it quite deep.

Legend

So a more natural way of doing it. That's a better idea. Do you know how you will achieve that?

The Witness is a well crafted game. I shook my head at people claiming it was too hard without playing it right. Some people really do need on screen prompts to tell them what to do like "this puzzle contains a rule that you don't know yet, to solve this puzzle visit the castle to learn the new rule".  The game was a masterclass in level design that required you to explore the whole island and learn rules gradually and revisit areas once you've learnt the rule or multiple rules needed to solve puzzle.
Yeah for most puzzles I already have stuff like that implemented. It's just a matter of refining everything.

I thought it was frustrating with The Witness how many people thought it was nothing but line puzzles and shrugged it off. The 3D world added so much to the game and was pivotal to much of my enjoyment.
  • He sucks at sales estimates and predictions

SWORDF1SH

I'm not planing on having a difficulty indicator. Instead I'm using level and puzzle design to (hopefully) telegraph that info to the players.
So a more natural way of doing it. That's a better idea. Do you know how you will achieve that?

The Witness is a well crafted game. I shook my head at people claiming it was too hard without playing it right. Some people really do need on screen prompts to tell them what to do like "this puzzle contains a rule that you don't know yet, to solve this puzzle visit the castle to learn the new rule".  The game was a masterclass in level design that required you to explore the whole island and learn rules gradually and revisit areas once you've learnt the rule or multiple rules needed to solve puzzle.

Legend

I love the sound of this, "Thousands of puzzles with no filler. Every one is unique and has a unique purpose in the game". This kind of reminds me of The Witness. After reading what your game is about and what you want to achieve I think this game is extremely well thought out and unique, both the campaign and multiplayer.

"Some optional puzzles are incredibly hard. Even with players collaborating together online, VizionEck will still have unsolved mysteries years after release". This is nice idea that will bring people together to solve puzzle which I had a similar experience with a game called Asemblance. I enjoyed reading through how people worked out how to complete Asemeblance but because I was a little late to the party I missed out on joining in the actually discussions. With ViszonEck is sounds like you'll have more time and opportunities to join a discussion about a particular puzzle which is also encouraged by your plan on clearly labelling each puzzle making it easier for people to find and join in on the discussion about that specific puzzle. Keeping to this subject, do you plan on having some sort difficulty indicator on how hard each puzzle will be to solve?
Glad to hear it!  ;D

I really loved playing The Witness and Jonathan Blow's dev talks have really helped me refine the puzzles.



I'm not planing on having a difficulty indicator. Instead I'm using level and puzzle design to (hopefully) telegraph that info to the players.
  • He sucks at sales estimates and predictions

SWORDF1SH

I love the sound of this, "Thousands of puzzles with no filler. Every one is unique and has a unique purpose in the game". This kind of reminds me of The Witness. After reading what your game is about and what you want to achieve I think this game is extremely well thought out and unique, both the campaign and multiplayer.

"Some optional puzzles are incredibly hard. Even with players collaborating together online, VizionEck will still have unsolved mysteries years after release". This is nice idea that will bring people together to solve puzzle which I had a similar experience with a game called Asemblance. I enjoyed reading through how people worked out how to complete Asemeblance but because I was a little late to the party I missed out on joining in the actually discussions. With ViszonEck is sounds like you'll have more time and opportunities to join a discussion about a particular puzzle which is also encouraged by your plan on clearly labelling each puzzle making it easier for people to find and join in on the discussion about that specific puzzle. Keeping to this subject, do you plan on having some sort difficulty indicator on how hard each puzzle will be to solve?

Legend

When do you get yours?
When I order it.  ;)

Kinda the same deal as VR. I plan to support these cool things but my priority is releasing the base game. Will patch VR post release and will do Pro once standard graphics are finished.
  • He sucks at sales estimates and predictions

Mmm_fish_tacos

I don't have PS4 Pro hardware yet, but I can confidently say VizionEck will run at 4K 60fps for some of the game skins. I mean heck it manages 4K 60fps with a few game skins on PS4 even.
When do you get yours?

Legend

I don't have PS4 Pro hardware yet, but I can confidently say VizionEck will run at 4K 60fps for some of the game skins. I mean heck it manages 4K 60fps with a few game skins on PS4 even.
  • He sucks at sales estimates and predictions

SWORDF1SH

One idea I have with adventure is to keep all the puzzles "within" the game.

It's fun when a puzzle needs you to apply logic, but imo it isn't fun when a puzzle needs you to google. Ie putting a sound file in spectrograph and then convert that image from sign language. Kinda cool to read about, but not cool to solve yourself.

As long as you have the general understanding of a person passed middle school, you should have the background to 100% Adventure.


Game will be very very hard at times, but I'm doing my best to keep it fair.



On the subject of difficulty, don't worry. The game is non linear open world so that you don't need to solve every puzzle to reach the end. Plus every main puzzle has a name that shows up when you pause. That way googling for hints is less likely to spoil other puzzles.
OMG I want this game now. This is exactly my sort of thing.

Legend

Sep 07, 2016, 04:43 AM Last Edit: Sep 07, 2016, 06:44 AM by Legend
One idea I have with adventure is to keep all the puzzles "within" the game.

It's fun when a puzzle needs you to apply logic, but imo it isn't fun when a puzzle needs you to google. Ie putting a sound file in spectrograph and then convert that image from sign language. Kinda cool to read about, but not cool to solve yourself.

As long as you have the general understanding of a person passed middle school, you should have the background to 100% Adventure.


Game will be very very hard at times, but I'm doing my best to keep it fair.



On the subject of difficulty, don't worry. The game is non linear open world so that you don't need to solve every puzzle to reach the end. Plus every main puzzle has a name that shows up when you pause. That way googling for hints is less likely to spoil other puzzles.
  • He sucks at sales estimates and predictions

Legend

Release Date: When It Is Ready
Release Window: (2016-End of Time)
I can just keep passing the game down generation to generation. Make it the family business.
  • He sucks at sales estimates and predictions