The main character is Dawnfall, a lost wanderer who travels in a fragmented universe where time and space are twisted. Until he meets a mysterious voice that guides him in a journey that will bring him to fabulous places, meeting challenges that he never thought he could face and that will allow him to find the way back home.
Waking the Glares is made by seven chapters (all included in the game; not split in different releases) and each chapter will have a different atmosphere, different challenges and, therefore, a different gameplay in every stage of the game.
The exploration-based gameplay will require the player to pay attention to the environment from a visual and acoustic point of view. This will imply the alternation of intense research phases and moments where the player is called for fast thinking and crucial decision taking within a very short time span.
The gameplay of each chapter has been thought coherently with the environment and with the story that that place tells, in order to create the higher level of immersivity since what has allowed the player to pass through a chapter could be not that useful in the next. We are confident that we will deliver a game that never gets boring but that never stops to be a first person adventure (no action fptrs here!).
The idea to create a visionary and fascinating adventure comes from the great experience we had with the Oculus Rift.
Waking the Glares will fully support those devices that offer the Virtual Reality experience.
Moreover, the new born Virtual Reality has given us an ambitious objective: to create a game that was pleasing without the using of new devices and that the VR could enhance in its immersivity side. So, do not worry, we are creating Waking the Glares keeping in mind a classical PC station so that everyone can enjoy what we are doing.
Unreal Engine 4
That’s how we are creating Waking the Glares!
It is a powerful tool and, like all the powerful tools, it needs time to be mastered, but is giving us great results. Our first trailer had been made with the Unity Engine, but we will soon create a comparison video to show what kind of improvement we brought to our work.
For now, click on the previews below and take a look at the gifs we have taken out from the upcoming demo!