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KickStarter Hibernaculum - sci-fi survival horror dungeon crawler from Wormwood Studios' Victor Pflug

Zariusz

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Civitas Schinesghe

This mask somewhat reminded me of that poor mutated kid from Darkwood

artur-kordas-dw-npc-muzyk.jpg
 

Harthwain

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That reminds me how elevator rides in Mass Effect 1 were pretty much loading screens.
 

KeighnMcDeath

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Nov 23, 2016
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Oh Jesus! I don’t want irl elevator time! NOOOOOOO!!
Make it a turnbased elevator ride. You do one turn, then elevator does one turn, rinse repeat...
Make it have complex puzzles as well or it won’t even move, let you push a bottom or have the doors open. If failure happens , then it goes backwards a bit.
 
Last edited:

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
DEVELOPER: Victor Pflug
PUBLISHER: Mords



https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/4009119

Hibernaculum 2024 Start of Year Update​


Greetings fellow Crew!

Well, where to begin? 2023 was a mad rollercoaster that we are honestly glad is behind us. The past year brought more challenges than we thought possible for one team to face and yet we did, and I think we came out much farther ahead than we could have ever hoped. But, that took work. The challenges came thick and fast but also on a personal front for myself as well, as some of you may have noticed on my dev news feeds. I thank you all for you backing us financially, but also, and I feel a bit odd saying this - but emotionally as well. Both fronts serve to strengthen each other obviously, but many of you have gone above and beyond in your support of my and my team's work and for that I will be eternally, personally grateful.

The upshot of which is - I & we are now more determined than ever to bring you the best sci fi throwback horror thriller dungeon crawl you've ever played - and this brings to mind something somebody said to me at the beginning of the Kickstarter campaign;

"You're going to be rich!" - or something along those lines.

To which my immediate reply was; "Yes, rich with responsibility".

So with that brief personal note out of the way... On with the show!

...Perhaps some dot points to begin!

THE ENGINE

Our foundational Hiber engine now currently boasts the following features fully implemented;


-Lockable/reclosable doors to keep the hordes at bay & hunker down

-Chests/containers/items fully working

-Multiple wall types within each set now implemented (plus textures +room objects)

-x23 draw distance tiles now working (further than you could see in EoB)

-"Fire Tongue" weapon attack system working for multiple weapon types

-Enemy AI behaviour modes implemented inc wait, follow, attack, patrol etc

-Inventory management per class type & item gathering/crafting on camp system implemented



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*NOTE) Many UI elements are still being reworked and the following gifs represent wall tile tests etc only & not final visuals

THE GAME

We are also extremely pleased to announce that as of last night - Hibernaculum is now OFFICIALLY up on STEAM!

(you can now wishlist Hibernaculum - we of course are extremely grateful in advance!)

HIBERNACULUM STEAM PAGE

(this is early days though so please consider this "under construction" for now many additions & alterations will be made to the Steam store page throughout the year of course)

Also some of you have been steered to our Indiegogo campaign for Hibernaculum which we have kept running on the backburner in order to meet our further stretch goals. We look forward to bolstering our presence there on Indiegogo later in the year and at that time offering merch & additions you may have missed out on during the earlier campaign run.


Our team has been working diligently around the clock and I could not be more proud of the results. With a tandem focus on our pipeline (in order to shore up gameplay and continue building out content) plus deciding the final math for our Character Generator and Combat/SKILD mechanics.

Our work on the Character Generator is right at the forefront of our pipeline now too, just to hammer that home - you'll be seeing a lot more on the fauna side of things very soon ie creating characters with our new Character Generator. Talking to NPCs. Fighting monsters of various types. Talking, perhaps even to creatures that might not be considered a regular NPC - friends can often be found in the strangest places, after all. Then there is so much more after that as well... It almost boggles the mind. But in all - there should a lot more of the things moving inside our Ship for you to see rather than just the moving walls. Gameplay is going to be thundering along now we have our Hiber engine firing on all cylinders.

Seeing the team grow from just myself as a solo creator on this project to include a modest yet colourful myriad of artists, programmers & community managers (not the least of whom is my own wonderful partner) has been a real joy as well, and I thank you all for your kind offers to be a part of this project & look forward to all the further developments on that front as well, as our team continues to grow.


New art will be forthcoming from our art team soon, alongside engine updates from our programmers. Plus generally, a schedule for these that includes more of a wide, or fish eye lens focus on several media outlets and other means of getting news on Hiber to you where & when you want it.


THE HOOK

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...Speaking of lenses & fishes (quite the segue) in our spare time over the holidays we also managed to put together a little something extra for you all as a sort of amuse bouche & miniature gift to thank you for your support - but more on this angle later :D

So yeah - talk soon & stay safe everyone but most of all, please have an absolutely wonderful 2024!

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Be seeing you ;)

-Mords & Team
 

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