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Equinox.space

larschdk
14 replies
4h12m

Could you put in an invert mouse Y-axis for us old farts?

ta1243
12 replies
4h6m

What do you mean? I move the mouse (well trackpoint) up, and I see the ceiling, same with the trackpad

squarefoot
5 replies
3h14m

Some people are more comfortable with mouse inversion, that is also my case; I read years ago somewhere that it is subjective and depends on how we "see" the scene in our brain, like 1st person or projected 3rd person (or something similar, don't take my words to the letter) anyway the number of people that would find games without mouse inversion next to unplayable is very high, therefore adding the option makes sense, and many games in fact have it.

wigster
3 replies
3h1m

i always thought it was people of a certain age who required inversion (i include myself here) because the first 3d games were flight sims, so pulling back on stick/down goes up etc.

seanhunter
1 replies
2h35m

Yeah it's not an age thing. My wife does the inverted thing whereas I do the correct way and we're basically the same age.

dustyduster
0 replies
2h23m

do the correct way

Careful, with that attitude you might not have a wife for long.

recursive
0 replies
9m

I've never really played a flight sim, but I can't get my head into non-inverted. Maybe if I spent a dozen hours, I could do it, but why would I?

recursive
0 replies
2h27m

To look down IRL, I move my head forward. Makes sense to me.

masfuerte
4 replies
3h56m

In a plane you pull back on the joystick to go up.

ta1243
3 replies
3h50m

I played 3D games back in the days of Quake and Duke Nukem 3D and have never had a "move mouse down and view goes up"

Joystick sure, but the last joystick I had was a 15 pin DIN

mmh0000
2 replies
3h12m

Here's the `invert mouse` setting from Quake2[1], though, I know for certain that Duke3D and Doom had the same option. I feel like every FPS I've ever played has had it as an option.

Now, to be judgemental, anyone who enables the invert option is an obvious psychopath. Although, to be fair, everyone thinks I'm a psychopath for using Mouse2 for Forward.

[1] http://www.quake2.com/kko/menu/options.jpg

adastra22
0 replies
2h52m

Oh come on. I’m a pilot, or at least I spent a good deal of time in flight training when I was younger. I’d rather not mix systems, that’s all.

Narishma
0 replies
2m

Doom didn't, since it didn't support looking up and down.

adastra22
0 replies
2h54m

That’s the opposite of how a real life joystick works, so some people don’t find it intuitive.

guigui
0 replies
2h56m

Yes, sorry. That's one of the many little features that we wanted to add but didn't make the cut. We may add this in a future update.

modeless
5 replies
2h56m

Unfortunately it is very stuttery on my Pixel 7 Pro, looks awesome though

guigui
3 replies
2h55m

Sorry to hear that. That's weird, because we tested on a Pixel 3 and had decent performance.

modeless
1 replies
2h54m

Yeah, it's not due to poor rendering performance. I can see it running at full frame rate between stutters. It may be some kind of timing issue? Here's a video of the problem: https://x.com/modeless/status/1782432663649087917

MartinoPalmitos
0 replies
2h47m

I have the same phone (Pixel 7 Pro) and I have the same issue

tried Brave + Chrome with same results

01HNNWZ0MV43FF
0 replies
1h50m

Oh weird. My pixel 4a on Firefox felt like it was not hitting 60. The audio was fine and it was playable but I couldn't find the cockpit so I gave up

BHSPitMonkey
0 replies
2h46m

Seems great on my 6 (Firefox).

fragmede
3 replies
7h13m

I'm blown away by being able to drop in on it on my smartphone seamlessly! My phone got noticibly warm during play.

guigui
2 replies
7h9m

Thank you! Yes, making it available on mobile devices was one of our priorities from the start (even though the desktop experience remains the best one). Phones do tend to heat up when rendering complex WebGL applications.

OccamsMirror
1 replies
4h49m

Looks amazing but unfortunately I couldn’t get sound to work on my iPhone. Tried toggling sound off and on and still no go :(

hackton
0 replies
3h43m

Removing the Silent mode with the left button was the trick for me (like with most mobile game btw)

russdill
2 replies
2h20m

On Linux/Chrome mouse look keeps snapping back. It's really frustrating and makes it unplayable for me

loeg
0 replies
2h8m

I'm also on Linux Chrome but not experiencing that.

izolate
2 replies
4h35m

Excellent! I had originally planned to give it a quick glance, but I was so captivated, I had to see it through the end.

For those aspiring to become creative developers, could you share any tips on which areas they should focus on?

guigui
0 replies
4h16m

Thanks! Congrats on making it to the end. This is too broad a topic to cover here, but I'd say the most valuable skill is the ability to constantly learn new tools and techniques.

davedx
0 replies
2h22m

For me babylonjs was a bit of a leap forward. Great engine + tooling. Nice documentation with tons of examples for how to do things. Besides that, experiment lots and lots! Be very curious. And don't be afraid of 3D math.

iamcreasy
2 replies
2h16m

Thank you for building it. Did you guys use Unity? The startup time is very low.

guigui
0 replies
1h51m

The project runs on Three.js, a JavaScript WebGL library, which explains the low startup time.

Operyl
0 replies
1h37m

No, they used Three.js among other things. Startup time was fast here, it’s probably just how long it takes you to download the game assets that determines speed in the end.

iainmerrick
2 replies
3h57m

I’m really impressed by the visual and audio design, and the graphics and audio implementation too. It’s great that it loads quickly - far too many online 3D games are stuck behind lengthy loading screens.

How big was the team and how long did it take to make it?

guigui
1 replies
3h51m

Thanks, this was done by a team of only 2 people over a span of 1.5 years, working on it intermittently between client projects, totaling approximately 5-6 months of work.

iainmerrick
0 replies
1h19m

Wow, my guess was more like 4-6 people for a year. You guys are impressively multi-talented!

tambourine_man
1 replies
4h9m

Excellent work, works great on mobile, which is rare for a web game

guigui
0 replies
3h47m

Thanks, making it available and actually playable on mobile was definitely a challenge. One of our inspiration for the mobile controls was the iOS version of the game The Witness.

smarri
1 replies
2h19m

Love the project. How long did it take for you to conceive and launch? What tools or platforms would you recommend to use for anyone interested in a similar project? Thanks

guigui
0 replies
1h13m

It roughly took 5-6 months in total over a span of 1-2 years (we paused development several times to work on client projects). I recommend diving into Three.js (or other WebGL libraries), and learning Blender or similar to create your own 3D scenes.

rkagerer
1 replies
1h44m

Played on Chrome on my Android phone in portrait mode, and the whole game I felt it was too zoomed in.

I was suspicious of that AI the whole time. Like, did it get sent into this asteroid field on purpose to destroy it because it was a threat? Were there other unconscious passengers locked in those rooms and if I died following some risky instruction would it simply wake the next one up? How could it practically see through my eyes and would I turn out to be an automated drone?

Would have liked a bit more subplot to explore. Eg. Fix the spinning satellite to utilize the Comms station. Gain access to the third floor in the lift. Poke around the AI control room to uncover sabotage.

Maybe I just missed some discoveries on my playthrough.

guigui
0 replies
1h20m

All valid points, and I completely agree that the narrative could have a bit more depth to it. I really wish there were more puzzles to solve. However, at the end of the day, we had to keep the scope under control, which was already quite large for a two-person team.

paulrouget
1 replies
2h34m

Hey :) I see you guys everywhere nowadays. Congrats, and happy to see you keep on doing amazing things!

guigui
0 replies
1h36m

Thanks, old friend. Always a pleasure to build cool stuff for a web browser, like in the good old days. ;)

leetrout
1 replies
3h42m

Lots of great projects. How can I experience TRACK in VR? I opened the site in my Quest 3 browser but it says webvr not supported.

franck
0 replies
3h8m

About TRACK, sorry, the experience was released in 2018 and we need to update it so that it works with the WebXR API.

drittich
1 replies
2h7m

Someone else mentioned babylon.js in this thread. Did you evaluate that and choose three.js over it?

guigui
0 replies
1h47m

Babylon would have been a perfectly good choice to build this experience, but we have a preference for the three.js API.

dcormier
1 replies
1h36m

I enjoyed it, but in Safari on iOS there was no sound at any point. I checked my device volume. I toggled the game option for sound on and off.

It just occurred to me that it may be because I have my phone ringer set to silent. That is indeed what caused it, which is not great as I don't want notifications to be making noise.

It also felt slightly too zoomed in (I even attempted to zoom out using my fingers).

guigui
0 replies
1h11m

Thanks, we'll keep this in mind for a possible future version.

cloudking
1 replies
4h3m

Amazing work! How did you get the 3D engine to work so smoothly? Is this three.js?

armanr7
1 replies
1h9m

Super impressive. I wish I could play any video game on the web like this. How long did this take to build?

Gr4phTh3ory
1 replies
2h37m

Could you increase the range for the mouse sensitivity option? I'm finding that even maxing it out results in painfully slow look speed.

kevincox
0 replies
1h15m

I've found that `localStorage.mouseSensivity = 4` (the default max is 1) seems to set it to about the right amount. However mouse movement is now very jumpy. It seems that individual mouse events are visible and mouse acceleration curves cause very unpleasant behaviour.

Maybe it is something to a high resolution screen, so one CSS pixel is actually quite large?

Broussebar
1 replies
5h5m

Looks awesome, nice work. I have an unrelated question, on little workshop's website I can see a pétanque game that I couldn't find online. Is there a way to play this game or was it available only during an event?

franck
0 replies
5h4m

Thank you. The petanque game was only available for an event and not publicly anyway, only for the client company's employees.

sgt
0 replies
6m

I can't wait 2500 years, are there hibernation pods anywhere on the ship?

petepete
0 replies
5h21m

It's amazing, thank you. I really struggled without mouse inversion but got there in the end.

gr8r
0 replies
1h25m

fantastic work!

also game is tough? waiting for the walkthroughs lol

felixarba
0 replies
5h3m

This is beautiful and very fun

donbrae
0 replies
3h28m

Ah, you also did the Transmit 3D truck for the Panic website. Nice work!

Jugurtha
0 replies
3h42m

I booked first class but your system is buggy and put me in economy; now I'm stuck because I wasn't in the escape pod!

Someone should start a space ride hailing service. I bet the pod was yellow.

carlnewton
29 replies
5h26m

This is amazing! The visual style is stunning. This actually comes very close to a style of game I've wanted to exist for a long time. The premise being this: You're on a ship going between destinations, but there's no light-speed shortcut, or jump-cut to the destination. Instead, you have to maintain the ship for the entire duration of the journey. Making sacrifices in power and computing ability to resolve problems that occur throughout the ship.

FragmentShader
12 replies
2h52m

you have to maintain the ship for the entire duration of the journey. Making sacrifices in power and computing ability to resolve problems that occur throughout the ship.

There's a multiplayer game where you get in a match and play tiny minigames where you fix the issues of the ship, and once you fix them all, you win.

The twist is, there is an assasin among all players, and his goal is to sabotage your ship even more and to kill everyone, without getting caught. So the duration of the journey is only based on how quick you either fix the ship, find the impostor or die.

Wish I could remember the name, it was pretty popular during the pandemic.

rkagerer
4 replies
1h56m

Among Us.

I tried it once and was looking forward to it, but it was just a bunch of kids running around with no coordination whatsoever killing each other. After a few plays I asked Steam for a refund. Maybe I was doing it wrong and should have tried it with friends.

helboi4
1 replies
1h38m

I've only played among us as in private lobbies with friends to have fun during the pandemic. That's why it was so popular. Would never think to play it online with strangers. There's really not much to it its just about as complex as a simple boardgame. It was just a way to easily socialise with everyone you knew even if they weren't a hardcore gamer during lockdown.

OkayPhysicist
0 replies
1h42m

Yeah, random lobbies are absolutely unplayable. Lobbies that are coordinated in some public Discord server tend to be a coinflip if they're going to be passable or not. But the game really shines when you have a core group of people to play with that all engage with it in good faith.

Of course, all those groups burnt out on the game after playing way too much of it over the pandemic, so it is what it is.

FragmentShader
0 replies
1h30m

I played mostly with friends and it was fun.

When I first got into public lobbies - yeah, everybody was a kid and the first color shouted into the chat would get kicked.

The trick I found was to switch the search language to English as I was in European servers with my native language. That way, I would match with Europeans that manually changed their language to English as well... or just british kids.

Anyways, it got way better, no more "red is sus" and then kicking without proof. But then everyone was too rude. People always got EXTREMELY angry when I found who the impostors were by either using the cameras or just remembering who was with who + kill spots + behaviour. Like, we win the game because I confirmed the users were impostors based on actual proof, then they cuss me and ban me from the lobby!

So, yeah, I kinda not played much in public lobbies for these reasons. But with friends it was fun!

ZeWaka
0 replies
1h7m

Yeah this isn't the right game, but is much closer to a full game based on that idea than among us.

FragmentShader
0 replies
1h44m

Yeah! Thanks :)

0xEF
0 replies
1h57m

Scratch that, I missed a paragraph in OP's post about the assassin. Definitely not SpaceTeam and more likely Among Us.

Give SpaceTeam a try anyway. You have to love a game that bills itself as a "cooperative shouting game."

michaelmior
0 replies
1h24m

Not the game you were thinking of, but Spaceteam is a very fun game with a related premise. You're flying a ship and the ship is breaking down so you need to activate the right controls to keep it moving.

The ship will tell you what controls need to be activate, but the catch is that each player only has access to a portion of the controls, but will receive instructions for all them. Cue lots of yelling back and forth to try to communicate the appropriate directions :)

peddling-brink
3 replies
4h40m

That sounds similar to a sub-plot in Children of Time by Adrian Tchaikovsky. Very interesting book!

carlnewton
2 replies
4h37m

I've never heard of it, but I'm on the lookout for a new sci-fi read, so I think I'll get it! Thanks!

SamBam
1 replies
4h27m

Don't read it if you're terrified of spiders. Otherwise, it's a great book.

joshstrange
0 replies
2h34m

I hate spiders but I was able to get past it for this series. That and A Deepness in the Sky.

ta1243
2 replies
5h21m

Just had a few seconds, A/D is strafing as I'd expect

carlnewton
1 replies
5h15m

I just opened it again to make sure I wasn't imaginging it. Oddly enough, A works to strafe left for me, but D doesn't work to strafe right. I'm using Firefox 121.0.

Edit: ignore me! It's one of my plugins!

cess11
0 replies
4h29m

If someone is using Vimium or something similar and aren't aware yet, entering input mode, usually 'i', will let key-presses slip by the plugin input parser and go straight to the web page.

nmarinov
0 replies
2h13m

FTL: Faster Than Light is sort of similar to your premise but the style is very different - it's a roguelike RTS.

https://subsetgames.com/ftl.html

In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions.

What will you do if a heavy missile barrage shuts down your shields?

- Reroute all power to the engines in an attempt to escape?

- Power up additional weapons to blow your enemy out of the sky?

- Or take the fight to them with a boarding party?
jrrv
0 replies
2h5m

I have pages of notes for a game like this that I've been thinking about since university, largely inspired by Battlestar Galactica and The Expanse. This game reminded me of it too, maybe I'll get to it one day.

gr8r
0 replies
1h45m

had my vote at the landing page

franck
0 replies
5h0m

Thank you, glad you enjoyed it! I like your idea a lot, I would definitely play this.

buzzy_hacker
0 replies
1h48m

You're on a ship going between destinations, but there's no light-speed shortcut, or jump-cut to the destination. Instead, you have to maintain the ship for the entire duration of the journey.

Neptune's Pride [0] is a fantastic real-time strategy game that has this feature without the maintenance part. You play the game over the course of days instead of minutes or hours. And it may take hours for your ships to reach their destinations. A ton of fun with friends.

[0] https://np.ironhelmet.com/#landing

LanternLight83
0 replies
1h6m

Sunless Seas and Sunless Skys are two narrative-driven games in the Fallen London universe which otherwise hit a lot of these beats.

ryukoposting
7 replies
5h40m

At breakfast so I can't play right now, but those are some buttery-smooth animations on a new Android running Firefox. Nice work.

mikae1
6 replies
5h33m

The only thing I'm seeing is a spinning globe on FF for Android. Smooth, but I guess I'm missing something...

franck
2 replies
4h38m

Thanks for the bug report. We'll have to figure out what could be causing this issue.

mikae1
1 replies
2h27m

To be precise, Mull browser (a Firefox fork).

burkaman
0 replies
39m

Mull probably has WebGL disabled as an anti-fingerprinting measure.

KineticLensman
1 replies
5h13m

I had to switch to Edge to get it to work.

Can't find that damned access token though.

alalp
0 replies
4h29m

Check the storage room accessible from the main "hub"

alje
0 replies
3h32m

That was also the case for me (FF for Android), and I eventually found that I have WebGl disabled by default. Everything worked as expected after I resumed. FF animations run quite smoothly. Good work for developers.

soci
6 replies
4h30m

awesome piece of work. ai can’t find the cockpit though.

franck
5 replies
4h28m

Thank you. Hint: look for a door which doesn't look like the others in the central hub.

enigmashot
2 replies
1h37m

i found the little yellow thing in that room and i was expecting it to enable the elevator but no luck.. what am i missing?

efilife
1 replies
49m

behind the "restricted door" you will find another door that leads to the cockpit

soci
0 replies
10m

I tried to open another door with Restricted title in it and didn't open. I assumed all "restricted" doors would have the same fate.

soci
0 replies
50m

Thank you. While I really want to check your hint, I won't. Since there's no way to save progress this would be my fourth attempt to play the game from the start [1]. Maybe saving status would have it make it different for me. Please, don't take me wrong, the game looks amazing, reminds me of the old times of Mac Classic gaming, but I'm no gamer.

[1] I'm on an iphone, and I always tapped back to get to HN again so I lost progress every time I tried your game.

addandsubtract
0 replies
4h11m

It's not in the hub, though. You have to go past the hub first.

jordemort
6 replies
4h4m

I'm sure it's not the fault of the game, but this straight-up crashed my machine after about a minute of play. Screen froze, everything went unresponsive for a couple seconds, then I got about half a second of a pure magenta screen, and my machine rebooted. M1 Pro Macbook Pro, Sonoma 14.4.1, Firefox 125.0.1.

rafram
4 replies
3h59m

then I got about half a second of a pure magenta screen

That's an Apple hardware classic. Sorry to report that your GPU might be shot. (Hopefully it was just a one-time fault, though.)

jordemort
2 replies
3h50m

It would be a shame, just a tragedy, if this machine suffered catastrophic hardware failure with 3 months left on my AppleCare contract :)

swozey
0 replies
1h46m

I'm on a 14" M1 Max from 12/2021 and my AC+ expires in 2025. I'm pretty sure you can buy it right before your warranty expires to extend it. But maybe you bought 1 year of AC+ and can't extend it after?

This was my first AC+ purchase.

Also my battery has been at 79% Service Battery health for about a year. I forgot to use AlDente to limit the battery to 80% but do it now and it hasn't gone down.

edit: Jesus I just realized 2025 is next year. Totally thought I had like 3 years left.. nevermind..

dev-tacular
0 replies
2h8m

Oh no! How will you ever recover? /s

Ono-Sendai
0 replies
3h57m

Nah probably buggy Mac OpenGL drivers

jordemort
0 replies
4h1m

Doesn't seem like the crash is repeating itself. Now it is running fine. The first time through, it died right after I was told to open the door but right before the door became openable.

the_real_cher
4 replies
5h58m

very cool! it delayed me getting out of bed for 15 minutes. worked great on android phone.

great atmosphere music graphics and sense of humour.

is 3js the only technology you all used to make this?

franck
3 replies
5h51m

Thanks for the feedback! We used the Three.js WebGL library and a custom-built game engine for the various interactions, pathfinding and game logic. We modeled the scenes in Blender and SideFX Houdini, and also baked lightmaps with Blender.

abj
1 replies
4h54m

Amazing job! Any specific settings in Three.js you used to get the great mobile performance? Really interested in seeing anything you'd like to share about how you optimized performance. Amazing work!

franck
0 replies
4h40m

Thanks!

Nothing specific regarding mobile but we worked on rendering optimizations quite a bit to make the experience smooth. Most notably the render pipeline is based on MRT (Multiple Render Targets) which renders multiple frames at the same time, which is great when doing post-processing stuff. Also we made sure to keep the number of draw calls quite low by merging static objects. There is also a lot of culling going on, hiding rooms that are not visible.

We'll probably post more technical details on X in the coming days/weeks, be sure to follow us if you're interested.

the_real_cher
0 replies
0m

Awewome thx for the info. Its inspiring.

ikt
4 replies
3h9m

this is amazing

anyone have a solution for turning the power generator on? I matched the squares with the tetris style symbols on the power generator but then nothing happened :S

jasonsb
2 replies
3h8m

You have to match the colors as well.

ikt
0 replies
3h0m

ty!

SamBam
0 replies
1h4m

It's a classically-done puzzle with a classic hint. One of the colors is correct, so if you just put in all the shapes that are in front of each console, one core starts spinning. That triggers you to understand that you're part-way there but are missing something.

It's nice when puzzle creators take the time to scaffold their puzzles.

linuxguy2
0 replies
3h7m

Did you match colors too?

reaperman
3 replies
5h27m

Delightful experience from start to finish. Thanks for showing what web apps are capable of at the moment. It would make sense to title this "Show HN: "

franck
0 replies
5h25m

Thanks! About "Show HN:", we would have done so but someone else posted it so we have no control over the title.

echoangle
0 replies
5h24m

It would only be Show HN if OP were the creator, which they are not, I think.

asicsp
0 replies
5h26m

Show HN is for authors submitting their own work...

whitepaint
2 replies
3h33m

I never play games but this was actually fun. Are there PC games that have a similar concept that can run on not a very powerful laptop?

timnetworks
0 replies
2h0m

Stanley Parable / Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist are two (from the same devs) that stand out in recent memory. Myst (and Riven and there are like six total ending with a fully 3d Obduction) are cult classics and already referenced.

hackton
2 replies
6h49m

I am very much impressed by this project. The smoothly rendering on the browser, stunning graphics and captivating music create an immersive journey. And I always love to discover some Easter eggs. Bravo!

guigui
1 replies
6h14m

Thanks hackton. Really appreciate it!

While creating Equinox, it frequently felt like we were working on tiny details that hardly anyone would notice. But ultimately I believe that immersion largely relies on the accumulation of all these small additions.

desdenova
0 replies
3h40m

The sarcastic remarks from the computer were definitely great.

ydnaclementine
1 replies
4h56m

Really good, and the music after the first thing that doesn't go as expected is particularly good.

franck
0 replies
4h46m

Thanks for the music appreciation, it means a lot!

masterkram
1 replies
1h18m

amazing, reminds me of the opening scene of jedi knights of the old republic.

sonicrocketman
0 replies
1h15m

I thought exactly the same thing.

maerF0x0
1 replies
1h31m

Sierra/Vivendi/Activision/Microsoft should revive the Space Quest brand and make something like this.

Edit: also have you considered doing a how I made / tutorial series on youtube ?

guigui
0 replies
1h7m

We sure hope that game publishers/studios will find Equinox inspiring.

We're working on some behind-the-scenes content that will most likely be published on X and LinkedIn. You can follow us if you're interested: https://twitter.com/glecollinet

jasonjmcghee
1 replies
2h31m

Bug report:

On iOS, I rotated to landscape and then portrait and it became permanently zoomed in. (even when I rotated back to landscape)

guigui
0 replies
1h45m

Thanks, we'll look into it.

ijontic
1 replies
3h11m

That's so good! I haven't played a computer game in ages. But the atmosphere here, the graphics, the sound captivated me from the beginning. And soon enough, I felt that desire again, to solve the next puzzle... just like the last time in the 90s... um... with Simon the Sorcerer. Thank you for that!

franck
0 replies
3h0m

Wow thank you, this comment made my day. Really glad that our little project could make you experience that feeling again! Adventure games from the 90s definitely played their part as an inspiration for this.

elwell
1 replies
3h37m

Music reminded me slightly of Perfect Dark.

Waking up on a spaceship reminded me of The Journeyman Project.

mare5x
0 replies
1h0m

The music reminded me of Super Hexagon.

desdenova
1 replies
5h18m

Looks amazing, great work.

One suggestion: add the option to invert the touch camera controls. It feels weird to rotate the world rather than the camera in a first person game, and I'm constantly rotating in the opposite direction than intended.

franck
0 replies
4h59m

Thank you! This is a feature we are planning to add in the near future. We used the same controls as Google Maps street view but perhaps for a game it can feel a bit weird.

Gulthor
1 replies
5h18m

A finely crafted piece of art. Out of curiosity, do you plan to make this project open source? I'd be curious to learn about some the technical details.

franck
0 replies
5h5m

Thanks, I'm glad you enjoyed it. We have no plans for open sourcing it at the moment. We'll tweet more details on how we made it, soon-ish.

workingdog
0 replies
3h29m

When I learned my fellow passengers had escaped, I knew this game was for me. I love a bit of fun without ghoulish death.

tmilard
0 replies
4h23m

Very nice graphics and design. I wonder who would ne the client for such a 3D game. And how much (about) it cost to build such a game.

timnetworks
0 replies
1h58m

Runs right in a browser, Linux/Firefox. Game devs, take note!

thelittleone
0 replies
1h33m

Oh damn.. I played it out... got me invested in this guys soul.... and ready to hand over some $. Was engaging and fun. Super inspiring.

nharada
0 replies
1h36m

Really awesome, well done!

nexoft
0 replies
3h30m

bien joué!

natkiny
0 replies
6h54m

Nice work !!

nathell
0 replies
1h59m

Where do I donate to the authors?

mcoliver
0 replies
26m

"if only your economy pod included an escape pod"

lxe
0 replies
2h51m

Very polished throughout. I wouldn't mind playing a full length puzzle adventure like this in the browser.

justsomehnguy
0 replies
2h3m

Got me Von Braun flashbacks.

4k rendering is slow on the integrated Ryzen 3 machine. Any way to lower rendering resolution?

Mobile FF just hangs after trying to load.

jeroen79
0 replies
3h38m

very nice concept!

ilvez
0 replies
2h33m

Was playing in mobile and constantly wanted to zoom out, because the view was too narrow.

harpiaharpyja
0 replies
3h8m

It sounds like other people have gotten this to work. For me it just hangs on "Launching..."

hammock
0 replies
4h7m

Hollywood level storytelling ,visual and sound design. Nice job. The music was great

gamebak
0 replies
5h2m

amazing to see this working with decent frames in the browser, congrats!

benreesman
0 replies
1h11m

This thing runs hot shit on a generation-behind iPhone.

That’s tight code.

ambicapter
0 replies
37m

Every time I hit 'W' Firefox highlights the letter, meaning the help menu comes up.

Oras
0 replies
2h51m

That modem sound!

999900000999
0 replies
2h3m

Great performance running on Android mobile!

I'd legit pay 10$ for this, let it be an episodic adventure!