“Standed alone at a gas station in the middle of the desert. Dark ritual. Demonic tracker. No escape.” A kind of horror influence that has yet to take root in the broader immersive sim genre.
Founded on the idea of player freedom, the basics of immersive sims are something you can take anywhere and are perfect for horror and occult concepts. Forcing you to know when to use stealth to evade enemies or fire your gun lends credence to two types of basic horror gameplay. It’s also a sandbox approach to level design rather than linear, story-driven levels.
As of now, Ad Infernum has a release date of 2023, but for more information visit itch (opens in new tab) and vapor (opens in new tab) page for that. From Glass Knuckle Games, it’s an indie with a history of cool ideas, but hasn’t hit the big time yet.
Glass Knuckle promotes other features of Ad Infernum. For example, an arcane conversion system that “breaks items down into their base materials” and “uses these materials to transform a completely new item”. The game world also focuses on secrets and shortcuts, with bits of world narrative and loot hidden in various corners. It’s purposeful, too, and it’s all under the “exploration is rewarded, but not required” design philosophy.
Glass Knuckle developer Entropy Phi’s Twitter account had some really bad animations and stuff from the in-development version of Ad Infernum.like this Overcomplicated save station (opens in new tab)i love:
Finally, I got around to creating a manual save station. Like most machines in the game, it has quite a few unnecessary moving parts. #gamedev #madewithunity pic.twitter.com/DrUDbRaBl2April 2, 2023
It also contains the new standard that I use. “It wouldn’t be an immersive Sim without using a chair as a shield. “ (opens in new tab)
“It’s not an immersive sim without using a chair as a shield.” #screenshotsaturday #gamedev pic.twitter.com/3TLIB17phtFebruary 25, 2023
Again, Ad Infernum can be followed at: itch and vapor For more information, please visit our page.