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Abyss Crew Download Exe File





















































About This Game Abyss Crew is a cooperative submarine game set in a steampunk universe.An underwater cooperative roguelike that allows 1 to 4 players to take on the roles of the Pilot, the Sonar Operator, the Gunner, and the Engineer, on a local or online network. Stay sharp, keep a level head, coordinate with your crewmates, and make life-saving decisions in the dark depths of an unforgiving ocean...Can your crew survive the Abyss?GameplayAbyss Crew is an asymmetrical co-op game where each player has a specific role to fill on the submarine:The pilot operates multiple engines, navigates hazards, takes evasive maneuvers and helps the Gunner line up torpedo firing vectors. Visibility is limited and danger is everywhere, but listen carefully to your Sonar Operator and you’ll keep everyone in one piece!The Sonar Operator is the submarine’s eyes and ears in the treacherous darkness of the Abyss. Monitor the surrounding environment for threats, mark points of interest and set waypoints for the Pilot to pursue! During battle, the Sonar Operator can reveal the weaknesses and track the movement of hostiles, providing critical information to the Gunner.The Gunner uses a fearsome array of torpedoes, mines, and flechettes to defend the submarine from numerous undersea threats such as pirate vessels and aggressive sea creatures. He can also illuminate the surrounding area with flares, operate the sub’s drill and orichalcum extractor and clear debris such as rocks and barricades. Or launch harpoons at a stray kraken…The Engineer processes the valuable orichalcum crystals the crew has harvested. This extraordinary material can be used to repair damaged sub compartments, install and upgrade various modules or craft more powerful torpedoes. Just remember to stockpile enough refined crystals to turn a profit! 6d5b4406ea Title: Abyss CrewGenre: Adventure, IndieDeveloper:Aquarealm StudioPublisher:Aquarealm Studio Abyss Crew Download Exe File Interview: -- Greetings, crewmembers,Here is a new interview of the Abyss Crew Captain (in French ), by Alexandre Seve:https://www.youtube.com/watch?v=3dOH9YynJRcWhen the interview was recorded, the early access date was not defined, but now it is scheduled 🤫 - and we'll announce it soon with all the details :octopus:Enjoy!Captain Pol --. [Poll] Your opinion about Abyss Crew: -- Greetings, crewmembers, ⚠️We need your opinion about Abyss Crew release. It's very important for us!⚠️➡️We've prepared a form asking a eight short questions. Would you like to answer it and share the form with your relatives?Here are the links:(EN) https://forms.gle/4ee8k5RYk11xdPSj8(FR) https://forms.gle/SuwcqCv2MQjGURjW7To thank you, we'll make a draw among the participants to win a key of the game!We count on you !Captain Pol, out --[forms.gle]. [Devlog #1] Moving the Sub: (see this blog post in French: http://www.abysscrew.com/devlog-1-deplacement-du-sous-marin/ )We wanted the submarine to behave realistically, particularly in the way it moves through the abyss. That’s why we imagined a submarine with five engines: two at the rear to propel forward or backward and three at the front to steer and stabilize it. A good example for this system is the two-seater canoe: if both people paddle on the same side, the canoe turns in one direction, but when they paddle on both sides, the canoe advances in a straight line. Synchronizing the front and rear engines allows the submarine to move while steering. It also gives the pilot more possibilities for dynamic maneuvers.One of the first movement panelHowever, during playtests, many people were having trouble understanding this mechanic. Operating the submarine was made much more difficult by a user interface that was not intuitive enough. The handling was also complicated: few people managed to coordinate and head in the direction they wanted, and then maintain that heading. It became obvious that this system wasn’t adequate for the player.Therefore, we changed the submarine handling by reducing engines to forward/aft only, and a rudder to change direction. The user interface was simplified and made closer to what can be seen in a real ship. The controls suddenly became more appreciated despite the inertia: indeed, in reality, a submarine launched at full speed doesn’t stop in an instant, and it takes a while to slow down and stop. It’s the same in Abyss Crew.Nevertheless, complications emerged, in particular when getting stuck in a corner of the map and unable to get going, as the submarine can’t turn back on itself. It was necessary to set aside realism to facilitate the handling of the ship: a rotation on itself, even when not moving forward, has been implemented*The corresponding panelToday, the final version of the mechanics for the pilot has been put in place: with the W and S keys, the player can move the submarine forward and backward, with three levels of speeds, taking into account the effect of inertia. A and D are used to rotate the ship, even when stopped, to avoid obstacles and enemies.Current -and final- panel* An Abyss Crew fan reported that azimuth thrusters allow to move sideways, so it's not unrealistic :). [Update] Version 0.94a: -- Greetings, crewmembers,The build version 0.94a has been released!This version was focused on the level design:-average level size has been decreased-two new maps have been added-a trigger system has been coded to include dynamic elements-we conceived the first three game campaigns: Moby Squid, The Hunt for Red Octopus, and The Diving Dutchman. If you have ideas for cool campaigns, we're open to any suggestion! We got some great ideas already, thank you to the contributors!Additional changes:(network) scanning of environment obj_object behaves strangely as a client(gameplay) reduce scrap quantity(gameplay) decreased scanning time(gameplay) decreased standard torpedo loading time(gameplay) remove lockable target (for gunner)(graphics) improved bubbles appearance on menu and bridge(network) on clients, start game button should light only when a game has been started(gameplay) players should receive incoming calls/transmissions(menu) options: remap keys(graphics) differentiate left locked/right locked on gunner screenThe version can be found in the releases section of the Discord server for those who have access to the game./!\ Identified bug /! \ The map "Hunt for Red Octopus" cannot be finished, as there is no exit in the level. This bug has been fixed in the future version 0.95.Captain Pol, out --. [Encyclopedia] America: America:He had often wondered if those who took part in such a bold undertaking truly realized that since the beginnings of the History of Mankind in the Sumerian plains, there had been no greater or nobler enterprise.Indeed, what greater endeavour than to liberate men from the chains of the monarchs!Thirteen colonies in a brave New World would become the vanguard of liberty and equality for all of the Lord’s children.Thirteen colonies would unite to create one great Federation. Read the rest[www.abysscrew.com]. [Update] Version 0.93h is out!: — Greetings, crewmembers,Version 0.93h is out! You can download it in the #releases section of our Discord server for the Kickstarter contributors.This is a major update with brand new interfaces for the Pilot, the Sonar and the Gunner, a brand new tutorial and a new super cool chat system!Major changes:-gameplay added a chat/info system-gameplay redesign sonar actions-graphics new pilot interface-graphics new sonar interface-graphics new gunner interface-level design Create a tutorial-bug avoid putting : in the player name-graphics X/C to change help screen : display directly on each panel-bug put : after player name in the lobby-level design add crystal when boss is destroyed-graphics add light for alarms-graphics set any UI impossible command in red-graphics change engineer color in yellow-graphics make rotating grid (north/south/east/west) for all views-graphics redo gunner grid, and make it disappear when unzooming-graphics design front weapon graphics-gameplay engineer should be unable to unzoom-gameplay improve tutorial messages-gameplay add torpedo target distance (not only direction)-gameplay make new aiming system for gunner-gameplay set processor=crystal, energy and scrap reserve for engineer-gameplay 3 rear modules : flare, decoy, bait-gameplay replace front weapon effect by stun ?-gameplay find an action for the space bar for the sonar player-gameplay hook not enough visible-gameplay improve submarine displacement by pilot-gameplay replace front weapon by hook (which grabs crystals/scrap)-gameplay replace dash by emergency mode (acceleration and rotation greatly improved)-gameplay energy is lost if engineer fills a full jauge-gameplay energy module upgrade: reserve should be higher (instead of slower decrease)-bug when go back as pilot as normal, comes back at -1/2-bug torpedo count is wrong on gunner screenCaptain Pol, out —. Building the submarine: -- Greetings, crewmembers,Here is a picture of the submarine we're currently creating. We still have to add portholes, lights, and many other stuff. You'll see it if you come see us in festivals!Captain Pol, out --. Submarine prototype maiden voyage: -- Greetings Crewmembers,Our submarine prototype has successfully passed its maiden voyage.No seamen were hurt during these tests (they even seemed to enjoy the experience ;) )Other adventures scheduled soon!Captain Pol --

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