About This Game "When you die, you normally have only one simple wish - to return and tell them - "Hey, guys - it's OK! No need to feel sad! Cause you know what? It's actually OK on both sides, really." But returning is not easy - the only way would be dreams - "half-dreams" - "ghost-dreams". The problematic part is if you get stuck - you turn into a demon. Hard to say what exactly it is, but we presume it's a painful and useless existence. Better to avoid doing this, really.My personal "problematic part" is that I am already stuck here. No idea how I'll get out this time..."On his journey to the "Other Side" Reader (and his "natural companion" Writer) meets various Ghosts and Demons, Holy Spirits and Gods. He also meets Singer, who is neither Ghost, nor Demon. At some point she becomes important to Reader. Realizing this won't stop him though.The world of Ghostdream should be scary, but it is not - it is just dark. The story should be sad since all the characters are more or less dead, but it is not, because they normally remember nothing, except some minor detail or two (for example the protagonist remembers himself reading a book - this is why they call him Reader. It is his only memory after all). Ghostdream is a retro-style Point and Click Adventure game with puzzles, exploration and story.- 55+ entirely animated locations (rooms)- 10+ characters- 8 Major Puzzles (no items required, exploration of the whole accessible area is a must) + standard adventure actions (like get here, talk there, press this, press that...)- 16 000+ words story (fully voiced)- about 10 hours to beat Ghostdream for the first time.- 20+ songs OST- 60 pages art book (with a puzzle guide) 1075eedd30 Title: GhostdreamGenre: Adventure, Casual, IndieDeveloper:ArkHousePublisher:Forever Entertainment S. 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Chooo chooo!!!. Good game for those who speak well english and have an high IQ! it's pretty much an Mensa IQ test without looking at the guide:). This adventure has an interesting graphics style, but that\u2019s about all. Unintuitive puzzles, uninteresting music and boring dialogs made the game quite a chore to finish. I just couldn\u2019t attune to it.. This is one of those "I really wanted to love this game" reviews. I tried. I tried really hard. I read the reviews and the most common complaints just made me more eager to play. I love old school, cryptic, puzzles and I didn't expect to figure out all of the puzzles on my own. Many of the old games came with some kind of printed material that might be needed in the game. One of the things I enjoyed was taking a puzzle solution I whiffed on and going back to discover what detail in the game I had missed. (Like putting detangling cream in a machine that removed T's so that I could straighten someone out ie: de-angling them ...circa 1986) .Where this game lost me is that even when I replayed the Act for a puzzle I couoldn't figure out ***with the solution in front of me***, I still felt like there was a disconnect between information given and puzzle solution. That disconnect may be a designed component of the "Dream" atmosphere and gameplay, but it should disappear when the answer is known. I I still think the game is worth playing, I just can't love it like I wanted to.. Good game for those who speak well english and have an high IQ! it's pretty much an Mensa IQ test without looking at the guide:). Decided to give this game a try due to the storyline description and art style. While I love the graphics, the dialogue took me out of the story almost immediately. The "humor" in the dialogue came off as a bit surreally juvenile to me...I didn't find it clever, nor did it add dimension to the story\/characters. It just didn't feel like it fit the atmosphere or figures in the game.There were some other minor aspects that I disliked (such as the set-up of the mouse controls, and the limited options on the start menu), but the dialogue was the main annoyance for me.. point and click game with bad mouse pointer. A classic Point and Click slow-pace puzzle game set in a beautiful surrealist world. I have to admit that the art is what first draw me to this game.The game consists of seven acts (\u201cdreams\u201d) where you play as a ghost named \u201creader\u201d aiming to go to \u201cthe other side\u201d. Helped by your sidekick \u201cwriter\u201d, you advance in the game by solving puzzles.Some puzzles are kind of hard to figure out. You will need perseverance, good observation skills and to pay careful attention to the dialogues with your different encounters in order to not miss any clues. You will also have to take notes, and for some puzzles you need to brainstorm on paper and do some trials and errors to figure them out. There is just one pixel hunting puzzle that required me a solution map to be solved (in fact, even with the map showing me where to click, I still had a hard time doing it right\u2026 even with a ruler\u2026 ).Dialogues and monologues are a big part of the game. Voices were purposedly muffled to give them a more ghostly effect. Filled with humor or bad jokes, the dialogues make us discover some interesting imaginary ghost world.The interface is simple (there is no inventory and you can \u201cgo to\u201d, \u201clook at\u201d, \u201cinteract with\u201d or \u201ctalk to\u201d an object by switching the cursor of your mouse) and the menu is very basic (you can only save, load and exit the game). There are some instructions in the art book about how to adjust your display settings to see the game art just right. F12 is not enabled, so you will have to use the print screen key to save any clues you find. You can use some screen capture freeware like Snapper to easily save screenshots while in-game.The art book (or \u201ccommentary book\u201d) was an interesting read (it can be downloaded from the \u201cmanual\u201d link located on the right side of the game library page). I did not know much about a developer\u2019s work, so it gave me some insight about how the thinking and making process during game development works, but it could be a boring read for some. It also gave me some understandings about some aspects of the dream world in the game, and it contains some hints and solutions of the puzzles if you are stuck (but the pixel hunting puzzle solution map can be found on the forum).If you forget the awful pixel hunting puzzle, it was an interesting game to play. If you enjoy puzzles games and reading while exploring some imaginary surreal world, I would definitely recommend this game to you.. Good game for those who speak well english and have an high IQ! it's pretty much an Mensa IQ test without looking at the guide:) The Big One - Early Access Build 11: Get ready for the biggest update so far: EA11This update features 2 new maps, Mountain Range and Canyon:Mountain range is a large map focusing on air combat, so prepare to put your dogfighting skills to the test! All air vehicles, from attack planes to transport helicopters are available on this level which makes the airspace quite chaotic. You can also fight on the ground, battling for capture points along a range of mountains.Canyon is a very open, mid-range map with lots of room for tanks and infantry to get around. The battle takes place in a drained dam, and even features a stranded aircraft carrier! The center of the map is entirely open, so prepare for a massive battle. Alternatively, you can flank the open area using a cave system.With EA11, it's now possible to specify weapons and vehicles on a per-team basis, allowing you to recreate historical battles, zombie apocalypses or whatever you can imagine! Maybe Eagle with pistols vs Ravens with anti tank launchers?EA11 also improves how your AI buddies get around, making them move smoother around the battlefield. On top of that, several key areas of the game have been optimized, so you should get higher framerates than before! Full change log:Main features:- Added new map: Mountain Range- Added new map: Canyon- Added team-specific weapons and vehicles game configurations- You can now restrict player weapons too with a checkbox in the weapons switch.- You can also save and load your game configurations- Changed how vehicles/turrets spawn, they will only spawn on capture points owned by a team- Added priority based sound mixing. This should help make important sounds such as gunfire close to you stand out more, and generally make the game sound clearer.- You can kick dead bots to spawn a small ammo pickup. Perfect for when you're running dry!Other fixes:- Added zoom to spectator camera, hold ctrl and scroll to zoom.- Fixed spectator camera bugging out when attached to vehicles that die.- AI now avoids using weapons with splash damage if it can hurt teammates with it. In some circumstances (such as on a tank capturing a flag) they will still fire no matter what.- AI movement improvement, now way smoother than before- AI will sprint more than before, making it faster for them to reach capture points- AI defense improvements, they will now track down units who are capturing a flag.- AI now has a high chance of picking AT weapons when defending a flag that is under attack by a vehicle.- AI will now play climbing animations when climbing steep hills/obstacles- AI will no longer be able to automatically spot enemies if they are not in their viewcone.- Removed kill feed from skeletons in haunted mode.- Misc improvements and bugfixes to AI- Overall game optimization- Added draw distance option- Added v-sync option- Scalpel now only has 1 round, use it wisely!- Fixed an issue with helicopter miniguns sometimes not working correctly- A few minor tweaks to anti-tank weapon damage- M1 Garret now uses sniper sensitivity when aiming for more precise long range shots- Unlocked some previously secret weapons by default.- Sprinting while being crouched will now make you automatically stand up (only applies to toggle crouch mode)- Misc bugfixesEnjoy this update!/SteelRaven7. Paratroopers - Early Access Build 10: An exciting new invention has reached the Ravenfield: Parachutes!As there is now fall damage, make sure to deploy your parachute by pressing the jump button when exiting any aircraft. Bots will also use parachute insertions from the new transport helicopter to take over capture points, so keep your eye on the sky!This update also adds several gameplay tweaks and details, such as an improved sound system, scoreboard and kill camera:This means that you can now keep track of how well you and your teammates are performing in the heat of battle! It's also possible to use custom bot names, or even use your steam friends' nicknames!Full change log:- Added Parachutes and fall damage (Press jump in mid air to deploy the parachute)- Added Transport Helicopter- Added Scoreboard- Added Killcam- Spawning redone (Press fire to spawn at the last point, or open the loadout to change spawn point)- Improved swimming- Improved sound system with filtering based on distance, walls and surroundings.- Reworked vehicle blips on the minimap- Moved AI pathfinding to separate thread- Increased render distance from 2 to 4 km.- AI Tweaks- Misc bugfixesHotfix 1:- Removed the joke intro with the swimmer speaking in french! (Don't ask haha)Hotfix 2:- Fixed a bug where you, or the bots would not spawn when using Steam Friend bot names while steam is offline.- Slight speed up on maps with many water volumes.Hotfix 3:- Fixed a bug where some custom maps would not start properly and get stuck on the scenery camera.Hotfix 4:- Fixed an issue where sometimes custom maps would not start on mac and linuxI hope you'll enjoy this update!/SteelRaven7. Rivers & Citadels - Early Access Build 13: Rivers? Check.Citadel? Check.Smoke? Check.This update introduces new maps to Ravenfield: River Delta and Citadel. This brings the total number of maps up to 9! Included in the update are numerous tweaks to the AI. Bots will now use entirely new paths to attack flags, so expect battles to be more dynamic than ever!The official Ravenfield armory has also received some new weapons such as a smoke grenade and entirely new grenade launchers! You can try out the new sight zeroing feature on the grenade launchers, especially useful for hitting long range shots (Hold T and scroll up/down to zero the sights). You can see what sight option you're using next to the ammo counter in the bottom left corner:Full change log:Main features:- Added River Delta map- Added Citadel map (it's still in early development, expect bugs!)- Added Smoke grenades to block sight- AI will use smoke grenades to cover their attacks.- Added support for alternate weapon fire, switch with X. (available on the Patriot GL)- Added support for alternate sights, switch by holding T and scrolling up/down (available on Patriot GL and Thumper)- Added Patriot GL, which is a Patriot with an underslung grenade launcher.- Added Thumper grenade launcher.- Improved how AI navigates the map, they will now spread out and use new paths when attacking.- Added support for objects blocking the AI's vision. This is used in smoke grenades and some trees to block their vision.- Added loading screen when starting a map. It's work in progress and silly, I think you'll like it!Other fixes:- Buffed Patriot by increasing its projectile speed and reducing the spread slightly.- Scalpel has been reworked, it now deals significantly less damage but can be resupplied and comes with spare missiles. Makes it a viable but slow anti-armor weapon at long ranges.- Reduced bounce on grenades to make it easier to land them just where you want them.- Some tweaks to audio mixing.- Added a slight speed boost to infantry if they haven't been in combat recently. This makes it a little quicker to reach the front lines on foot.- Updated weapon reflection sounds to include a firing sound.- Fixed AI not driving animation driven vehicles (such as walkers) properly.- Removed AI running away from incoming vehicles (It's much more fun to just run over them instead)- AI now runs away from grenades only if they can see them.- AI now distinguishes between different target types when looking for targets. Infantry can be spotted up to 1 km away. Vehicles up to 3 km and really large vehicles up to 10 km. These are only the theoretical maximum values, in reality AI's vision range greatly depends on the map's fog setting.- Fixed a bug where AI would not fire in vehicles.- Fixed a bug that would sometimes cause very long loading times for custom maps.- Improved how AI drives vehicles. This especially affects boats and will make them less prone to crashing into scenery.- Fixed some camera bugs with photo mode.- Misc AI tweaksHotfix:- Added some missing colliders on houses in Citadel.Enjoy the update!/SteelRaven7. Custom Vehicles Update - Early Access Build 7: You can now drive/fly/walk around in your favorite vehicle in Ravenfield - Vehicle modding is out! Why not give one of the several available jets a whirl and take out some bandits?To try out a vehicle mod, simply find one on the Ravenfield Workshop and click subscribe. Now start the game, and choose the vehicle mod you want in the Vehicle Switch menu found in under Instant Action! Some custom maps even come with special vehicles regardless of if you have a vehicle mod installed or not.Also, the AI now carries the Scalpel weapon with lock on missiles. Don't forget to deploy flares (Default key X) when you get a lock on warning, it could save your life!Full EA7 Change Log:Game:- Added custom vehicle support available in two flavors: - Custom vehicle mods can be downloaded to replace vehicles in all levels - Custom maps can have special vehicle spawners that spawn specific, special vehicles no matter what vehicle mod is loaded- Added Vehicle Switch menu, accessible from the Instant Action menu- Text above the vehicle switch button will show you what mod is currently loaded- Vehicle switch allows you to load specific vehicle mods, or even combine multiple ones!- By default, the latest downloaded vehicle mod will be automatically loaded into the vehicle switch menu. This behaviour can be toggled in the options menu- Some minor changes to the handling of official vehicles- Added support for new types of vehicles, including ones driven entirely by animation (can be used for walkers, turrets on arms? Drivable snakes?!)- Added support for an in-vehicle repair tool (not available in any vanilla vehicles)- Added missile lock indicator and sound (available in all vanilla aircraft)- Added support for flares and similar countermeasures to remove missile lock (available in all vanilla aircraft)- Added Vehicle Countermeasure (to pop flares) key bind to the options menu- Added support for weapons to fire from multiple muzzles at once- AI can now use lock on weapons such as the Scalpel- Minor changes to how AI drives vehicles and vehicle pathfinding- Tank now has rolling tracks texture animation- Improved sound behaviour, the 3d surround sounds should now always lign up properly with the camera- Added in-world ammo count display that can be used on custom weapons- Fixed occlusion culling issues on DustbowlMod Tools:- A slew of new scripts and prefabs for creating custom vehicles- Added target locking scripts and Scalpel prefab- Improved the sanity check system to detect potential problems with maps/mods- Streamlined the export system, so you can export your map or mod by just pressing ctrl+eHotfix 1:- Fixed -nocontentmods flag bug- Fixed melee weapons bug where the AI could not use them (This would also cause game crashes for a few people)Known issue:In very high speed vehicles such as jets, the sound will sometimes become choppy. I'm working on figuring out why this is and fixing this issue.If you are interested in creating your own custom vehicles, you should drop by the official Ravenfield discord chat where you can find links to the mod tools, and ask any questions to help you get started! The Ravenfield discord server is here: http://discord.gg/ravenfieldMy focus will now shift from modding support to creating more official maps and content for the game. The Conquest mode will require several more maps before it will be functional, so this is what I will be focusing on now.Enjoy this update!/SteelRaven7. AI Commanding - Early Access build 4: Heya!It's time for a new Ravenfield update, Early Access build 4! This update focuses on AI commanding and letting you control the battle!Important: This update introduces a few new keys to the game. These will automatically be bound to default values, but you can rebind them in the input options menu. A few users have reported some issues with their inputs when starting the game for the first time. If this happens to you, fix it by simply loading an input preset or bind any weird keys.Changelog:- Updated to Unity Engine 5.6.3p1- Added 2 new weapons: Automatico and the Greaser- Added 1 new tool: Squad leader kit- Significantly overhauled Spec Ops mode, with improved AI and alarm feedback if you get detected!- Added a new custom map selection menu, makes it way easier to scroll through a large number of maps- If no icon is provided for a custom map, the game will now display the workshop preview image instead- Moved vehicle health bar slightly.- Significantly improved plane dogfighting AI- AI usage of grenades and rockets against infantry has been slightly reduced to prevent explosion spam.- Improved AI target filtering. For example, a guy with a rocket launcher equipped will now be more prone to target tanks and cars instead of infantry- Turrets in most vehicles now turn independently of the vehicle body - this means you'll have an easier time hitting targets while moving!- AI will now only spawn after you have accepted your loadout, which allows you to make a Battle Plan before the game starts (see below)- The input menu will now default any unbound keys to the keyboard preset.- Added bindable key to toggle nightvision if you have it equipped (default N). This also works in vehicles!- Added bindable key to bring up the Squad leader kit order map (default B). This also works in vehicles!- Game match settings are now saved between games, so it's way easier to replay that scenario you just set up- Misc bugfixes and balancing- Definitely did not add any secret weaponsThere are a bunch of new ways to control the battle and command your troops:- Added Battle Plan tab on loadout/deploy screen, use it to draw a plan for your team- You can optionally tick "Always follow plan" to make AI never stray from your orders (unless none of your orders are active)- In battle planner, click a point to create a defense order or click and drag to create an attack order- Added Squad commanding, aim at a teammate and press the Call Squadmember key (default G) to have them join your squad- The number of members in your squad will be displayed over the health/ammo indicator.- Press the squad key to make your squad move to a location- Aim down when pressing the squad key to have your squad regroup and follow you- Hold down the squad key to bring up other orders, aim at one and release the key to issue the order.Available squad orders include:- Commandeer vehicle (Have any passengers join your squad)- Enter/Exit vehicle- Attack/Defend flag- Goto (Aim at the ground)- Regroup (Aim at your feet)You can also issue most of these squad orders via the Squad Leader kit ordering map, giving you more flexibility when your squad is far away from your location.Hotfix 1:- Fixed equpiiing night vision goggles preventing you from spawningThe squad commanding UI still needs some fine tuning, but I think it works well enough for now!I hope you'll enjoy this update!The modding community has been aching to get custom weapons into the game, so official weapon modding support is what I will focus on for the next update. I also want to add a new official map soon./SteelRaven7. APC & Skirmish Mode - Early Access Build 14: EA14 adds a highly requested vehicle to the game - an amphibious APC! The APC is designed to safely transport infantry to the front lines, but don't underestimate its power against vehicles. The APC also introduces a more detailed vehicle style, both in its look and handling. Expect updates to the existing vehicles to bring them up to par!EA14 also introduces Skirmish mode, a brand new game mode with limited respawns. When you die, you take the place of a bot on the battlefield. This means that you will no longer have access to the weapons you picked at the start but will have to make do with whatever the bot was carrying. Improvisation is key here!As the battle rages on, reinforcements will be airdropped onto the battlefield. Here you have a chance to pick a new loadout to bring into battle. The number of airdrops are limited though, so make sure your team doesn't run out of soldiers or you'll lose the battle. Any team can also win by capturing and holding more flags than the other through a domination victory.Full change log:- Added APC- Added Skirmish game mode with limited respawns.- Several improvements to vehicles (mainly car improvements): - Added Forward/Reverse gear that takes a brief moment to switch between. - Added tipping force when turning sharply and accelerating/braking. - The engine will struggle a little bit when the suspension is under high load - Added support for new sound such as shifting gears, suspension stress, engine ignition. - New sound mix when sitting inside an enclosed seat. - Added support for amphibious (floating) cars. - Added stable turret that doesn't rotate with whatever it's attached to.- Some various minor tweaks to levels to help AI get into/from their vehicles a little easier.- AI can now get into vehicles just after leaping off a surface, especially useful for vehicles in water. Before they had to wait until they were swimming before they could get in.- Fixed a bug that would cause AI to perodically slow down when following a path.- Added modding support for weapon parameters such as custom sight modes and weapon alt fire modes.- Added secondary fire mode to Thumper where it fires smoke rounds. This is useful for both blocking view and ranging your grenades.- Fixed a bug that would cause vehicle gibs such as wing parts to jitter when on the ground.- In the weapon picking loadout UI, weapon tags are now hidden if they contain no weapons.- Moved the Player Has All Weapons checkbox to the instant action page.- Player Has All Weapons setting will now persist between games.- Player Has All Weapons setting is now saved with your game configuration saves. By default it's set to off.- All weapons are now always visible in the Weapon Switch menu. Any weapons that can only be used by the player is highlighted grey.- Improvements to how AI pick weapons, they will now prioritize long range weapons such as snipers and assault rifles on longer engagement ranges and vice versa.- AI will now pick up two equipment items (previously they only picked one). They also have a slightly increased chance of picking an anti-tank weapon in slot 4.- Smoke grenades particles will now be lit according to the level ambient lighting conditions. For example, they will no longer appear super bright during night time.- Vehicle HUD sounds such as missile lock on will now also be heard in third person mode.- Increased grenade launcher damage when hitting a vehicle directly. This makes them more effective as anti-armor weapons (But rocket launchers are still the better choice).- Smoke grenades now have a unique 3d modelEnjoy this update!/SteelRaven7. Archipelago and Battle Ship updates on the Beta Branch: I'm currently working on revamping Archipelago, and will be uploading new builds of the map fairly regularly on the Beta Branch.Currently, the Beta Branch update contains:Archipelago level updatesBattle Ship armed with a mortar and autocannonImproved AI that handles multiple islands much better than beforePathfinding tweaksKeep in mind that the beta branch gets updated very regularly, so some features might be buggy or break entirely! Don't expect new updates to work flawlessly!If you want to check out this work-in-progress update before its official release, you can opt into the beta branch via steam without a password. Here's how to opt into the beta branch:https://twitter.com/SteelRaven7/status/869606992746250242I will also be tweeting about the beta branch updates, so follow @SteelRaven7 to keep up with the latest news.. Dialog Testing - Early Access Build 9: Hey everyone, and sorry about the radio silence lately!I've been taking some time off development, but now I'm back with regular updates again!This update adds a dialog system to the game. The dialogs will be mainly used in the conquest mode (which obviously isn't available yet), but I figured I should spend some time working on this feature and get your feedback on its first iteration. This means the gameplay changes in this update are very light, but you should look forward to some of the upcoming changes that are hinted at in this update ;)!Right now there are two dialogs available in the game. The first one will automatically pop up, but the second is hidden in the game. Make sure you check out the new roadmap page for some hints to find it!The roadmap was added to give a more clear picture of what remains to be added into the game before it leaves Early Access. I want to keep adding features to the game after it leaves Early Access too, so don't get discouraged if your favorite game suggestion isn't on the roadmap, it might be added later down the line anyway!Full change log:- Added dialog system- Added roadmap menu page- Fixed some minor issues when loading modded maps/weapons- Added some weapon modding features allowing modders to create more realistic weapons with simulated chambered rounds and mag drops.- For sure no secrets!!!To anyone a bit sad that this update doesn't contain more gameplay updates - sorry about that! I'll make sure to update the beta branch with new gameplay elements as soon as possible, so be on the look out!!!Finally, Ravenfield has now been on steam for exactly one year, and I'd like to thank everyone for the massive support for the game! Thanks to you, I can work full time on the game without any worries which is super exciting! Thank you!Enjoy this update!/SteelRaven7
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Ghostdream Free Download [Keygen]
Updated: Mar 11, 2020
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