GUILT Pre-Alpha Demo | multiplayer third-person survival action RPG | Ep.2

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Published on ● Video Link: https://www.youtube.com/watch?v=z23ROlKXWK4



Diablo III
Game:
Diablo III (2012)
Category:
Let's Play
Duration: 9:02
145 views
2


*Single player only pre-alpha demo

website: https://outerbrain.itch.io/guilt-pre-alpha-demo

Steam: https://store.steampowered.com/app/1047950/GUILT/
Website: http://www.outerbrainstudios.com/

GUILT is a multiplayer third-person survival action RPG set in a gritty, dark fantasy world of bone and misery. Players will explore the seemingly endless Trail of Bones, fending off nightmarish threats and encountering other players at random. The game combines meaningful multiplayer interactions with deep roguelike gameplay into a deliciously dark cocktail of adventure, tension and emergent storytelling.

With GUILT, we wanted to explore dynamic multiplayer gameplay within an endlessly replayable procedural dungeon crawl. We want to force players to make tough decisions – whether to escape or explore, whether to co-operate or attack – in an action RPG experience they’ll never forget. We aim to combat the anti-social systems and patterns that are prevalent in many multiplayer games today.

GUILT is not a traditional party-based multiplayer RPG, nor is it just another randomly generated hack ‘n’ slash game. You will begin your journey alone, but through our dedicated server matchmaking system you will be paired with other adventurers traveling the same sinister path... Without any knowledge of their personal goals or motives. GUILT features fully open player vs player combat, as well as perma-death and severely limited meta-progression.

GUILT’s core minute-to-minute gameplay focuses on tight and responsive stamina-based combat. We love slower and more deliberate combat systems that utilize careful timing and positioning, but we also wanted to capture the accessible pacing of a “hack ‘n’ slash” game and the reflex-driven action of bullet-hell shoot 'em ups.

Our goal is to have a wide variety range of weapons with “easy to learn, difficult to master” move sets, rather than a small selection of over-complicated weapons. This, in conjunction with a customisable magic system, will create synergy with the procedurally generated and dynamic elements to form a combat experience that is always surprising and engaging.

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