GAME DETAIL
Apollyon
1979. P.L.U.T.O keeps sending your team of researchers back through G.A.T.E into the backrooms for deeper expeditions, but they are never happy with the lengths you go to. Nearest exit gets your team back safe. Only the deepest exit will suffice.
このゲームについて
Steamの詳しい説明を読む
P.L.U.T.O RESEARCH DIVISION, 1979
G.A.T.E was supposed to be studied, not entered. It was entered anyway.
Your team pushed through into somewhere that does not follow the layout it was built on. Corridors repeat. Rooms exist that weren't in the last briefing. They want you to explore deeper than the last expedition even though you barely made it back.
THE ASSIGNMENT
The nearest exit gets your team home. But you’ll keep getting sent back.
P.L.U.T.O doesn't send teams in to come back early. The deepest exit is the only one that ends this. Everything before it is just how far you got before you almost died.
TRUST NO ONE
Somewhere below G.A.T.E, something learned to sound like one of you. Move like one of you.
It walks like the person it copied. It behaves like the person it copied. It responds like the person it copied. It doesn't strike when the group’s scared or falling apart. It strikes once everyone's stopped counting.
You won’t even notice when someone's missing, you've already been standing next to the thing that took them.
DON'T SPLIT
Staying together keeps you sane, but it’s hard to keep track of 6 people
Fall behind, get separated, or push ahead alone, and your own senses start working against you. Movement in your peripherals that isn't there when you look at it. Voices in the walls misdirecting you.
The longer you’ve been away from your group, the less you can trust reality, if you’re even looking at it.
WHAT'S KNOWN DOWN THERE
The Mimic - copies a person, their movements, their habits, their responses let alone their voice. It doesn’t just hear you, it understands what you said. You won’t know it’s not your friend, but if you do, it’ll know you do.
The Mannequin - frozen in place the instant it's observed. Faster than anything you’ve ever seen and best hope the lights don’t cut out.
Insanity - the longer you're alone, the less reliable your own senses become. You might not even be able to sense reality itself anymore. Voices in the wall trying to misdirect you.
1-6 player co-op - Join a friends lobby, build a team that will work together and provide each other company.
Handmade levels, stitched procedurally - best of both worlds, large library of handmade sections with random elements stitched together procedurally so you wont be exploring the same backrooms every time.
THE LOOK & OPTIMIZATION
Low-poly PSX style geometry and low-resolution textures, lit by lighting the old games would have never touched. Optimization has taken the main stage with the most usage being centred around the CPU and the GPU really just needs to exist.
HOW FAR DO YOU PUSH IT
Your team has the option to take earlier exits back. Thats not what P.L.U.T.O’s goal is. They want you to take the last exit but other exits aren’t in vain.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 未集計 | 最終観測:未集計 |
| 7日フォロワー増加 | 2件以上で集計 | 未集計・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
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