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Othercide - surreal horror-themed tactical RPG where battle sisters fight against cosmic horrors

Nortar

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Pathfinder: Wrath
One more video out today.



There's nothing really new, except for this part:
yniFgYF.png


Description "a new Daughter" and a character that does not look like any of the 3 announced classes.
So this could be an early concept sketch or an additional class existence of which was hinted much earlier.
 

Nortar

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Pathfinder: Wrath
Finally a video about combat. And it's not a nuXcom for a change.



There's a pool of 100 action points that can be freely used for attacks and movement.
Depending on how many points are used (less or more than half) the next turn is delayed on the initiative queue.
Certain skills can affect the queue by delaying or boosting initiative.

Different kinds of attacks:
- Instant actions
- Interruptions
- Reactions
- Delayed Actions

All delayed attacks are telegraphed, so proper positioning is important.
 

Nortar

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Pathfinder: Wrath
A couple of new vids.






The first one is a bit of lore background about The Mother, all characters - Daughters - are "clones" of her different aspects.

The second is general game description.
Good for someone who's hearing about it for the first time, but nothing new.

There's also going to be a stream:
It'll be this Thursday at 17:00 CEST (english stream), and 15:00 CEST (french stream)
https://www.twitch.tv/focushomeinteractive
 

Nortar

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Pathfinder: Wrath
A short video, but it shows a bit of new info about game mechanics.



Some extra info.

* Characters have 2 starting skills. At levels 2, 6, 10 and 15 they can choose 1 out of 2 additional skills

* All skills can be further modified by Memories, - special tokens that add extra effects to the skills.

* Character can also receive Traits. Some of them happen randomly, and some have pre-set conditions.
The traits grant special passive bonuses, like additional APs, dodge/crit boosts and health increase.

* A single game run is called Recollection.
Completing missions during a Recollection grants Vitae (needed to activate Memories and spawn new characters) and Shards (needed to unlock Remembrances).

* Remembrances is the "fall forward" mechanic.
They provide powerful boons, like increased starting level for all characters, resurrection tokens, and even options for skipping previously completed eras.
To unlock Remembrances you need Shards. The shards you collect in your current run can only be used in the next, so the further you go, the more shards you'll have for your next attempt.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/othercide-e...based-tactics-and-has-a-great-sense-of-style/

Othercide elegantly combines occult horror with turn-based tactics, and has a great sense of style
Battle demonic forces in a tough, repeatable campaign.

Othercide is a turn-based tactics game set in a dark world full of occult horrors. An otherworldly force known as Suffering is encroaching on reality and as a supernatural warrior called Mother it's your duty to generate teams of combat-ready Daughters to defeat demon armies. The result is a cerebral tactics game with a beautifully bleak art style and a neat dynamic timeline system.

The timeline stretches the width of the bottom of your screen. Enemy activations and big attacks are marked by icons that slip and slide into different orders based on the abilities you use. A ranged-attack demon might ready a heavy shot that will take a set amount of time to activate. That encourages you to get an interrupt attack onto the timeline before the shot goes off.

If you want your Daughters to survive, you need to constantly manipulate the timeline to avoid special attacks and pile-ons. If you allow several enemies to activate unanswered in succession they can easily wipe out one of your characters. In Othercide that's a serious problem, because once Daughter dies, they are gone for good.

I found myself doing a lot of chin scratching as I tried to shift the timeline to my advantage. Your Daughters take on class roles that you can develop by activating skills on their progression tree as they level up. Sword-wielding warriors provide a good line of defence, and you can spec them to favour area of effect attacks, or to take tough defensive stances. Gunglingers are good support, and they can fire twice if they don't move, which is great for taking out smaller demons. You also have 'shieldbearer' lancers that can move enemies around with their attacks.

Daughter abilities combo nicely toghether. A simple example: set a sword Daughter to autmatically attack enemies that come within melee range, then shunt an enemy into her area of attack to essentially get a free action. You can also spend all of your action points in a turn to get a lot done, but that automatically pushes that Daughter to the very end of the timeline, which is a risky place to be.

Even the campaign runs to a timeline. Every day you can send one team of daughters on a mission. Though you can spend resources to create new Daughters, it's quite possible to fail a campaign, but the more you play the more passive benefits you unlock for future playthroughs. It feels like you're running a gauntlet structured around boss encounters. You run into a miniboss on day four, and something much worse on day seven.

The unusual campaign structure, timeline system, melee focus and cool monochrome-and-crimson art style makes Othercide feel like a fresh tactics game in an increasingly crowded field. I confess I barely have a grasp on what's happening in the plot, but the Daughters are fun warriors to command. I look forward to seeing them slice more demons in half when the game releases on July 28.
 

Nortar

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Pathfinder: Wrath
A pretty decent preview from fextralife.
The video covers all the aspects of the game.

 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.focus-home.com/en/news/...rish-universe-and-spectacular-tactical-combat

OTHERCIDE: A NEW GAMEPLAY OVERVIEW TRAILER TO DISCOVER ITS NIGHTMARISH UNIVERSE AND SPECTACULAR TACTICAL COMBAT

Othercide debuts on PlayStation 4, Xbox One, and PC in under two weeks on July 28th, and later this summer on Nintendo Switch. As Humanity’s last hope, lead your army of Daughters to combat in an intricate dance of spectacular actions and counters, and face fearsome bosses in epic battles. Today’s Gameplay Overview trailer shows off exclusive footage, taking a deep dive into the tactical combat and progression systems that make up this dark indie gem.

The Dynamic Timeline System: set up combos and manipulate foes

In Othercide, the unique Dynamic Timeline System is at the core of every battle. Rather than simply controlling where and what your units do, you will also manipulate when things happen. This can be used in many ways, from interrupting an enemy attack before it even occurs, to unleashing a devastating series of combos. Death will inevitably take you. Healing Daughters requires the sacrifice of another, and your forces cannot withstand the onslaught of Suffering forever. However, there is hope: each failed run opens up new game-changing abilities, options and opportunities for the next attempt.

Othercide comes to PC, PlayStation 4, and Xbox One on July 28, and on Nintendo Switch later this summer. Pre-orders are now open on Steam and Xbox One with a 15% discount. Payers can also pre-order the GAME + OST + ARTBOOK Bundle on Steam, with an additional special discount.
 
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Lyre Mors

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This looks like it has some pretty interesting systems. I like the pool of 100 AP idea and manipulation of the initiative order concepts in particular. Something tells me this isn't going to sell all that well, which makes me want to grab it even more.
 

Nortar

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Pathfinder: Wrath
I waited for the Soulslinger, to post all 3 together.

A new vid showing 4 out of 5 bosses:


But it shows more than the bosses, and it can't be just a slip like in the "Child memory".
So this "le secret de Polichinelle" is now not a secret at all - there is the 4th class wielding a curved scythe.
 

Shinros

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The game actually looks pretty good and fun, like the art style as well. Also I tend to gravitate to games with cool horror themes.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Oh hey, this is getting a midnight release.



https://blog.playstation.com/2020/07/27/put-an-end-to-suffering-with-these-essential-othercide-tips/

Put an end to Suffering with these essential Othercide tips

Othercide_MainArt-1920x1080-1.jpg


How to effectively wield your army of Daughters in this moody tactical RPG, out tomorrow on PS4.

Hello everyone, and welcome to the dark and beautiful world of Othercide. Othercide is a tactical RPG cast in black, white, and red where you control an army of Daughters, echoes of the greatest warrior to ever live, against the forces of the Suffering Other. With bullet, blade, spear, shield, and all the wit you can muster, you must defeat Suffering and save reality.

Sound fun? We think it is, and it’s coming your way on July 28. In this blog, we’re laying out a load of the basic systems of the game, as well as giving advanced tips for your war. Remember: never give up.

Use the Dynamic Timeline System.

There’s a reason we’ve been talking about this so much in the lead-up to release — the Dynamic Timeline System is everything in Othercide, and it’s how you’ll win the day. Rather than turn-based battles, Othercide’s action takes place on a timeline of actions, reactions, and interruptions. Moving around the timeline — speeding up your forces, slowing down enemies, and placing traps, hazards, and exclusion zones to trigger at specific times is vital to victory.

Moving your units and enemies around the timeline is an extremely powerful ability, giving you the first strike and follow-ups at key moments. Just a small delay can turn a devastating defeat into an incredible combo of hits for triumph.
Save your action points.

Action points are what determine what you can do at any one time, and also how fast you can act again on the timeline. Using half (50) or less of your action points will let you act again sooner. Burst actions, expending all your AP, are tempting but will massively reduce how often you can act. The forces of Suffering are swift, so this may leave them with several actions before your next moment to move and attack. Of course, expending all your AP means more damage, more moves, better positioning now – what’s the best bet? Plan carefully.

Use combos.

maxresdefault.jpg




Othercide’s three classes have various abilities that can trigger off other daughters defending against or striking enemies. The gun-wielding Soulslinger may stop enemy attacks or react to them taking damage. The Shieldbearer can protect nearby allies or herself, and delay enemies or move them around the battlefield at will. The Blademaster can hit any enemy that comes close to her, as well as being the perfect way to start off a combo with her huge basic attack damage.

There are even more mysteries to discover as you progress, with rumours of other daughters lost to the darkness of forgotten memory. Teamwork is your incredible advantage over the forces of Suffering — their individual power should not be underestimated, but together you are far stronger. Experiment, explore — combine for victory.

Embrace death.


In Othercide, failing is not the end and is an expected and encouraged part of the game. Your defeat will come but every failure is a learning experience and holds its own rewards. Pushing deeper into the Age of Shattering will unlock new Remembrances, and these can be used to enhance your future attempts. They’re powerful, and there are plenty of choices to be made on what options to pick and how to exploit the bonuses they give. Plus, a new run doesn’t mean resetting to zero – Daughters and progress can be kept, for a price.

Play strategically.

In a similar vein, do not hesitate to do a run only to unlock specific bonuses and Remembrances that will make your life easier in the future. You can check the unlock requirements and rewards as part of the codex. This combines with the Memories system, allowing you to customise every one of your skills towards a specific purpose. Some Remembrances even improve or provide additional Memories.

Experiment.

There are a dozen ways to handle almost any situation in Othercide, from how to customize a daughter to the correct way to play a fight to which Remembrance buffs to take for a run. You will be forced to change strategy depending on era, boss, enemies, the daughters you’ve developed, and what your goals are. Write nothing off and make every choice carefully — it may be her last.

Don’t forget to heal.

In Othercide, the only way to heal a Daughter is to sacrifice another. It may cost you, but healing is important. One sacrificed daughter is better than three dead ones. This is the only way to complete your fight against Suffering. It also transfers a new trait to the healed daughter, giving her a large boost and likely turning her into one of your premier fighters. What will you do to protect her now?

Sacrifice smartly, play smarter.

maxresdefault.jpg


Who you heal and who you condemn to the abyss will not only affect who you have access to, but change the traits of those that survive. This allows for further customization and can make the difference between victory and defeat. Try not to take unnecessary hits — Othercide is brutal and unforgiving, so you must strike first and be decisive.

There’s much, much more to discover in Othercide when it launches on July 28 on PS4! We, and Suffering, look forward to seeing you then.

– Anders Larsson (CEO, Creative Director at Lightbulb Crew) and Ben Barrett (Creative Producer at Focus Home Interactive)
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Wow:



https://www.ign.com/articles/othercide-review 9/10

Othercide Review
A stylish, Gothic tactical roguelike for the ages

Some parents are really invested in their kids’ report cards or success in extracurricular activities. Othercide offers a different kind of parental pride as you command a small army of warrior Daughters armed with giant swords and sleek revolvers they can use to slice, bash, and blast through a menagerie of Lovecraftian horrors. But this is more than an outlet for such dreams of blood-drenched parenthood, though. Othercide is also the best turn-based tactics game of the year so far.

With the help of a mysterious figure called the Red Mother, Othercide puts you in charge of a darkly ethereal realm called the Inner Void from which you summon Daughters – echoes of whatever the Mother used to be – to stop the coming of an eldritch entity known as Suffering. Similar to 2018’s Into the Breach, this will require failing and going back in time over and over until you manage to get it right. Each successive “Remembrance” allows you to carry over a currency called Shards from your previous run, so I never felt like I was having to start from square one. Failure is an expected and essential part of progression.

Once I realized that death was never really the end, it could sometimes feel a bit too forgiving, though. Shards are used to activate unlocked bonuses on a per-run basis like increased health and damage, and even the ability to skip bosses you’ve already defeated. While there is a satisfying sense of progression, I usually earned so many shards per run that I didn’t have to make interesting decisions about how to spend them. I could activate all of the bonuses I’d unlocked at once.

No Country For Health Potions
Luckily, the other resources at my command did require me to make those difficult calls. Notably, Daughters do not heal between missions, and you won’t find any healing abilities or items. On top of taking damage, most of the more powerful special attacks cost health to use. The only way to heal a daughter is to sacrifice another one of equal or higher level. Having a supply of sacrifices is rarely an issue, as the Vitae needed to summon new daughters is handed out in abundance. But the emotional weight I felt destroying one of my children so that another may live could be potent. As a consolation, the beneficiary will carry a part of the sacrificed daughter with them always in the form of a small mechanical bonus based on her stats at the time of death.

The final, and most precious, resource is resurrection tokens. Since each failed Remembrance sends your entire current roster to the cemetery, these function as a way to carry over some of your best fighters from one run to another. They’re very hard to come by over the course of a run, though spending shards can allow you to start with a few from the get-go. They allowed me to maintain some sense of continuity and build a deeper bond with Daughters who had been with me since the beginning, which I really appreciated.

When the turn-based action kicks in, Othercide proves itself a satisfying, challenging, sometimes frantic tactical dreamscape. Each of the four classes has a distinct role to play, from the tanky Shieldbearer to the heavy-hitting Blademaster to the ranged support specialist, the Soulslinger. The enemy diversity is great, from quick and deadly Scavengers to hulking, insectoid abominations that can lock you in pace with a gooey discharge. New foes are introduced gradually across the five chapters, and even seeing familiar ones in new combinations often forced me to stop and think about how to handle the situation.

A time-based initiative system throws further excitement and consideration into the mix. Daughters who use more than half of their action points will have to wait a lot longer to act again, so it’s often smarter to end your turn with at least half remaining so you can better react to the changing battlefield. And with three mission types – the tense Rescue, desperate Survival, and ass-kicking Hunt – I had to learn what works best in a variety of situations.

Mad, Mad World
The one area where these missions felt a bit lacking was in the map selection. I saw the same layouts often enough for it to become a little repetitive, even if the horde of baddies was different every time. At least they’re nice to look at. Well, “nice” might not be exactly the right word. Othercide is bleak as hell, and its mostly black-and-white, gothic horror aesthetic does a great job creating an atmosphere of oppression and danger. The splashes of red the highly stylish Daughters bring enhances the feeling that they stand as emblems of hope in this doomed nightmare.

I can’t wrap up without mentioning the bosses, which are each expertly-designed puzzles that often have multiple viable solutions, but will absolutely kick your ass back to the beginning if you go at them guns blazing. I wasn’t able to best any of the ones I came up against on a first try, but any enemy you’ve faced previously will be added to the codex where you can read up on its behavior. All of the enemies in Othercide behave deterministically; there’s no randomness involved, except in the dice rolls for things like attacking and dodging. So understanding that a specific boss or enemy will always go after the closest Daughter, or the one with the least health, can allow you to manipulate them and lead them into traps. I really hit my stride when I realized the power this knowledge could give me.

Verdict
Othercide is a tactical roguelike with a flair for the dramatic, satisfying combat that rewards careful planning and knowing your enemies, and difficult, sometimes heart-rending shepherding of your resources. I still haven’t made it to the final, semi-secret unlockable boss, since this journey gets what the kids would call “bastard hard” by the end. But even so, I’m really looking forward to finishing my business with them and uncovering the remaining secrets of the dark dream. Don’t sleep on Othercide. This is one for the musty, moldering books.

More reviews:



https://www.playstationlifestyle.net/2020/07/27/othercide-review-ps4/ 8.5/10
https://www.gamespew.com/2020/07/othercide-review/ 5/10
https://www.psu.com/reviews/othercide-ps4-review/ 8.5/10
https://www.dualshockers.com/othercide-review/ 6/10
https://hardcoregamer.com/2020/07/27/review-othercide/383818/ 4.5/5
https://www.windowscentral.com/othercide-review 4/5
https://noisypixel.net/othercide-review-ps4-xbox-one-switch-pc/ 8.5/10
https://www.pcinvasion.com/othercide-pc-review/ 7/10
https://gamingtrend.com/?p=199755 90/100
https://www.gamewatcher.com/reviews/othercide-review/13198 6/10
https://www.pushsquare.com/reviews/ps4/othercide 8/10
 
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Tigranes

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Tries to do something unique with turn based combat, has a consistent art style, OK, I can get with that even if it's not exactly down my alley.

Anyone playing it?
 

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Tries to do something unique with turn based combat, has a consistent art style, OK, I can get with that even if it's not exactly down my alley.

Anyone playing it?

I'm guessing Nortar will be playing this and sharing his impressions.
 

Nortar

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Pathfinder: Wrath
Well, I've been playing it for almost a year since early stages of the beta.
So the "wow-factor" is long gone and I belive I can be more or less objective about it.

First of all - this is not an RPG.
It's a turn-based tactical game and it's place is really in the tacticool subforum.

The short version: XCom meets Dark Souls in Silent Hill. And it's good.

It's a rare (nowadays) example of TB tactics that does not use the nuXcom 2-actions system.
Characters have a pool of 100 AP to freely spend on movement actions as needed.
There is no fixed turn order, but an initiative timeline. Controlling the initiative is the key.

There are 3 starting classes - Shieldbearer (tank/control), Blademaster (high-damage melee), Soulslinger (ranged damage/support)
And 1 "super secret" class - Scythedancer, that can be unlocked later in game.

The battles are small-ish in scale, you control 3-4 characters (during beta there were even 2-chars missions) agaist 10-20 enemies.
The characters feel powerful, but the odds are always against you. There's no healing, the only way to recover health is to sacrifice one character to another.
So each run (called a Recollection) is basically a trial of attrition and it's just a matter of time before you loose.
That's when the rogue-lite mechanic kicks in - during your Recollection you gain tokens that enable different bonuses (Remembrances) for your next Recollection.

The main challenge, of course, is to complete the game in as few recollections as you can.
A month before release a 2-R run was possilbe. No one was able to complete a 1-R run yet.

The good:

* Very distinctive art style, animations are smooth and fluid. There is a speed-increase option too.
* Unique horror-themed setting. There is also a cryptic story to uncover for those who really needs a background excuse to flex his tactical muscle.
* True Action-Points system.
* Multi-layered character progression - levels with stats increases and news skills, looted memories - skill-modification tokens, and randomly gained traits.
* All skills are useful and could be used for very powerful combos.
* Heavy emphasis on initiative control and positioning.
* The battles are very dynamic, there's no turtling or trench warfare.
* Boss battles. They are the tactical pinnacle of the game. All bosses are different and menacing.

The bad:

* Not enough control over character creation. You work with the tools you're given.
* Not enough usage of enviroment. I'd prefer there to be more obstacles, to affect positioning and line of sight.
* No strategic layer. No base building, no technology rearch. It's a pure tactical game.
* No real incentive to replay the game after killing all the bosses, except the self-invented/imposed challenges.

The ugly:

* The 4 starting stats are basically meaningless, considering effect they have on character creation.
* Fixed camera
* Lots of good stuff got on the chopping block. Like the Suffering mechanic and 5 memory slots per skill.
 

Kruno

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Like Darkest Dungeon; grind, grind and more grind.

Someone put in 100 hours and confirm pl0x.
 

Nortar

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Pathfinder: Wrath
Someone put in 100 hours and confirm pl0x.

I have 150 hours over about 10 months of beta-testing.
And it's nothing like Darkest Dungeons and Iratus.
Unless a rogue-lite mechanic is enough to compare those games, but then it can be likened to FTL as well. )

A complete R-2 run (that is done in 2 recollections) was taking me 16-18 hours.
That's when I already knew ins and outs of all the bosses and most of the cheesy tactics.

A blind run would probably take at least 2-3 times as much time.
So about 40 hours for an average "normie" player is a fair estimation I guess.

The first boss is expected to be killed in R-1 by 30% of people and in R-2 by 90%.
But for codexers who are into tactical games it won't be too difficult to get to 3rd or even 4th boss in R1, essentialy completing 3/5-4/5 of the game in one go.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Better late than never:



https://store.steampowered.com/newshub/app/798490/view/4099916307158726886

Othercide is out now!
cUxy5pP.gif


Greetings, Chosen Ones,

Othercide is now available on Steam! Celebrate with our Launch Trailer and get a glimpse into the Nightmarish world and the monstrous foes that await within.

After years of development, we are really excited to finally read your feedback and watch your playthrough. We look forward to it!

You’ll find below a few words from the team at Lightbulb Crew.

“Thanks to all the Lightbulb team and to all the future players for this amazing journey!” - Jérôme Smidt, Producer

“Othercide has been 3.5 years of my life and it has been a huge learning experience filled with passion, teamwork, and hardships. I am beyond proud of what we did as a team and hope that players will feel all the passion and soul we put into the game.” - Antoine Dupuis, Character Artist

"So, if you're playing it, it means we marketed it well! Have fun and enjoy Othercide! From the other side of the marketing team!" - Ena Berbic, Marketing Project Manager

"I have seen many players supporting the game over the months and it truly warms my heart. Thank you for believing in Othercide!" - Johanna Lajoux, Social Media Manager

"Three years of work coming to an end, I'm really proud of the final result; I hope you'll enjoy playing the game as much as I loved working on it!" - Nicolas Isnard, Sound Designer

“Hope you'll enjoy playing the game as much as we enjoyed developing it!” - Clément Tatchi, Game Designer

"After several years working in the dark, glad to see Othercide in the light of day!" - Yves Pinel, Environment Artist

“We’ve put our hearts and (dark) souls into making this game a unique experience. I only hope that it's as daunting and memorable to play as it was to make.” - Paul Vauvrey, Design Director

“Happy to have contributed to the development of this great game, with an universe that will plunge you into the very heart of your own nightmares.” - Christophe Desbois, Character Artist

“In every desperate situation, there is always a spark of light in an ocean of darkness.” This is something that followed the process of Othercide all along the three years of development. The journey was rough, tough, and with as much joys than sacrifices. A video game is not just a product of entertainment: it is also a piece of the soul of their creators and their hopes to make you chill, vibrate, rage, doubt, and ultimately have fun. Now it is time for Othercide to live it’s own life, and it’s like letting our own Child getting out in the wild world. Thank you all for the great support and we hope you will enjoy the dark journey in the realms of the Others!” - Alexandre Chaudret, Art Director

Note that we've got an active community and dev team on our official Discord, so if you enjoyed your time in the game, we’re looking forward to chat: https://discord.gg/P3DesUr

Othercide is now available on Steam. Have fun!

Best,
The Othercide Team
 
Last edited:

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
31,991
Maybe in this case it would be better to move thread to tactical subforum because it's already pretty much lost here.
 

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