Congratulations on beating Miasmata! This is just a little treat for you to download and try - a look into our past a little bit. Into Outland was a game we were making years ago and cancelled. It was intended for Windows Mobile devices, but you can play it on your PC. Its just a prototype, so read the .txt file that comes in the zip.

For those of you that remember, Windows Mobile(ie. Pocket PCs) was very much the pre-cursor to modern Smartphones. Only a few of the later ones had any 3d acceleration, so 3d rendering had to be done via software. When the iphone came out, that basically killed the small, but passionate, Windows Mobile gaming scene.

The text below was provided to potential publishers back in April 2007.

Btw, if you use Chrome, it may give you a warning that the file is possibly malicious. I'm not sure exactly what Chrome is using to make that judgement, but I can assure you it is not. So enjoy without worry. :)

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Into Outland
is the working title for our new game. We are developing the game with a broad range of devices in mind, including Nintendo DS, Windows Mobile and other future devices. The 4-11-2007 Prototype is currently compatible with Windows Mobile devices, as well as XP/Vista. This is a non-interactive prototype.

Download Prototype for XP/Vista

Download Prototype for Window Mobile 2003+

The purpose of this Art & Technology Prototype is to demonstrate the following...

1. An early depiction of the game's visual style.
2. The capabilities of our new software rendering engine.
3. A very premature demonstration of gameplay.

Overview:

Into Outland is a 3D 3rd person action-adventure game that combines non-linear exploration, real-time combat, basic puzzle solving and an interactive narrative. The game is set in a fictional pre-industrialized world, with castles, tombs, caverns, and cities to explore. The player will encounter a variety of fanciful enemies such a dragons, demons and zombies.

The game-world will unfold much like Castlevania: SOTN. The player will be able to explore in any direction, but portions of the world will only be revealed as the player gains new abilities, solves puzzles and discovers new keys.

The game's combat system uses z-targeting similar to contemporary Zelda games, although the feel of our combat will be more weighted and visceral. This will slow the pace down, accommodating a more strategic and methodical approach to fighting enemies.

Puzzles will be generally easy, and will most often have the player using a collected item on a specific person, location or other item. For instance, in order to climb down a well, the player will need to find a rope attach it to the well. Most puzzles will be logical like this, but there will be a good deal of trial and error.

The player will interact with dozens of NPCs throughout the world. NPCs will help progress the story. Conversation will likely be conveyed exclusively through text, although both the player and NPCs will have animated expressions and mouth movements that correspond to the conversation.

3D Engine:

The game is currently being developed around our new 3D engine, which we've named ImmersionX2. The engine is highly optimized and incorporates numerous effects rarely seen in mobile games. Some of the more interesting features include High Dynamic Range(HDR) Lighting with Iris control, Specular Reflections, Phong Lighting Model and volumetric fog. All of these effects except for volumetric fog are currently visible in the Prototype.


Prototype Screenshots: