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Forgotten Memories-Secrets of the Past

Hello! I'm working on a open-world, second life style game where every choice you make matters. It's set for realism, like you need to eat and drink to survive. I put over 1015+ hours and 150e in the game assets, and it has 6-7 hours of game play currently. I hope you enjoy it and leave some feedback. Map is 87x85 squares big (The finished map will be 500x500 or even 2x(500x500).  Quests 85(currently) Party member 1 (Currently. More members will be added in future as I work) Interactive spells (Casting spells require to be pressed in a sequence in set amount of time to work with 100% chance of it hitting) Day/Night cycle (Unlike most of RPGMaker games, day/night here determinate if you can enter a house freely or have to pick a lock (during the night. Some events and quests  will trigger at night and quest givers/quest objective will only spawn at night (e.g.: Kill 10 owls (not an actual quest in game but for sake of reference)).  Statuses: Hunger, Thirst and Sleep (If Hunger and thirst hits 0 your character dies. As sleep goes down, so do your stats but it's not fatal) Prison System (If there are friendly NPC's around the player and he chose to steal from them, he goes to prison with two options; A) Wait (~30seconds or 2 in game days) or B) Pay  World Locations 24(170+ inside locations (including houses)) Blackjack mini-game (for those who like to gamble and have fun on the side) 1000+ Interact-ables (bookshelf's, drawers, closets, boxes, etc) Lockpicking 700+ items, weapons and gear combined Crafting and Breaking  Alchemy Cooking Bestiary Achievements  Mouse/K-board- You can now chose how you want to play  Lots of events that make's you chose what to do which will shape your game experience and ending Fog of War - Rooms with doors are dark until you enter it. They go back to dark when you leave the room.  Room with no doors are normal (windows let the light in) Different Endings - There will be two different endings depending on players choices  Purchasable houses - From 6.7 you will be able to buy plots and make stuff in them and edit to your taste

RECENTLY ADDED AND UPDATED
The Race Factory

1 week ago

Known Bugs: Placing start/finish line with the arrow pointing in a direction other than right results in incorrect spawning of cars. Changing music volume isn't working, sometimes the sliders can't go all the way to 10/10 Controls: Arrows/WASD - Control car Space - Fire weapon Features of current build:3 Prebuilt Tracks Track editor 2 Game Modes (Race & Elimination) Support for 1-4 player races and 1-8 players in elimination, local only. Supports Keyboard and Gamepads. Any feedback is welcome and much appreciated, I'm trying to work out what is fun and what isn't. Also reporting any bugs you find would be great. I work alone, and it's hard to judge and test every part of the game well.The Race Factory is made with a heavy emphasis on multiplayer and the ability to create your own race tracks. Taking inspiration from games such as Micro Machines and Blur, and featuring drift physics, weapons to give you the advantage over the competition, and plenty of customization, the aim is to have a fun multiplayer experience, with plenty of variety to keep you entertained Currently the game is a Work In Progress, however the aim is to have a detailed editor allowing you to create your own race tracks, which you can then race on with your friends or against computer-controlled opponents, or a combination of both! Pre-built race tracks will be included with the game, for those of you who don't want to spend the time designing your own. Level sharing will also be available, meaning you can download the best tracks made for the game, and upload your own to be played by the community. There will be a variety of game modes in the game, including circuit racing, elimination, drfit and time trial. The game will be playable 1-8 players locally (Some gamemodes only), or over the internet. Please note that not all features are currently available, as the game is in alpha stage. I'm releasing this now in order to gain as much feedback as possible, in order to create an improved game, as I work alone and it's hard for me to judge how the game is progressing.