We have improved many features and added several since October to make the game more enjoyable and closer to its final version. The content has also evolved, with revamped and more interesting levels! Play this puzzle game for free with its contemplative atmosphere, soaring music and deep storyline
Here is the list of the main changes compared to the last version
TUTORIAL
To lighten the player's first experience and discovery of the game, we have created a tutorial located outside the narrative, which allows to learn the gameplay in a more fluid way!
SCAN / HYPOTHESIS INTERFACE IN CLOSED TEREBRONS
In closed levels, the scan interface in the objective panel has been redesigned and made more intuitive and faster to use. The radial scan menu of the previous version has disappeared and has been replaced by a new and much simpler way of scanning: just select an item to find in the objective panel, then click on a box of the Terebron to start a scan! When you miss a scan, feedback now appears for a few moments on the box to highlight it. The old hypotheses UI is gone, the hypotheses interface is now linked to the scan interface in the objectives panel and works the same way, a simple button switches between the two. In closed Terebrons, it is now possible to scan a box to check that it is empty, the same way you scan an item! This important gameplay change helps with the resolution of closed Terebrons and increases the sense of completion as you progress through the level. The item you are about to scan or place as a guess now appears on the square you are currently hovering over! If the item has already been scanned by mistake, a red circle with a strikethrough indicates that it cannot be on the hovered square. When you select an item in the scan/hypothesis interface, the entrances where that item has been located are illuminated in white, making it much faster to find all the paths to it!
DIFFICULTY LEVELS AND DEFEAT
We've incorporated a system with three difficulty levels and the ability to lose for more challenge for those who want it, while allowing players to tailor Terebron to the level of adversity they want to experience! The way the score is calculated is not impacted by the difficulty mode chosen.
The story mode allows you to advance in the narrative campaign and not be limited in the number of mistakes on a Terebron. You can make as many mistakes as you want without the risk of losing! On the off-campaign Terebrons (the demo pack here), the number of mistakes allowed is the same as in classic mode. The classic mode allows a certain number of errors on each Terebron, depending on its complexity. Beyond this number of errors, you lose the game. The difficult mode offers a more demanding challenge and greatly limits the number of mistakes allowed on a Terebron!
COMPLETELY REDESIGNED CAMPAIGN LEVELS AND DEMO PACK
In the previous version, the campaign also served as a tutorial for the gameplay, which forced us to start the story with very simple levels. We kept the narrative content, but thanks to the separate tutorial we were able to completely redesign the Terebrons to make them more complex from the start of the game, and to make them fit more with the storyline! The demo now stops at the end of Act 2 of the campaign, but you can still play the sixteen additional levels in the partially redesigned demo pack.
SAVE DURING LEVEL
Some levels have multiple Terebrons, and in the previous version players had to redo the entire level if they left the game without completing the entire level. We've added a temporary autosave system during the level, which will allow you to start at the beginning of the Terebron or dialogue you stopped at, without having to redo the previous Terebrons in the level! If you have a temporary save, a window will ask you if you want to resume your current progress when you access the game menus.
TOOLTIPS:
The removable panel to the right of the interface allows you to access a Tooltips system, which provides information about areas and interface elements hovered over by the mouse.
RANDOMIZATION
To add variety and replayability, we've introduced random parameters including Terebrons symmetries and rotations, and vital point reversals, which change your bearings as you replay levels!
MUSIC
The music for the different levels has been completely revised, and new songs have been added to the soundtrack, especially for the last level of Act II of the campaign!
SCORE
The score system has been revised: the functions of calculating the score according to the time have been changed, the small texts have been updated, and you will now see in gold the places where you had the maximum possible score!