Sharpen your blade, summon your party—your journey through the Forgotten Realms begins today! Play Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition now! Click here to play now!
Sharpen your blade, summon your party—your journey through the Forgotten Realms begins today!
Play Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition now!
Our summer sale is almost over and trust us, you're not gonna want to miss this. Why? Sure, we've got some fire deals. But you can also pre-order STAR WARS™: Bounty Hunter™ NOW !
Our summer sale is almost over and trust us, you're not gonna want to miss this.
It's officially the hottest time of the year and you know what? We think that the classic summer beach vacation is overrated. That's why we're offering you dozens of alternate vacation locations, all available from the comfort (and AC) of your own home! Why not boot up Tomb Raide
It's officially the hottest time of the year and you know what?
We think that the classic summer beach vacation is overrated.
That's why we're offering you dozens of alternate vacation locations, all available from the comfort (and AC) of your own home!
During the Steam Lunar Sale, you're given a complimentary $5 bonus coupon to use. If you're looking for a selection of our favorite horror titles on Steam, you'll want to use your $5 bonus on our custom bundle, the Lunar Horror Bundle. Here's how to claim your $5 bonus Add Killin
During the Steam Lunar Sale, you're given a complimentary $5 bonus coupon to use. If you're looking for a selection of our favorite horror titles on Steam, you'll want to use your $5 bonus on our custom bundle, the Lunar Horror Bundle.
Here's how to claim your $5 bonus Add Killing Floor, Killing Floor 2, Layers of Fear, and >observer_ to your cart on Steam.
On your cart page, you'll see a $5 bonus applied to your cart. Start installing these games, turn the lights off, and turn the volume up!
It's the Year of the Pig! This year it's predicted to be very powerful for your finances, so put your money management to the test with Sim City. For the Ox: Use your patience to your advantage. Prepare for the future and lead your Civilization to victory. Watch your opponent rus
https://store.steampowered.com/app/24780/SimCity_4_Deluxe_Edition/ It's the Year of the Pig! This year it's predicted to be very powerful for your finances, so put your money management to the test with Sim City.
https://store.steampowered.com/app/289070/Sid_Meiers_Civilization_VI/ For the Ox: Use your patience to your advantage. Prepare for the future and lead your Civilization to victory. Watch your opponent rush and over-extend, while you play the long game.
https://store.steampowered.com/app/514900/observer/ For the Dragon: Stay fearless! Follow your heart and power through this epic journey to find your son. You're not scared by a cyberpunk dystopia are you?
https://store.steampowered.com/app/49520/Borderlands_2/ For the Rat: Wit and charm will lead you well in Borderlands 2. Interact and complete every side quest, networking with all of the people of Pandora.
https://store.steampowered.com/app/557520/Torn/ For the Tiger: Your courage will serve you well. Don't be afraid to step into the mansion and to question everything around you. Let your intense nature push you to keep exploring.
https://store.steampowered.com/app/347000/InnerSpace/ For the Horse: Travel through ancient skies and abandoned oceans. You are in control of your journey, and you prefer it that way. Explore and don't let your impatience get the best of you.
https://store.steampowered.com/app/391720/Layers_of_Fear/ For the Dog: You're faithful to your family, but your alone on this dark and stormy night. Your gift to the world is your art, and you plan to keep on giving, even if it means sacrificing it all.
https://store.steampowered.com/app/667810/Next_Up_Hero/ For the Monkey: You need to stay active, so push yourself to face greater challenges. There's always another dungeon to conquer and another enemy to defeat. Stay energized and reap the rewards.
Salutations explorers! InnerSpace has been live for almost three months now, and we’ve been listening closely to our players and to critic reviews. As a small team of just seven developers, we are always trying to learn and improve, so we’re super excited to deliver our free cont
Salutations explorers!
InnerSpace has been live for almost three months now, and we’ve been listening closely to our players and to critic reviews. As a small team of just seven developers, we are always trying to learn and improve, so we’re super excited to deliver our free content update. This update addresses a lot of critical feedback, offers new airframes for new playstyles, and adds customizations designed by our very own Kickstarter backers!
Without further ado, here are our two new airframes, the Hopper and Glass Piano.
Hopper: A craft for slow contemplation and observation. This airframe stops completely when drifting, allowing players to look around without fear of crashing. It also sports a nifty compass that always points towards the world’s center, which is the closest thing the Inverse has to “North.”
Glass Piano: A fragile variant of the piano airframe. A lot of players came away with the impression that you can’t die in InnerSpace. Technically this isn’t true, and we wanted to give intrepid pilots the chance to make their own legend. This airframe shares most stats with the regular Piano but is much easier to break. This is our way of adding HARD MODE. Good luck!
Full update notes below. And remember, your greatest journey is within!
Airframes:
Added unlockable airframe skins! Visit the Archaeologist to unlock new colors for all of your airframes.
Added 2 new relics: Hopper Wing (Sunchamber) and Glass Wing (Dawnvessel).
Added 2 new planes: Hopper and Glass Piano. Hopper can stop completely when drifting, whereas Glass Piano is a fragile, challenge-mode plane.
Woodwind airframe has a much slower brake speed, so learning the game is easier for new players in the tutorial.
Zephyr Spark airframe drift/airbrake is slower and has faster turning speeds.
Game-Wide Improvements:
Revised Archaeologist dialogue for Sunchamber discussions, especially if you're looking for help or hints.
Added an inspector pillar for the statue in Mornsea.
Added an inspector pillar for new statues in the Eventide.
Respawning rope interactions change color if they’ve been cut before.
Added a relic-counter to pause menu.
Invert button on start-screen fixed.
Various minor bug fixes.
P.S. For those of you interested in a photo-mode, combine the Hopper airframe with the invisible skin to get wide-angle stills!
Explorers! Our first update to InnerSpace has just flipped live. Hop back in and let us know your thoughts! Don't forget to leave us a Steam review too. Full patch notes below. Additions Added two interactions with Sun in Sunchamber: large Wind globule added after first collision
Explorers!
Our first update to InnerSpace has just flipped live. Hop back in and let us know your thoughts! Don't forget to leave us a Steam review too.
Full patch notes below.
Additions
Added two interactions with Sun in Sunchamber: large Wind globule added after first collision & the sun regenerates to full brightness over time
Added additional wind to the Sunchamber and Eventide to improve signposting
Added baby sunfish to the Dawnvessel
Added scenic shots to the Archaeologist's opening dialogue in the Sunchamber
Fixes
Fixed a bug where Duskprism boss would be invisible for multiple cutscenes
Small tweaks to improve visibility in low-light scenarios
Fixed a bug where players weren’t able to view the world-scale holograms in Eventide.
Various bug fixes
Various performance improvements
Tuning
Grouped towers leading to other worlds in Sunchamber by color
Improved signposting in Sunchamber cutscenes
Removed redundant lines of dialogue in Archaeologist interactions
Improvements to the Sunfish encounter
Updated some plane models to better show when Drift is active
Explorers! Our first update to InnerSpace has just flipped live. Hop back in and let us know your thoughts! Don't forget to leave us a Steam review too. Full patch notes below. Additions Added two interactions with Sun in Sunchamber: large Wind globule added after first collision
Explorers!
Our first update to InnerSpace has just flipped live. Hop back in and let us know your thoughts! Don't forget to leave us a Steam review too.
Full patch notes below.
Additions
Added two interactions with Sun in Sunchamber: large Wind globule added after first collision & the sun regenerates to full brightness over time
Added additional wind to the Sunchamber and Eventide to improve signposting
Added baby sunfish to the Dawnvessel
Added scenic shots to the Archaeologist's opening dialogue in the Sunchamber
Fixes
Fixed a bug where Duskprism boss would be invisible for multiple cutscenes
Small tweaks to improve visibility in low-light scenarios
Fixed a bug where players weren’t able to view the world-scale holograms in Eventide.
Various bug fixes
Various performance improvements
Tuning
Grouped towers leading to other worlds in Sunchamber by color
Improved signposting in Sunchamber cutscenes
Removed redundant lines of dialogue in Archaeologist interactions
Improvements to the Sunfish encounter
Updated some plane models to better show when Drift is active
Looking to improve your aerial acrobatics? Want to dive deeper into the inverse? Check out the Guide!
Looking to improve your aerial acrobatics? Want to dive deeper into the inverse? Check out the Guide! http://steamcommunity.com/sharedfiles/filedetails/?id=1270994746
Looking to improve your aerial acrobatics? Want to dive deeper into the inverse? Check out the Guide!
Looking to improve your aerial acrobatics? Want to dive deeper into the inverse? Check out the Guide! http://steamcommunity.com/sharedfiles/filedetails/?id=1270994746
There are two games in recent memory which left me with an immediate thirst for more. Not in terms of story answers or glitzier sequels – it was simply that I wanted more of the same experience. I’d play a second Inside in a heartbeat – just more strings of strange and blackly co
There are two games in recent memory which left me with an immediate thirst for more. Not in terms of story answers or glitzier sequels – it was simply that I wanted more of the same experience. I’d play a second Inside in a heartbeat – just more strings of strange and blackly comic scenes with well-judged, lethal puzzling. And I’d leap at the chance to swim in more of Abzu‘s gorgeous oceans, fish-watching anew. In lieu of that, InnerSpace looked like the next best thing – flying a spectral plane over land and undersea, gawping at fantasy fishies, revelling in glorious freedom of movement and a wash of colours, enduring no pressure other than that which I imposed upon myself.
InnerSpace isn’t that, despite appearances and more than a few similarities. InnerSpace is far too scared that I might get bored. And so there is smashing, and strafing, and chatty demi-gods aplenty.
Until someone tells me otherwise, I shall assume that new exploratory flying game InnerSpace is set inside guts. InnerSpace may not be based on the 1987 Martin Short movie Innerspace, at least not officially, but when I see that little ship zipping through landscapes resembling v
Until someone tells me otherwise, I shall assume that new exploratory flying game InnerSpace is set inside guts. InnerSpace may not be based on the 1987 Martin Short movie Innerspace, at least not officially, but when I see that little ship zipping through landscapes resembling vertebrae and celia-fringed tunnels I think: guts. Not that I object to guts, mind. Whatever it is, the game launched today and it looks lovely. See: (more…)
InnerSpace is Now Available on Steam! InnerSpace is an exploration flying game set in the Inverse, a world of inside-out planets with no horizons. Soar through ancient skies and abandoned oceans to discover the lost history of this fading realm, where gods still wander. Your grea
InnerSpace is Now Available on Steam!
InnerSpace is an exploration flying game set in the Inverse, a world of inside-out planets with no horizons. Soar through ancient skies and abandoned oceans to discover the lost history of this fading realm, where gods still wander. Your greatest journey is within.
InnerSpace was successfully funded on Kickstarter all the way back in 2014 , and it’s come a long way since then. It's an exploration game where you zip about topsy-turvy worlds discovering relics of an ancient civilization, and the trailer shows a delicate, bird-like craft trave
InnerSpace was successfully funded on Kickstarter all the way back in 2014, and it’s come a long way since then. It's an exploration game where you zip about topsy-turvy worlds discovering relics of an ancient civilization, and the trailer shows a delicate, bird-like craft traveling past coral superstructures, stone ruins, and alien architecture. That ship, called the Cartographer, is also shown opening portals and crashing through glass, and becoming a submarine when it hits water. It's all a bit perplexing, but looks lovely nonetheless.
InnerSpace is the first commercial release from indie studio PolyKnight Games. We spoke with artist Steve Zapata, designer Eric Grossman, and director Tyler Tomaseski about how they helped players learn to fly, and what their plans after release are.
PC Gamer: How did PolyKnight Games come about and how did that lead into development of InnerSpace?
Tyler Tomaseski: We started out at college, at University of Texas, Dallas. We originally started working together on a lot of small projects. Steve and I did a few game jams together, and some longer term projects too. We did three separate four-month-long projects where we "shipped" a really small game, just for free. After that, we decided—because we were working so well together—to start a company developing indie games.
Something I realized very quickly is that because the space is so disorienting, we needed to give the player as many tools as we could
Tyler Tomaseski
Steve and I rallied up some good friends we worked with previously, like Eric Grossman, Eric Brodie, and Chris Miller. We were the core five making up the studio. We were about as small as you can get for a 3D team. Then we started working on InnerSpace.
It was the game we’d been talking about for a while. We were really interested in space and this concept of inverted worlds. We started with that, then worked our way toward a flying game. Just for the sake of wanting to explore that space, we kind of figured out everything else along the way. We were trying to figure out what sounded most fun inside of that space.
We worked our way towards Kickstarter, and had a successful campaign. We worked on our own for a year or two, and then we partnered up with Aspyr after we met them at PAX South. Thanks to Aspyr, we were able to increase our team size from five to seven. We’ve ported the game to all the consoles since then too. Originally, we were only working on Windows and Mac, but we’ve added support for Xbox, Playstation, and Switch since then.
It literally started in our bedrooms. We had a little studio setup in my bedroom where Steve and I both worked on it. Steve would wake me up and I’d just work on it in my pajamas. But yeah, that’s how it started.
So the flying came later—how did you develop those mechanics specifically?
TT: The first attempt I did at it was a very floaty, realistic, more simulation-style flying game. There, it’s a lot more gradual movement over time. You have soft inputs to try and steer it. Something I realized very quickly is that because the space is so disorienting, we needed to give the player as many tools as we could to have the game respond to them in a very arcadey kind of way. That way, they can orient themselves how they want.
For that, we introduced the drift/stall mechanic where you can change direction without moving your plane that way. It’s why we landed on a plane that is very responsive and does exactly what you want it to do. It’s also why we made the plane very durable. We decided we wanted to make a flying game where you can run into stuff. I couldn’t think of a flying game that let you do that. I think it was more of an iterative process where we started with the extreme opposite of what we have now. The arcadey style control lent itself well to getting used to the space.
During InnerSpace’s opening hours, there’s a distinct learning curve as the player progresses from world to world and figures out what’s going on. When did you feel comfortable finalizing that early game progression?
You have to get players used to the idea that they don t need to look for "up". The idea of "up" doesn t really matter in our game.
Steve Zapata
Steve Zapata: A lot of it comes down to how we actually built the game. We started by building the main, primary chamber. The game is set up so that all of the secondary worlds you visit all branch from that main chamber. The first time we built it, it was way too large and disorientating. We scrapped it and built a smaller version, which was also too large. In the process of doing this we’re getting player feedback and we’re building these smaller worlds.
We had a large scale central piece that we learnt to scale down to make more accessible. We also had the smaller worlds which were a bit more focused because that’s where you encounter the boss creatures. They’re designed around a specific encounter. Every time we built one of those smaller worlds, we took information from that process and brought it back to how we approach the central world.
What ended up happening is that the very last worlds that we ended up building were pretty much the tutorial world that you start in. The last boss we built became the first boss you encounter. We kind of worked backward in that sense. In doing so, we were able to apply all of the information that we had gathered by watching people play into the tutorial sequence that introduces them to the game itself.
What that accomplishes is easing players into this very disorienting space. On face value, it’s extremely disorienting. You have to get players used to the idea that they don’t need to look for "up". The idea of "up" doesn’t really matter in our game, just like how there’s no horizon.
Because it’s an exploration game, there’s a moment where we, as designers, have to let the player figure it out on their own. We need to teach them to explore and discover. Part of doing that is taking the training wheels off as the player progresses through the tutorial. We let them get a little lost so they can find their way out. The hope is that players will learn through looking and exploring.
Aspyr was heavily involved with porting InnerSpace to consoles. How did Aspyr contribute to the PC release?
TT: We haven’t only been working on ports since working with Aspyr. We’ve actually doubled the content of the game. Since we started working with Aspyr, we have twice as many worlds and bosses. There was just a level of polish that was not going to be there before.
As we ve seen in the past, people are attracted to the visuals like honey, but then when they sit down with it, they don t quite know what they re getting into.
Eric Grossman
Another thing was optimization. Getting the game working on Switch means things run faster. Where before it would have required a pretty good gaming computer, you can get away with a lot more now. I think it’s going to be a lot more accessible for the PC audience.
Eric Grossman: I also want to mention localisation. We had a streamer play in French last night and it was amazing. That just would not have been possible if we were just going in on our own.
TT: Yeah, how many languages are we on now?
SZ: I think it’s like eight total. It’s so cool seeing it in other languages.
Now you’re seeing it in the hands of streamers and media, what’s been the public response?
EG: It’s really interesting. We’ve started to see people get their hands on it—a lot of influencers too. A lot of the press are still working on what they’re gonna write, so we don’t know what the response will be like there. As we’ve seen in the past, people are attracted to the visuals like honey, but then when they sit down with it, they don’t quite know what they’re getting into. We start to see this warm-up period, where once someone has sat down with it for half an hour, they really start to gel with it.
Now that we’ve actually gotten it to a finished product, we’ve seen a version of that in the wild. It’s really gratifying because we see people who swooned over all the early development stuff and they’re coming to grips with the learning process that Steve described earlier. For me, I kind of forgot that this is going to be a game that people are going to play and it’ll speak to them on an emotional or aesthetic level.
What are your plans looking like after launch?
SZ: I think we’re open to a lot of possibilities. I don’t think we have a decided one just yet. Obviously we’re going to be doing patches and making sure that any bugs brought up in the community are things that we address. We are planning a 30-day patch as a thing for our backers and so people who missed it at launch can be introduced to the game all over again. I can’t touch on what’s going to be in that patch, but we are planning something kind of fun and special for that.
TT: We’ve had some rad ideas for things we could do as a sequel. We’re looking at planes to add as content patches. As far as DLCs or expansions, I think we’re going to wait and see what everyone wants out of the game.
SZ: If we end up doing DLCs or sequels, I very much want to hear what players think. I really want to ingest that and make something those players are going to really like. I think that’s what I’m most excited for personally.
Welcome Explorers! Your long wait to begin your flight is coming to an end. We’re launching on January 16th! Check out our new trailer! To celebrate, we’re doing a fun community giveaway leading up to launch. We started on Kickstarter, using goals to drive up funds. This time aro
Welcome Explorers!
Your long wait to begin your flight is coming to an end. We’re launching on January 16th! Check out our new trailer!
https://www.youtube.com/watch?v=PFrs_wHT1z8
To celebrate, we’re doing a fun community giveaway leading up to launch. We started on Kickstarter, using goals to drive up funds. This time around, we’re using goals to drive up followers on Steam!
Click that Follow Button (the Follow Button is located right beneath the trailer), for a chance to win limited run airframes.! Take a look:
Oh, and you’ll also get a copy of InnerSpace :)
Random followers of the InnerSpace Steam page will be selected as we reach the goals listed below. So what are the goals? See our initial goals below, and note that stretch goals (and surprises) can always be added!
1,000 - 1 airframe 2,500 - 1 more airframe 5,000- 1 more airframe 7,500 - 1 more airframe 10,000- 5 more airframes
Our first goal was hit prior to this announcement, so congratulations to our first winner:
Virlomi
Tl;dr If you follow the InnerSpace Steam Page, you’re eligible for the giveaway!
Next goal is less than 1,000 followers away. Let’s get it!
Welcome Explorers! Your long wait to begin your flight is coming to an end. We’re launching on January 16th! Check out our new trailer! To celebrate, we’re doing a fun community giveaway leading up to launch. We started on Kickstarter, using goals to drive up funds. This time aro
Welcome Explorers!
Your long wait to begin your flight is coming to an end. We’re launching on January 16th! Check out our new trailer!
https://www.youtube.com/watch?v=PFrs_wHT1z8
To celebrate, we’re doing a fun community giveaway leading up to launch. We started on Kickstarter, using goals to drive up funds. This time around, we’re using goals to drive up followers on Steam!
Click that Follow Button (the Follow Button is located right beneath the trailer), for a chance to win limited run airframes.! Take a look:
Oh, and you’ll also get a copy of InnerSpace :)
Random followers of the InnerSpace Steam page will be selected as we reach the goals listed below. So what are the goals? See our initial goals below, and note that stretch goals (and surprises) can always be added!
1,000 - 1 airframe 2,500 - 1 more airframe 5,000- 1 more airframe 7,500 - 1 more airframe 10,000- 5 more airframes
Our first goal was hit prior to this announcement, so congratulations to our first winner:
Virlomi
Tl;dr If you follow the InnerSpace Steam Page, you’re eligible for the giveaway!
Next goal is less than 1,000 followers away. Let’s get it!