Working on polishing up a build for y'all to try out,
Just wanting to get feedback on Ghosts, Evidence, And how boring, or interesting y'all find the game.
Why am I releasing this Now, instead of a Demo or just straight to early access?
This isn't intended to be a form of early access, a Demo, or anything similar.
And I don't feel there's enough maps for me to comfortably release it into early access.
It is just a Alpha, Released for me to get feedback, criticism, or things you like, or dislike about the game.
Things may change significantly from the Alpha, to early access. I suspect hunts will shake things up quite a bit.
What's available in the Alpha?
- 3 Maps: The House, Diner, and Ghost Ship
- 8 Items: EMF, Parabolic Microphone, Spirit Box, Thermometer, Camera, Flashlight & UV Multitool, Smart Watch, and a Unlockable item that needs to be found during your investigation.
- Upgrade & Leveling system (14 upgrades total)
- Death Investigation
- 20 Ghosts, 10 Abilities
Where can you get the Alpha?
You can get it over on Game jolt, March 1st.
Important Notes:
Q: Is what's in the Alpha complete?
A: Mostly, There are a few issues with the diner map, Mainly lack of interactions in the Bathrooms. The house & Ghost Ship should be relatively bug free though. But, with it just being an Alpha, expect some bugs & inconsistencies, These will be fixed before Early Access.
But if you encounter any, please report them.
What is SPECTER, Exactly?
Now, If you've followed SPECTER for awhile, you may know the game has gone through A LOT of changes, from being a Ghost Hunting Parody Game, to a Murder Investigation game, to what it is now.
The game does not, and never will contain Flashy, over the top events, or Jump-scares
I did recently decide to add manifestations in, But i'm working on ways to make these feel as unscripted as possible.
Every abnormal event is caused because of, and by: the ghost.
And it will never contain events caused by the player walking over a trigger box.
There are currently 10 ghosts with completely unique Interactions & Events.
I plan on adding onto these until the player can Learn each ghost, and Identify them based on how they interact with The Player, and the environment.
This game started development because I felt like ghost hunting games were becoming increasingly more flashy, and less about the ghosts.
I felt the genre was losing what made me, and likely many others interested in it in the first place,
The Ghosts
SPECTER isn't intended to one-up, or be "Better than That game," or "Scarier than this game,"
There are many other Amazing ghost hunting games that Have, and always will do Ghost Hunting better than SPECTER.
DEV LOG #5
To keep this brief, here's what's new since the last update!
- 2 new Items: Smart Watch and a Unlockable in-level item.
- Reworked Leveling system, the first level only requires 100 XP, and the requirement raises each level until it hits a max of 400, This was aadded to help balance the Death Investigation, and give you some early Level Points, you Also get some detailed info on what you got XP for.
- Finished Evidence & interactions on The Diner, ~180 interactions, 6 Ghost Rooms.
- Reworked the Thermometer.
- Finished the TV Rework.
- Implemented all 14 Upgrades & Balanced them (More in the future!)
- Several updates to backend systems (EMF, Parabolic, UV, ETC)
I look forward to sharing what I've been working on for nearly 2 Years with you.
Thank you for reading.
- Hollow
