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Contagion VR: Outbreak Ativador Download [Xforce]





















































About This Game Contagion VR: Outbreak is a first-person shooter built from the ground up exclusively for VR. Fully immerse yourself in a world initially familiar to you, and witness it's transformation into something much darker as it rapidly changes right before your eyes.Assume the role of one of our many characters and experience their stories first hand that would shape them in the mold of who they would eventually become. The end of the world as we know it is filled with horrors the likes of which were never fathomed, but in all the darkness lies a beacon of light, tales of heroism and sacrifices made so others could carry on. Explore highly detailed environments, search for scarce resources and see if you've got what it takes to survive a zombie apocalypse!We've painstakingly developed every element from the ground up for HTC Vive, Oculus and Windows MR, Contagion VR: Outbreak drops you in the middle of the zombie apocalypse. Fight alone in our single player story driven mode and experience each characters past! VR driven game-play mechanics: Perform physical actions true to life that immerse players deep inside the world of Contagion.Single player campaignFree Roam mode, where you can collect resources and craft new items while taking out zombies at your leisure!Head down to the basement of the apartment in Free Roam to craft and test out weapons in the Firing Range.Various weapons to help you keep the tide in your favor against the horde!Try out the game before you buy! Hit that green DOWNLOAD DEMO button up top and let us know what you think so far! Available for Arcades on SpringboardVR 1075eedd30 Title: Contagion VR: OutbreakGenre: Action, Adventure, Indie, Simulation, Early AccessDeveloper:Monochrome, IncPublisher:Monochrome, IncRelease Date: 29 Jun, 2018 Contagion VR: Outbreak Ativador Download [Xforce] contagion vr outbreak walkthrough. contagion vr outbreak oculus. contagion vr outbreak demo download. contagion vr outbreak android. contagion vs outbreak imdb. contagion vr outbreak reddit. contagion vr outbreak apk. contagion vr outbreak demo. contagion vr outbreak for ps4. contagion vr outbreak wiki. contagion vr outbreak uscita. contagion vr outbreak requisitos. contagion vr outbreak review. contagion vr outbreak system requirements. contagion vr outbreak pc. contagion vr outbreak release date ps4. contagion vr outbreak release date ps4. contagion vr outbreak gameplay. contagion vr outbreak uscita. contagion vr outbreak key. contagion vr outbreak free. contagion vr outbreak pc. contagion vr outbreak fr. contagion vr outbreak full gameplay. contagion vr outbreak ps vr. contagion vr outbreak free download. contagion vr outbreak pc download. contagion vr outbreak how to reload. contagion vr outbreak. contagion vr outbreak console. contagion vr outbreak release ps4. contagion vr outbreak wiki. contagion vr outbreak on ps4. contagion vr outbreak full gameplay. contagion vr outbreak ps vr. contagion vr outbreak youtube. contagion vr outbreak date de sortie. contagion vr outbreak demo. buy contagion vr outbreak. contagion vr outbreak release date. contagion vr outbreak. contagion vr outbreak for ps4. contagion vr outbreak psvr release date. contagion vr outbreak platform. contagion vr outbreak game. contagion vr outbreak story. contagion vr outbreak ps4 release date. contagion vr outbreak guide. contagion vr outbreak controls. contagion vr outbreak crack. contagion vr outbreak free. contagion vr outbreak console. contagion vr outbreak sortie. contagion vr outbreak ps4. contagion vr outbreak how to save. contagion vr outbreak early access. contagion vr outbreak part 1. contagion vr outbreak game. contagion vr outbreak ps4. contagion vr outbreak download free. contagion vr outbreak release. contagion vr outbreak ending. contagion vr outbreak system requirements. contagion vr outbreak reddit. contagion vr outbreak - htc vive gameplay. contagion vr outbreak review. contagion vr outbreak steam. contagion vr outbreak game download. contagion vr outbreak psvr release date. contagion vr outbreak wmr. contagion vr outbreak part 1. contagion vr outbreak android. contagion vr outbreak test. contagion vr outbreak guide. contagion vr outbreak fr. contagion vr outbreak - htc vive gameplay. contagion vr outbreak multiplayer. contagion vr outbreak igg. contagion vr outbreak key. contagion vr outbreak coop. contagion vr outbreak coop. contagion outbreak non vr. contagion vr outbreak ps4 release date. contagion vr outbreak torrent. contagion vr outbreak youtube. contagion vr outbreak trailer. contagion vr outbreak full game. contagion vr outbreak playstation. contagion vr outbreak pc torrent. contagion vr outbreak pc torrent. contagion vr outbreak steam. contagion vr outbreak download great game fantastic design , some areas of level 2 need abit of work (like the constant streem of zombies when ya bro tries givin you the shotgun, needs to also be more ammo as theres not enough to last that part of the mission... otherwise fantastic game and looking forward to seeing the completed game :P. great game fantastic design , some areas of level 2 need abit of work (like the constant streem of zombies when ya bro tries givin you the shotgun, needs to also be more ammo as theres not enough to last that part of the mission... otherwise fantastic game and looking forward to seeing the completed game :P. Great game. I just wish there were more campaign levels like the non-VR game.. the game is great, awesome graphics and intense play. hope the developers will keep on the good work and make it more and more interesting with new stages and maps for multiplayer ! was laggy a bit and not always ran when i wanted and needed to, but i think this was my slow pc and not the game. soon i will have an upgrade and we will see! please keep working on the game and make it bigger!thank you!. Sticky controls. A lot of slippage (like gun won't take clip smoothly). A lot of times the hand gets "merged" with the gun and you're stuck looking at it until you re-holster the gun. It's got a LOT of glitches that need to be fixed before i call it even a "decent" game.. played only 11 mins but ..... This game is TRASH!. played only 11 mins but ..... Sticky controls. A lot of slippage (like gun won't take clip smoothly). A lot of times the hand gets "merged" with the gun and you're stuck looking at it until you re-holster the gun. It's got a LOT of glitches that need to be fixed before i call it even a "decent" game.. the game is great, awesome graphics and intense play. hope the developers will keep on the good work and make it more and more interesting with new stages and maps for multiplayer ! was laggy a bit and not always ran when i wanted and needed to, but i think this was my slow pc and not the game. soon i will have an upgrade and we will see! please keep working on the game and make it bigger!thank you! What would you do with 500k dollars? | This War of Mine and War Child changing the world: More than 4 300 children received help thanks to 11 bit studios and War Child UK charity cooperation.. Publisher Week Sale is here! Sales UP TO 85%!: We are SO excited to announce our very first Publisher’s Sale on Steam!. This War of Mine: Stories - The Last Broadcast is OUT NOW!: Hello there, everyone!We're proud to announce that our brand new DLC, The Last Broadcast, is out!. This War of Mine: The Little Ones - PC and mobile.: Good news, everyone!We know this is an announcement you have been all waiting for: The Little Ones is coming to PC and mobile devices!There is no release date yet but we'll keep you updated!. Weekly Dev Blog November Week 4!: JasonWe’re getting really close to being able to wrap up mission 2, the whole of scripting is completed and now it’s time for balancing. Also we’ll be making sure all the dialogue is locked in so we can get some professional voice actors to record and replace the existing dialogue with new. I’ve been talking with some members of the team about some of the next mission (mission 3) and making sure we can hit the ground running as soon as Vacancy is released. Our goal is to be able to release mission 3 in significantly less time than it took for mission 2. No screenshots from me this week as we hope to have Vacancy out to the public before long, stay tuned!VictorMy last few weeks were mainly focused on polishing up Vacancy Day 1 and putting together a turn-over for Lawrence. I’ve also added a few little easter eggs and cleaned up random code.It’s been a pleasure working on this project and also interacting with the community. I wish the team and the project great success. While no game will be able to satisfy every single player out there, I hope that the majority will enjoy the final project. I very much look forward to it!Peace out.AlexI was out of town the week leading up to this week, and most of this last week has been dedicated to some behind the scenes businessy stuff. But! I have been working on some art for the molotov cocktail and doing some light research into the best way to simulate the liquid inside without breaking all the budgets.I’m also taking some time to finally learn Substance Painter so i can finally ditch (or at least expand past) my old photoshop/xnormal workflow. Looking forward to the time savings when I get up to speed with Painter.BrianThis week I have been going full-out designing the audio for Vacancy, the map is huge and is therefore a lot of work to keep it sounding not only real, but also varied as you traverse around it. I have also added new sound events that are being implemented into our thrown weaponry, which many of you have noticed was a bit rough around the edges in places. All this, as well as resolving a few bugs we’ve had with WWISE.Lawrence & PaulThis week we have been fleshing out the existing framework of the Vacancy: Day level and iterating on our existing level scripting to make this level all that it can be, and adding animations to our characters. Most notable is the new system put in place so zombies can treat other AI as players too, which was most definitely needed for some of the challenges you will soon face!. 2019 Devblog #1: Jason and AlexThis week I’ve been sick (boooo). Today however I’m feeling much better (yayyyyy). There is some quite exciting news to share, we are very close to releasing the next update which will include our new checkpoint system. We would like to thank everyone for being so patient while we worked on this important addition to the game. We’ve always wanted to deliver a challenging game, but without a proper working save system the game was too punishing and a source of a lot of frustration to anyone who perished to a pack of zombies. We hope to have the checkpoint system live as early as next week, it’s currently in testing.We’ve updated mission 1 “Outbreak” and added in a new weapon to the game. It’s the first true bolt action sniper rifle, and you’ll find it on the roof in place of the m16 that used to be there. It works just how you would expect, after every shot you’ll need to work the bolt action to chamber the next round. Additionally, you can change the magnification by interacting with the scope, there are 3 levels of magnifications so it’s a viable option at shorter or longer distances. Brian I’ve been working on creating low, med, mech, and tail layers for all of our weapons to give it that AAA touch. After organizing my tools, setting up presets, and base weapons you will all hear new audio when it comes to our firearms. This also means you should all be seeing quite a few new firearms in-game. Lastly I touched up quite a bit of audio after doing a quick Unreal Engine 4.21 pass that I will do a more meticulous pass on here shortly.Lawrence & Paul This week we have been building and putting into place a brand new, bespoke save system to replace the buggy original implementation which will ease some of the frustration of dying during the current campaigns. We have been further refining the checkpoint and waypoint system to improve the user experience. Also, more polish has gone into the death sequence.We haven’t forgotten about the Sticky Grip Control bug, it is next in our priority bug fix, and will start on it after the save system is live. Thanks again for your patience. We are so close!. 2019 Devblog #4: JasonThings have been quiet on the public front, but behind the scenes it’s been anything but. We’ve all been working extra hard trying to finalize mission 3, as well as making massive performance boosting optimizations to the entire game. PlayStation VR release is definitely getting closer, but we’ve still got some work to do on that front yet.All these performance boosting changes can definitely be experienced soon in our next major public update which will include mission 3. We’ve also finally gotten around to bringing a better sense of conclusion to the ending of mission 1, having decided to completely rewrite, and redesign it in its entirety. It’s currently in testing, but we hope to have it released to the public build shortly.https://media.giphy.com/media/fxC90ZdFd5LeLlRTco/giphy.gifWe also decided it was time to rework the shooting range level, and make a better effort to bring that up to a much higher level of polish than its original design. That too will be available in the next upcoming major update.AlexIt’s been a while! It's hard to encompass everything that's gone on since the last blog, but this last week I’ve been focusing almost exclusively on PSVR stuff. For the past few days I've been going through all the actors that use AK components (a Wwise [our audio engine] specific Unreal object that allows us to do stuff with sound) and tweaking things to squeeze out every last ounce of performance. Thanks to some discoveries by Lawrence, we've learned that the way we had been doing things were A) needlessly computationally expensive, and B) not the right way to even do them. All in all, this is great news for the PSVR build and will translate to good news for the PC side; less CPU wasted on this stuff means more zombies running around.BrianThese last two weeks I’ve been focusing on optimizing Wwise for our PS4 release candidate. I’ve set new volume thresholds, specified voice limitations, updated all Spatial volumes and portals, as well as cleaned up level audio and placement. Things are coming along nicely and excited to get this submitted shortly!LawrenceThis week I have been managing the PSVR optimization, we are getting really close to meeting the hardware-budget and have already got some of the levels running at 60FPS on PSVR with the regular PS4 console. Many of these optimizations are being merged back to PC build and as such will drop the CPU demands of that as well. Also, we now officially support 3DRudder on the PS4 port of the game.PaulLast week I’ve wrapped up the third mission [Charlie] and shipped it to the Beta branch. While it is in the hands of our testers, whom are trying break it in any way they can I am on a “bugs watch” squashing any bugs that may come into light.Additionally, all of us within Monochrome agreed that the ending of the first mission did not feel like it provided enough closure and conclusion to the story. Therefore, I spent this week inside the city map of mission 1, implementing the scripting and game play changes that will hopefully bring a better sense of conclusion we all hope for and wanted from the beginning.. Weekly Devblog December Week 1!: JasonGreetings and salutations! Progress on Vacancy is moving right along, with some new and exciting additions coming into play which Alex will likely talk about in his update regarding a new pump action shotgun. The riot boss zombie is in, and packs a wallop if you aren’t careful to stay out of his way! Having completed an initial balance pass and gameplay review of his current state, we are well on our way to finish him off and get him released along with mission 2 very very soon!AlexBetter late than never! The pump shotguns are confirmed in for the mission 2 update, working even better than they did in the demo. There's still some polish left to do, but overall they're feeling very fun to use. In the process of getting the pump action off the ground, I also fixed some long standing weirdness with the way the automatic shotgun was behaving; you no longer have to have the bolt fully retracted to add ammo, and the bolt itself is now properly springy, behaving much more closer to its real life counterpart. There are still some lingering bugs with the ammo system with-regard-to grabbing ammo from the belt (not due to the new weapon features, it’s just extra visible now that we're using it this way) but the shotguns are otherwise in pretty great shape.Shotgun is back![gfycat.com]I also tracked down and fixed a bug related to a new keypad door locking mechanic (it was expecting the wrong password due to a race condition) that had been giving us some issue for the past few weeks. Also, I recorded this while getting the shotgun footage. Can't confirm or deny that boxing zombies is in the game, but you can punch targets in my test map...Melee W00T![gfycat.com]Brian This week I have been working on the dialog audio for the new mission, optimising audio thread usage by taking advantage of some of the new features of WWISE, as well as working with Lawrence to get to the bottom of the audio crashes that were pushing back release of the new content.Lawrence & Paul This week we have been getting the vacancy l2 level ready for testers, hooking up dialogues and getting scripting locked down for the encounters in the mission. It's going to be action-packed for sure, hopefully it won’t be too punishing for the test team ;)Also we got to the bottom of the audio crashes that were hampering development with the creation of a far easier to use and more robust dialog scripting tool.. Devblog #5 & Updated Roadmap: Summary

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