
Explore a planetary system, synthesize new abilities, and reveal its past. This interactive EP offers a chill and non-violent metroidvania experience across procedurally-generated musical playgrounds.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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It's roaming, Roaming, with a capital 'R'. Beautifully empty. For me It's vivid childhood memories of playing Novagen's [i]Mercenary[/i] on an Atari 130XE. A few dots, a few lines forming a horizon. What's past it? Probably more enigmatic dots and lines. Let's get there anyway, rinse and repeat. Fills time, fills imagination, built my minimalism. Exploring my first cave on Alpha Periphery C was a great experience. Claustrophobic. You can't see it but yes, the water's there. That's how much of a believer I am. I held my breath.
Periphery Synthetic stands out as a fully blind-accessible game, making it a go-to for anyone who prefers to step back from screen-heavy experiences. What truly sets this game apart is how seamlessly it blends accessibility with gameplay. In no instance do you need to see what's on the screen. Whether you’re navigating through its procedurally-generated worlds or upgrading your abilities, the game offers a rich auditory experience that’s both immersive and intuitive. The ambiance is incredibly relaxing. The synth-like musical score, influenced by your actions and the environment, creates a calming yet exciting atmosphere. With zero combat and no risk of death, Periphery Synthetic allows you to focus on exploration and upgrading at your own pace. After spending over 9 hours in the demo, I was blown away by the game’s price point. At just $2.99 (or $2.69 with the current discount at time of writing), it feels like a steal. I thought it would cost way more. While I did encounter some audio stutter and a couple of bugs early on, the developers have been quick to release updates that address these issues. It’s worth noting that my PC might not be running at its best, which could also have contributed to these minor hiccups. Overall, Periphery Synthetic offers a unique first person and accessible metroidvania experience that’s perfect for anyone looking to relax and explore without the pressure of combat or complicated visuals.
This game is excellent in its artistry, accessibility for blind players, and immersion. If playing with a controller, you will feel every bit of the terrain you traverse. The sounds and music add to the artistry, but also convey quite a lot of information. I would 10/10 recommend.
Chill and Non-violent is an apt description. It's really hard to describe what goes on in this game. Headphones, a controller, and some time to explore it on your own is a great experience for those that want an exploration game with a different coat of paint.
[i]Related games: Mu Cartographer, Mirrormoon EP, Capsule, Scanner Sombre[/i] It's difficult to recommend this game, because it is very focused on a couple of things, and it doesn't try to do anything else. It doesn't aim to be a fully fledged and satisfied "gaming experience". So if you go in looking for that, like I was (to some extent), you'll be disappointed. But it delivers something unique. Essentially, this is a roaming game. That's all you do, you roam over a few infinite, abstract landscapes. What makes it unique is the sound design. Everything in the world emits its own sound, mostly terrain shape and materials (more on them later) emits a certain sound, plus some more global directional cues. It's nothing very "in your face", but it makes it quite immersive. This is not my case, but I've seen the game get quite a bit of attention from "blind" people. It seems to be designed with such accessibility in mind, and that's great - though I cannot judge how well it plays with such constraints. Still, something to keep in mind - it *can* be played mainly through audio cues. Another central aspect is movement - as you would expect in a roaming game. Movement is initially very very sluggish, but you'll soon be able to upgrade it in various ways. As you roam, you'll collect materials (little icons that spawn around), and you can use those materials to, say, increase velocity, turning speed, braking, and so on. Eventually, you'll be able to almost fly around and use momentum effectively. About I must admit I found the movement a bit clunky and unsatisfying. The game almost begs for something more smoother, like the Tribes games, but you won't really find that here (although the upgrades do take you in such a direction after a few hours). Materials have different rarities, so it may also be frustrating when you're looking for a specific material to upgrade - again, you must shift your mindset to "roaming". You're not really chasing upgrades. You're roaming. The materials and upgrade that come along away are nice, but are not the focus. There are currently 3 worlds, with slightly different mechanics (different gravity, ruggedness, etc.). Each world also has a different set of materials, and different set of systems to upgrade. These upgrades are shared, however, so although a system may be optimized to move in one world, it will help in the others. Each world also has some special "landmarks", though, so far, these seem mostly "natural formations". You get an achievement for finding them. Here's the thing, though: none of these "exploration" or "upgrade" mechanics are very actionable. You don't get cues as to where things are. Materials seem to spawn completely at random (weighted by material). I'm a person who likes to face a problem, make up a sketch of a plan, and then follow it. This game says: there is no plan. You simply roam, wander aimlessly. You may or may not find the material or landmark you were looking for. Just sit back and enjoy 20 minutes of almost-emptiness. It's something we're getting less and less used to in our attention-sucking world. We're always busy with something, every corner hiding a myriad of distractions. So this game comes as quite... dissonant, initially. It really goes against the mind's grain. But there is something very appealing about it, if you let go. And there's something valuable in this. That's about it. I'm not sure whether I will play more of this (too many pressing things clamoring for my attention). But I like what it's doing. I love that it exists. And I'm eager to see what else shiftBacktick comes up with. The game is very unique, if nothing else, and definitely worth trying out. P.S.: There are some technical issues - like the sound starting to clip and break after 15-30 minutes of gameplay, getting progressively worse. Well, a simply restart will handle it, and it didn't really sore the experience for me.
What an exceptional distillation of exploration and progression, paired with some of the best audio engineering I've heard.
отличная игра. если отключить графику и полностью погрузиться в мир звука, можно ощутить себя в роли настоящего исследователя. хорошие наушники рекомендуются для этого проекта.
This game is amazing 10/10
A chill, minimal, sound based planed exploration game. It’s definitely not for everyone, but it was scraching an itch I didn’t even know I had. I got it out of curiosity, and then I couldn’t stop playing. Just a few more glowy dots to collect, just a few more dunes to drive over, just one more mountain to climb. The sound leading me to the next landmark might be my favorite one, I just want to follow it forever. At the moment of writing this, the game contains three worlds, with two more in development. All three worlds have distinct looks and distinct physics. At the start, movement speed is rather slow, but with the different unlocks I found preferred ways to traverse each of the worlds. I “finished” the game in around 15 hours, by which I mean discovering all of the story as well as getting all the upgrades and all but the two grindy achievements. Can’t wait to return eventually to discover a new world. After a while, the sound will start popping and crackling, depending on how powerful the pc it’s running on is. A quick restart of the game fixes it. On the steam deck, that seemed to be every 15-30 minutes for me, probably depending how busy the sound was. My hope that I would take this as a hint, turn off the game and go to bed, did not work out. Just another landmark.
It's certainly more on the unique side. Not a fast-paced game - the early game is so slow that it can make more "normal" games feel fast. I don't mind it, though. I like the styles of the planets, the soundscape, and the way it doesn't hold your hand at all or clutter the screen with UI while still leaving you with enough information to figure out what you're missing. My favorite planet is the water one - so colorful, and the discoverable landmarks on that world are delightful to explore. There are some performance issues at the time of writing; stuttering and audio pops and crackles will start to happen fairly soon into a session, and get more frequent the longer you play, so most people affected by that issue will likely want to close and reopen the game within half an hour. However, the game loads up in seconds, and you pick up exactly where you left off, so this is a minor issue that I can overlook even if it's never fixed. But I think it will be. The dev knows about the performance issues and is working on them, and is actively communicating with players in the Steam forum and on the game's itch page. They also want to add a few more planets, and I'm looking forward to that. I appreciate that it has a native Linux version, as that means starting up the game is instant rather than having to wait for Proton. At $3 it's more than worth it - I bought it on itch and even chose to pay a little extra. shiftBacktick seems like a pretty cool dev.
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