
Classic survival horror meets striking anime visuals! In Yami Protocol, you're stranded in a small town overrun by the undead. Inspired by the genre's greats, you must scavenge, fight, and explore to find a way out before it's too late.
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About
This game is an action genre from a third-person perspective, Inspired by the classics of survival horror.
🗿 Runs at 60 FPS on a GTX 970 (2014) with high settings. 🗿
💻 Made in Unreal Engine 5 💻
● Satisfying combat: Battle zombies with a range of weapons.
● Classic survival horror inventory: Manage limited resources with a classic inventory system
● Progression through exploration: Find and use items to unlock new areas and advance the story.
● Open world exploration: Navigate through diverse environments like houses, a police station, sewers, and the town hall.
● Nostalgic soundtrack: Enjoy a familiar, classic PS1-inspired music style that enhances the atmosphere.
● Elevator ride for fun
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
This game could do with a map. Over half of my playtime was wandering without a clue where to go, especially when the fuse was located in the building with a ladder behind it. The guns are okay, and the game looks alright. I never found the purpose of energy drinks. There is a lack of world-building. Our character's entire purpose is to find the virus, yet we have no idea that's our objective until we come across it. Overall, it's okay.
Story doesn’t give you a lot, and the whole things starts without any proper introduction. You start off in a donut shop, reading a cryptic letter from someone investigating a virus outbreak. Unfortunately, this barebones introduction sets the tone for a game that often leaves the player in the dark. There’s no map, no quest markers, and no guidance. You’ll spend your early minutes wandering aimlessly, opening every door in sight and trying to mentally map out the block. Progress relies entirely on exploration and finding key items, but the lack of visual feedback turns scavenging into a pixel hunt. Items blend too well into their surroundings, and unless you're methodically bumping into every surface or spotting the elusive hand icon, you’re bound to miss something important, like ammo. And you’ll need a lot of ammo. Enemies, especially bosses, are textbook bullet sponges. Regular zombies eat up half a pistol clip, while bosses soak up your entire inventory and then some. It’s not a matter of strategy, either. Headshots don’t count, and there's no limb damage. One particular boss zigzags like in a fighting game, making aiming a frustrating ordeal. What’s worse is the inconsistency in basic mechanics. Some doors clearly tell you they’re locked and need a key, while others simply don’t open. This ambiguity kills pacing and removes the potential for rewarding shortcuts. A simple fix, like making doors unlockable from one side after progressing, would’ve gone a long way in reducing backtracking fatigue. The game world isn’t massive, but its design fails to reward curiosity in meaningful ways. When a missed box of ammo behind a crate can be the difference between defeating a boss or having to reload an earlier save (assuming you even have one), it’s clear the balance is off. There’s a rough idea buried under clunky mechanics, vague design choices, and frustrating combat. If you’re curious, maybe pick it up on sale. But at full price, you’re better off playing one of the many other horror titles that have already done this better.
It's decent, it may lack a bit of character but the attempt of creating a game here is a genuine one or so it feels. the puzzles are not outright obvious all the time as it's more like you go around exploring and maybe missing a key detail once or thrice, or even missing an item because it's to dark or to small or when a dead body covers it up. My only problem is that the Boss variants you can find in this game are highly aggrevating by being way to speedy in small areas and having poor hitboxes for their attacks making it a little frustrating next to being bullet sponges. so make sure to keep stock or you might see yourself return to collect more of your finite supply of bullets. it could potentially even hardlock you if you're really wasteful at that.
Not a bad game.
> The game's biggest problem is I have no idea where to go. You either have to follow a walk through or keep wandering until you find something. Suggestion to the dev would be to add a mini-map or HUD. It doesn't even need a map. Just marker for where the locations are. You can add things like lights on buildings to make the player know where the important buildings are. Like Neon Lights or some other lights. > The story is non-existent. Only a collection of notes that are too vague to form a coherent whole. And they don't even give you an idea about where the destination the locations the notes talk about are. > Also why is every zombie in the game a teen though it's set in a town? > The pickable items are not clear to know. They don't have a shader telling you they are pickable. I suggest the dev to use animated outline or Genshin Impact animated icon type shader for telling which items are pickable from far away. This will mean you'll basically miss items and not have any idea of where to go. It's bad game design. There has to be some mechanism to make sure the player picks up all the story items once they enter a building, like door locked until you pick up the keys and notes. > And since the character is so fast they can just avoid zombies. In fact this is what you have to do if you don't want to run out of ammo. > In small rooms, the wall or door blocks the character view if you're too close to the wall or door after you go through the door. > When you press the flashlight animation repeatedly while walking or esp. running, the walk/run animation glitches. I think only the hand animations are supposed to be updated normally, but due to bad implementation even leg animation is glitching when equipping and unequpping flashlight fast. > The keys can be dropped. If you accidentally drop them some where you're screwed. > The enemies are bullet sponges. Headshots are not a thing in the game. Once you run out of Ammo, you have no way to procced unless you find more Ammo. No Melee weapons for you. Hope this constructive criticisism will help the the dev.
pretty cool indie horror game. I haven't finished it yet, but so far, so good. https://youtu.be/SBh_QinNbuo?si=zt8-D5jzvQ_6L09W
game decent but i got mad couldent kill the boss from the basement lol
a cute anime style horror game I loved playing it and solving its puzzles shooting felt nice and zombies were tanky! there is also some boss fights unknown if they're optional but I fought them anyway.
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