Hidden Passageways
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Developed May 20 to Oct 14, 2018
Project lead, Main functionality, Office Hub Zone, Apartment Zone, Graveyard Zone, Camp Zone, Ships Zone: Chris DeLeon
Aether Zone, Aether 1980's Cart: Trenton Pegeas
Decaying World Zone: Jaime Rivas
Platform X Zone, Handheld console model: Caspar "SpadXIII" Dunant
Dig Site Zone, Dig Site 1970's Cart, Desk calendar model, Jump code fix, final testing: Brian Boucher
Sound effects authoring for, Aether, Decaying World, Island, Hub, Bates Estate, Camp, Platform X, and Graveyard, music for Camp and Platform X: Chris Markle
Island Zone: Christer "McFunkypants" Kaitila
Bates Estate Zone: Brian Dieffenderfer
Wordwall Zone: Kornel
Light House Zone, Light House Music: Simon J Hoffiz
Sept Zone, Kahn Zone, Island water improvements, General lighting tests: Dan Lazar
Music for Bates Estate, Music for Sept, Music for Kahn, Music for Dig Site, Music for Ships: Coy Compositions
Music for Hub, Music for Caves: Praneil Kamat
Wordwall sounds, Music for Wordwall, Camp audio fixes, Aether audio optimizations: Michael "Misha" Fewkes
Puzzle Tower Zone: Cameron Button
Music for Aether, Music for Apartment: Joseph Spedale
Cosy Caves Zone: Klaim (A. Joël Lamotte)
Lamp model in Bates Estate, Bottle model in Bates Estate, Chair model in Bates Estate, Wardrobe model in Bates Estate: Andreas Lathe
Cooler model in Camp, Picnic table model in Camp, Campfire model in Camp: Rémy Lapointe
Decaying World chair model, Decaying World table model, Platform X chest models, Song for Graveyard: Vignesh Ramesh
Schoolbus Model: Adam A. Lohnes
Music for Puzzle Tower: Asix Jin
Player controller improvements, Graveyard visual effects, Aether lighting improvements: Gerard Belenguer Prous
Red Stapler Model: Jeff Hanlon
Printer Model: Barış Köklü
Pumpkin Model: Terrence McDonnell
USB Drive: Loren Pierce
Eject Game Menu: Matthew Ko
Office plant model: Erik Verlage
Aether wooden door sound, Aether orb sound effect: Frederik Max
Ferris Wheel: Daniel Viruet
Camp photo: Sam Seltzer - Johnston
Comments
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I enjoy the game a great deal, thank you for making it. Impressive how the structure of the game allowed for many to contribute, and support a wide variety of experiences.
The initial clue drew my attention to the first location with a round face for quite a while. (30 minutes x 3 visits) It wasn't until the 5th time playing it that I finally ignored the written clues and started exploring. The initial frustration would have been avoided if no written clues appeared until they were useful.
I am happy that there is no tutorial. Some artwork, or another video game console giving a clue on how to get started would be fun.
Wow love all the references hidden throughout, was getting a Hitch Hikers guide returning from infinite improbability drive vibe from some of the levels :)
sorry if i missed something obvious, but i decided to check the river out, and could not find my way back up :-) only had time to explore the dig site for now, but will come back to check the rest. thanks for the game(s) :-)
It was such a joy working on this with you all. There's something really special about this game; it is so chill and friendly, so much to explore with no stress. Thank you, everyone!
The amount of content in this game is just astounding. There are so many different environments and each is so atmospheric. If you enjoy puzzles in atmospherically intense environment, this game is for you.