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You’re now an official defender of the void! Get ready to venture into a strange world of’reality’ distortion where you fight hordes of ghastly monsters while trying to discover the true nature of all this chaos. Use your huge arsenal of weapons to eradicate the enemies while completing the various missions set out by the mysterious Chosen One. Each level features a variety of special items to help you on your way. You must survive until you reach the exit, so collect weapons, armour, power-ups and rare herbs along the way.
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BoinkGames, a game development studio based in North West London, is releasing a 50-hour survival horror shooter for Nintendo Switch, PS4, Xbox One, and PC with a print run of 6,000 in the US. The first-person game, developed in collaboration with Ghost Game Studios, was crafted with a heavy focus on survival horror gameplay that is built around conserving your energy, rest and food as you will lose this energy when playing.
Inspired by classic 80’s horror films, such as Dawn of the Dead and Creepshow, the team at BoinkGames wanted to establish a game that captured the environments and characters of the genre, and cast these to evoke a sense of dread and unease. To develop the gameplay that makes this experience memorable, the teams at BoinkGames and Ghost Games worked closely together and built an innovative economy system that works flawlessly with short bursts of rest in order to retain energy for subsequent use; also to conserve energy while low on health.
BoinkGames is an indie studio based in London that makes games for the home. Inspired by the classic horror and adventure genres, they’re currently working on the survival horror game Void Slayer for Nintendo Switch, PS4, Xbox One, and PC with a print run of 6,000.
Already knowing we were going to have a budget problem, that was immediately obvious when I started the first of the ‘oh shit’ moments.
–Thanks to everyone who spent a few minutes off their lives to have a chat with us during the Kickstarter.
Up until that point, it had been quite easy to take in. I’d been quietly excited for it, and even quite enthused when it appeared to be heading to Steam and Onlive, so I believed I’d be able to breeze through it and present the final version on website for people to purchase on April 25th.
What happened over the next week or two was nothing to