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Offline Asid

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Escape: Sierra Leone
« on: December 06, 2016, 09:37:43 PM »

Early Access
Official Site: Here
Official forum:
YouTube Channel:
Steam: Here
Price: £14.99


Official trailer


About This Game

This game is currently a Beta in Early Access and may not contain all of the features listed here yet, or they may be only partially implemented as place-holders. There will be some bugs and missing content. The ending sequences are currently missing and a WIP. More features and assets will be added as development progresses! Also, this game is very challenging, and shouldn't be purchased unless you enjoy a challenge.



Escape: Sierra Leone is a single-player exploration-based survival first-person game. Focused around complete freedom and interacting with a vibrant world, it takes place on an island chain based loosely off of the real life Banana Islands, along the coast of Sierra Leone. There are approximately 21 square kilometers of terrain to explore, fight, survive and escape from. You start with no weapons, no supplies, no idea of where to go – getting those is up to you. No magic quest arrows pointing where to go, no forced objectives or missions.



Set during the 1997 civil war, the main antagonists are the Revolutionary United Front, a notorious group rebelling against the government. The RUF have occupied the Banana Islands and are on a hunt for diamonds; recruiting who they can and killing, maiming, or enslaving those they can't.



You play as a civilian trying to escape the island. Throughout the game, you are forced to make a series of choices that will eventually lead to you making your escape. Everything from how to approach your attempted escape, to how you interact with other people can have an affect on how everything plays out in the end. The game is totally open and you are never given "quests" or "objectives" beyond simply escaping. You may have encounters during the game in which you are asked to help someone. These are completely open, you can fulfill their request, or simply ignore them, or even kill them, if you wish.



In the 1.0 release, there are at least four methods of escape, and a minimum of 8 different endings that are influenced by choices you make throughout the game. Both of those numbers are likely to rise as development progresses. A compact and simple inventory system will make you think about what food, ammo, guns, or items you want to carry. Combat, while not mandatory in any way, is fairly realistic and very brutal. Each bullet hit or wound causes an appropriate animation and sound effect, for both NPCs and the player.



Key Features:
•   Seamlessly scavenge the entire island for supplies you need to survive, from a banana to an AK-47. No invisible walls or loading screens.
•   Engage in immersive and realistic combat... or don't, if you're the sneaky type.
•   Around 21 square kilometers of hand-painted landscape and vegetation gives you a ton of area to explore.
•   Using a simple and intuitive 12 slot inventory system, make the hard call on which items to keep and which to leave behind.
•   Realistic bullet physics that factors in gravity, wind, and speed into every individual round – all of which can effect penetration, damage dealt, and accuracy.
•   Death comes in more forms than bullets; avoid disease, dehydration, starvation, car crashes, wildlife, and falls.
•   24 hour day/night cycle with a weather system that includes rain of varying strengths, wind, and a 28-phase moon cycle.
•   Discover and protect safehouses, they are your only chance to save your game and serve as a good spot to stockpile supplies or clean weapons.
•   Find and fuel different kinds of vehicles, from a diesel powered truck to a gas powered motorboat. Walking won't get you anywhere fast!
•   Interact with the environment; from picking a lock, to opening a door, to cooking food on a campfire, to chasing a school of fish, to hunting the local wildlife, there are many ways you are involved in the dynamic world around you.
•   Get lost in the thick jungle, or stroll around the sweeping beaches.
•   Detailed weapon handling including loading and unloading loose rounds into magazines, cleaning your gun, clearing jams, and the option to "quick reload," which drops your old mag on the ground, but reloads faster.
•   Explore an unforgiving, although deceptively pretty island. Never forget how easily the island can and will kill.
•   Hand placed loot allows for a logical placement of items, instead of leaving it up to a random spawning system.
•   No hand-holding or magical GPS-like maps or arrows to push you to success, it's all you!
•   Very limited HUD and a focus on immersion and realism. The HUD is only visible when you prompt it to appear.











« Last Edit: December 06, 2016, 09:42:27 PM by Asid »
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Offline Longknife

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Re: Escape: Sierra Leone
« Reply #1 on: December 06, 2016, 09:45:00 PM »
This sounds pretty cool!
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Offline Asid

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Re: Escape: Sierra Leone
« Reply #2 on: December 08, 2016, 04:41:46 PM »
Day 2, Update 0.5.0.6 Is Live!
6 DECEMBER - SLAYER_2

First of all, a thank you to everyone who has purchased the game so far and helped support the project. Not only financially, but by reporting bugs in a detailed manner (and sometimes even with video footage!).

To that end, I have worked to get as many of the reported issues fixed as possible, here is the change log of what's been fixed since 0.5.0.5:
Change Log

•   Fixed the keybinding issue that would cause you to get stuck or make your menu otherwise glitch up when trying to bind a key you already had bound.
•   Made it so that picking up a two handed item with another two handed weapon in your hands will automatically drop the old one and pick up the new one. Previously you had to manually holster or drop your item in your hands, and people found this to be unintuitive.
•   Added a note to the keybinding page to let people know that mouse wheel holsters/draws the weapon in your hand.
•   Reduced the volume (33% quieter) and trigger level of the panting sfx when low on stamina from starting at 65% to starting at 50%.
•   Halved the stamina drain for jumping, you're welcome you bunny bush hoppers.
•   Fixed the use icon so it shows up more often and shows up properly. Let me know if it helps with making picking up items more doable.
•   Lowered rain volume about 30% and reclassified it as an "Ambient" sound rather than "SFX". Now your ambient volume slider should quiet it down as well.
•   Looped the loading screen 3x so you won't be looking at black if your initial load takes a while.



Day 3, Update 0.5.0.7 Is Uploaded!
7 DECEMBER - SLAYER_2

A quick thanks again guys, the support has been amazing. In return, I bring you another patch! Keep those videos and bug reports and videos coming :)

I've been busy working away at refining the controls to make them more obvious and usable. To that end, I tweaked the way items in your hands/holster are handled. If you equip a small item and have something in your hands, it'll force drop the item in your hands and equip the new item. Also if you click on the holster slot it will trigger the holster/draw mechanic, as I found many people were clicking away at the main slot to no avail. The full change log is below!
Change Log

•   Clicking on the main slot in the inventory now triggers the holster/draw action, instead of doing nothing.
•   Reduced the sprint SFX volume and trigger level even further.
•   Greatly improved molotov kill radius and detonation sound effect.
•   Trying to equip a small item from the backpack to your hands will force drop anything in your hands to complete the action.
•   Dead animals now rot away and disappear after a certain amount of time.
•   A couple extra small bug fixes and tweaks.
•   Made HARD mode even more difficult, now with more enemies.
•   Fixed a couple cliffs on the first island. Bad collision/clipping issues.



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Offline Attila

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Re: Escape: Sierra Leone
« Reply #3 on: December 08, 2016, 06:58:00 PM »
This looks good :)
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Offline Asid

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Re: Escape: Sierra Leone
« Reply #4 on: December 08, 2016, 09:45:20 PM »
The dev is 1 guy. He is very receptive to suggestions. It is early days but it is looking like something that is interesting.

The point of the game is not to make a home on the island but to leave it as soon as you can. It is a violent place!
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Offline Asid

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Re: Escape: Sierra Leone
« Reply #5 on: December 09, 2016, 02:54:45 PM »
Day 4, Version 0.5.1.0 Is Available!
9 December - Slayer_2

As some of you might have already noticed, build 0.5.1.0 is live. This is a big boy, warranting a change of that second number. One big new feature is the addition of Sleeping Bags when playing on Easy or Normal modes. These allow you to sleep at any safe area at any time. While the sleep won't refresh you as much, and won't give you any health, it will save your game and pass a small amount of time.

I also have a couple of other new features and of course lots of bugs that are now KIA. Check out the list below.

Change Log

•   NEW ITEM: Sleeping Bag. This allows you to sleep (and save your game) at any point, as long as there are no hostiles within the area. However, it is large and will either need to be put in your holster slot, in a vehicle's inventory, or carried in your hands. Plaing on HARD mode will remove all sleeping bags from the game.
•   To help new players get into the game faster, there is now a boat that can spawn at a dock on the first island, when playing on Easy
•   The diesel jerrycan in the first hut with the shotgunner was replaced with a gasoline jerrycan.
•   Replaced the avgas jerrycan in the boathouse on Ricketts Island with a gasoline jerrycan.
•   Added a new shack near the middle of Ricketts Island.
•   Please note that all the above item placement tweaks and additions require a new game start to appear in the world. Your old saves will still work fine, but the world will not be populated with the new items until you start a new game.
•   Slightly decreased the ability of AI to spot you hiding in bushes. Please report back on whether they are now too blind or still have too much xray vision. Also keep in mind that they can hear you if they're close enough and you're moving.
•   The compass needle is now two-toned so people can tell which way is north easier (the red end with the arrow on it).
•   Added an invert mouse option in the Key Bindings page. This will be relocated at some point.
•   The torch now plays the match light SFX instead of the flashlight SFX when lighting it.
•   I tweaked the torch position in the player's hands, it shouldn't clip with his leg when walking anymore.
•   Using a match in the inventory now lights nearby torches as well as nearby campfires. Before you had to use the L button to light a torch.
•   Reduced the pickup SFX to 60% of it's old volume.
•   Lockpicking now has a reminder at the bottom to let people know they can press E to exit the lockpick sequence.
•   Opening a door with a key now plays an unlock SFX and displays a notice to let you know the door was unlocked with a key.
•   Exiting the water while sprinting no longer plays the "sprinting with a pistol animation" and plays the appropriate "sprint unarmed anim".
•   Tried adding an unarmed jump animation to replace the rifle jump animation that always used to play. I think it's honestly worse, but we'll see what people say!
•   Entering water while crouched no longer lets you crouch walk on the water like some sort of African jesus.
•   Added on screen messages for trying to pickup an item when your backpack is full.
•   Fixed a bug where some people got stuck in the cave on the first island, there's now a ramp to get out.
•   Added on screen messages for when you burn meat at the campfire, or try to cook when you don't have any raw meat.
•   New games now start at 6:30am instead of 5:30am. People were saying it was too dark, but I still want people to have a full day to find a safehouse.

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Offline Asid

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Re: Escape: Sierra Leone
« Reply #6 on: December 13, 2016, 12:05:59 AM »
Monday Funday, Another Patch: 0.5.1.1
12 December - Slayer_2

I've got some fun new features and a couple bug fixes. Version 0.5.1.1 should be uploaded within an hour or two of this announcement being released. There are some much-requested features and fixes in this update, so check out the change log below for the full scoop!

Change Log

•   NEW ITEM: The Ammo Case. The ammo case is your typical small green metal case. It takes a large item slot, or can be carried in your hands. It's water tight and will even float if you drop it in the ocean. This lets you retrieve it with a boat, if this should happen. It allows you six more slots, meaning a potential maximum of 24 small small slots if you have two of ammo cases. Of course, this will leave you rather defenseless and unable to swim or climb ladders, but it is good for transporting items in bulk, such as when moving your safehouse. See the pictures below.





•  Please note that all new item additions require a new game start to appear in the world. Your old saves will still work fine, but the world will not be populated with the new items until you start a new game.

•  You can now pick up items in the water. Big items still can't be picked up while swimming, though, so be sure to holster your large items before going cliff diving. This change may let AI see you too easily in the water, so let me know if this is an issue.

•  There is now a "quick map" function that allows you to access a map in your inventory by pressing the M key (currently not rebindable). It lets you see the map and move around at the same time. However, to place or edit POI's, you still need to access the map by going into your inventory and using the map item the old way.

•  Added in warning messages letting people know that you cannot climb ladders or swim with items in your hands, hopefully this helps clear up confusing regarding this mechanic.

•  Fixed clipping issues where you could fall through and get stuck in a cliff at: -204369, -254192, 1125 and 303504, 314848, 1453.

•  The early access intro message should now only show once now per play session, at the very most. If you're loading a save it shouldn't show at all, this is for people who die during a new game and have to endure it after each new game restart.

•  Bumped the new game start time up even farther to 7am instead of 6:30am.

•  Lightened the grass texture up a fair bit. Keep in mind it'll still be dark if it's covered by a shadow.

•  Tweaked the drowning function so it now applies damage every 7 seconds instead of 5, also your lungs now get refilled as soon as you surface, instead of taking 20-30 seconds.


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Offline Asid

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Re: Escape: Sierra Leone
« Reply #7 on: December 14, 2016, 03:13:50 PM »
Version 0.5.1.2 Is Live!
Community Announcements - Slayer_2

A quick little patch I put together today with some fixes for a couple glaring issues. It also includes a rework of the firemode toggle animations and sound effects. Now you can distinguish by the sound whether a gun is in fully or semi automatic mode. As usual, find the full change log below!

Change Log

•   Weapon firemode change animations and sound effects completely reworked. Much more realistic anims and sound effects. There are different SFX for fully automatic and semi automatic (2 clicks for full auto, one for semi). On top of that, the SFX are no longer 2D and are affected by environmental attenuation.
•   Boat now reverses in the proper direction and can't turn while not moving.
•   Fixed a bug where people with VR headsets would have SteamVR start up with the game despite the fact that the project doesn't support or utilize VR in any way.
•   Added an icon for the Ammo Case in the inventory screens.
•   Added a lot more attenuation and distance to the initial village attack audio to make it sound a lot better and more realistically far away.
•   Replaced the old pickup item SFX with a 3 randomly selected SFX that sound a lot less placeholder. They also are now spawned sounds instead of 2D UI sounds, so they should be affected by attentuation and pause if you pause the game.

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Offline Asid

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Re: Escape: Sierra Leone
« Reply #8 on: December 16, 2016, 03:23:44 PM »
Version 0.5.2.0 Is Uploaded!
Community Announcements - Slayer_2

I've been busy working away for the past few days on another big build. A couple of cool new additions, and the usual bug squashing! One quick question for everyone: do you feel there are too many updates, should I tone it down and do one big patch a week or is the current 2-3 a week okay? Anyhow, you can read below for the details on the patch.

Change Log

•   NEW ENEMY: the Light Armored Vehicle (LAV). This one is not very friendly and you'll want an RPG with a couple rockets to take it out. Aim for the rear if you can, or the sides if not. The front is well armored. As usual, you'll need to start a new save game to encounter this beauty.

 
•   NEW FEATURE: A 3D scope effect for the sniper rifle that only zooms the sight picture in, not the entire screen. I do zoom the screen a bit still to let you focus on the scope picture, especially if you hold shift. It's a little blurry and may have some issues, but seems to work okay so far.

 
•   Fixed a bug where sometimes the lock picking mini-game wouldn't initiate even though the door was still locked. If you use a door it should always do something, please report if you see otherwise.
•   Made it SIGNIFICANTLY easier to shoot door handles to open doors. Higher caliber weapons are certain to destroy the handle with one hit, and mid or low caliber weapons now have roughly 3x the chance of success.
•   Disabled the AI processing for the shopkeepers at a distance, should save a couple FPS for the CPU.
•   Added warning messages when you pass out/puke/start dying from dehydration, exhaustion, lack of calories, etc.
•   Fixed a bug where RPG back-blasts would injure you if you fired while in a bush or near a similar object that shouldn't deflect the blast enough to hurt you.
•   Updated the M4A1 to the new fire mode select system.
•   Changed the M2 Browning .50 Caliber firing sound effect.
•   The game now starts in a 800x600 resolution for the first time. While most people have 1920x1080 resolution or larger, some do not and this meant certain people had to go into their Appdata folder and configure the Game.ini file manually to set the resolution. If you've played the game before and already set the resolution, this shouldn't affect you.
•   Relocated a couple diamonds to more sneaky hidden locations.

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Offline Longknife

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Re: Escape: Sierra Leone
« Reply #9 on: December 16, 2016, 06:11:38 PM »
So Asid whats the straight dope on this one? It looks/sounds like exactly the kinda game I would enjoy but I hesitate when I am part of the beta program.

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Offline Asid

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Re: Escape: Sierra Leone
« Reply #10 on: December 16, 2016, 06:32:58 PM »
It is early access. So early days.

It is a one man show. The dev is easy to talk to and very engaging with the community. I have given suggestions which have been implemented. The dev is trying hard and I believe this has a future.

The game is beautiful. I have a low spec pc and it runs great. The game has not been optimised yet but will be.

The game is hard. Even on normal difficulty level. The AI is aggressive.

I feel positive at this point.

I suggest you wait a little while to see how things go.

Regards
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Offline Asid

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Re: Escape: Sierra Leone
« Reply #11 on: December 23, 2016, 01:52:20 AM »
Merry Christmas, Build 0.5.2.1 is Live!
23 DECEMBER - SLAYER_2

First off, happy holiday wishes to everyone. The next update may release next week, but because of the holidays I may miss it or it might be smaller than usual.

Anyhow, I have a lot of fixes and a new item, the Water Catcher, which will let you harvest rainfall to help you survive. It can be crafted at a workbench and placed anywhere with an open view of the sky. The full change log is below. Thanks for all the great bug reports and feature requests guys. Have a great holiday season and keep it coming!

One last small present/feature I now have is support for Steam Trading Cards. Not my cup of tea, but I know some people really enjoy them, so I hope it adds some value to the game for those who've purchased it!

Change Log:

•   NEW CRAFTABLE ITEM: The Water Catcher. Now you can harness some of that endless tropical rain and collect clean water. The water catcher can hold up to 2 liters of clean water, enough to refill 4 bottles/canteens. Or you can drink direct from it. Be warned that the last 1L of water collected in the cone can evaporate over time.
•   The chance of weather turning rainy is now roughly halved.
•   Greatly improved the 3D scope resolution from 256 to 1024, should be a lot less blurry now. Let me know if it needs to be bumped even farther.
•   You can now "crouch sprint".
•   Increased sprint speed permanently by 10%. Also there is now a system that adds another 0-30% to your sprint speed depending on how much gear you're carrying. Hopefully this helps get rid of some of the walking simulator feeling.
•   Fixed a bug that prevented the bird chirps audio from being affected by the ambient audio slider. Now bird chirps will scale in volume with the slider, as they should. You're welcome all you Youtubers who lower the ambient SFX by large amounts.
•   Fixed a bug where stuff stored in ammo cases wouldn't be saved.
•   Adjusted sleeping drain amounts depending on difficulty. Previously the loss of hydration and calories was the same regardless of difficulty, now it is 60% on Easy and 140% on Hard.
•   Added far more banana trees and greatly increased the time it takes to respawn bananas.
•   Fixed the female shopkeeper ragdoll collisions.
•   Added a couple more gas jerrycans to the level.
•   Disabled the walk rattle SFX when you enter a vehicle while walking, particularly boats.
•   The campfire cooking SFX will now only play if the fire is actually burning, before it'd play no matter what if you added meat.
•   Fixed the puking line trace being visible when you got too sick.
•   Added air control back into the game. No not that terrible Greenlight game, the ability to move your character when jumping and standing still. While not exactly realistic, disabling it made jumping up onto some objects difficult.
•   Put the old jumping animation back in for now. The unarmed one made me sick to look at, I'd rather have his hands look like he's holding a rifle.

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Offline Asid

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Re: Escape: Sierra Leone
« Reply #12 on: December 27, 2016, 04:21:21 PM »
Development Roadmap

For all those who are interested, here is the current roadmap for the development of Escape: Sierra Leone. Feature requests or bug reports will be added to it as they come up.

https://trello.com/b/Dplojofo/escape-sierra-leone
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Offline Asid

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Re: Escape: Sierra Leone
« Reply #13 on: December 30, 2016, 02:29:53 AM »
Build 0.5.2.2 is Live!
Community Announcements - Slayer_2

I've just uploaded the latest build. The change log is below!

-NEW CRAFTABLE ITEM: Marker Flags. These can be crafted with 10 rags and 1 scrap metal. They let you mark locations in the world space. Put this together with a POI marker on your map and it will help prevent you from going in circles.

-Added a second page to the key binding settings. Now you can change the holster/draw buttons, the quick map button, and WASD. The invert mouse tickbox has also been moved there.

-Added Scrap Metal to save game code, previously it didn't get saved/loaded correctly.

-Did some spring cleaning and cut about 0.7GB of size off of the game, now about 20.9GB instead of 21.6.

-The APC will no longer fire at you forever once sighting you. It will lose track of you when you leave it's LOS.

-Fixed the position of the lower ladder in the tree fort so you can now actually use it.

-Fixed the collision on one type of the Kapok tree. Previously you could walk through it, more or less.

-Prevented the player from picking up items while aiming down the sights, this could cause a host of issues.

-Fixed the AK-47 sound, it was only playing one of five sounds with slight variance (mostly to add variety in full auto fire).
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Offline Asid

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Re: Escape: Sierra Leone
« Reply #14 on: January 03, 2017, 06:49:15 PM »
Possible Weapon Sound Replacement
3 JANUARY   - SLAYER_2

So I've recently gotten my hands on some audio taken from a real firing range with a gun firing 7.62x39mm rounds. I decided to try putting some of the audio into Escape: Sierra Leone to replace the AK-47 firing sound. If people like it, then I might replace all the weapon sounds with the real deal, or as a close as possible. Note that this was a poor recording and lacks editing and polish. There is also only one sound effect currently, versus the 5 the AK-47 currently has in game, which leads to a bit of repetition in fully automatic fire. Watch the video at the link below to see the before/after comparisons. Then, let me know in the comments which you prefer. Thanks!

Watch The Video

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