This was... interesting :) I can't say I understood what was going on, but I enjoyed the exploration and the strangeness of it. 45 minutes sounds about right, and quite enjoyable 45 minutes, too.
A downloadable game for Windows, macOS, and Linux
A key without a lock. A solution without a mystery.
EPONYMOUS: In Which a Work Is Known by Its Reading
is a short-form narrative about unreliable infrastructures
from Minor Key Games (Eldritch).
- Challenge your preconceptions
- Remember why you were
- Enable a self-fulfilling prophecy
- But you can never change the past.
- Collect mobility upgrades to navigate the world!!
EPONYMOUS is a short narrative/exploration game.
It can be finished in roughly nine or ten minutes.
It contains no combat or failure states.
In order to download this game you must purchase it at or above the minimum price of $2.99 USD. You will get access to the following files:
- Patch notes, November 17, 201724 days ago
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This was a fun experience. Great background, mood setting music. Great Metroid-style exploration of the area. Interesting behind the scenes stuff with the Guide. Took me a solid 30-45m to complete it.
I'm having trouble with this game on both Mac (Mac OS 10.11 on a Macbook Pro from 2011, AMD Radeon 6750M) and Linux (Ubuntu 16.04 on a somewhat older Dell 6400 with NVidia Quadro NVS 160M). Both machines run Eldritch just fine, but with this game the display comes up garbled. It makes no difference whether I start it in windowed or fullscreen mode. The game is rendered behind(!) the visual garbage (it can be seen through the garbage sometimes, depending on the garbage...), it looks like there is a framebuffer overlayed onto the game which is not initialized or something like this. If I can provide more info, just ask ahead.
Thanks for the report. I've seen a few complaints about this issue on Mac and Linux, and I suspect it is an uninitialized buffer as you said. Unfortunately I'll be away from my dev machines for the next few days, but I'll take a look at this as soon as I'm able.
Small update here: I've been able to repro this on a non-dev machine and can confirm it's related to garbage data in a render target texture. A short-term workaround is to open the console and enter "set motionblurintensity 0". I'll continue investigating a proper fix as I'm able.
some sort of The Stanley Parable?