Submachine Series Mateusz Skutnik 2005

This is one of the best series of escape the room type games and set inside of a series of submerged machines. Submachine (Sep/2005) Crisp and attractive graphics are pleasantly complemented by atmospheric sound and effects to enhance the overall experience. It's a straightforward and polished point-and-clicker that is accessible to most anyone. Submachine remix (Oct/2005) - An extended version boasting twice as many rooms, a new puzzle and an alternate ending. Submachine 2: The Lighthouse (Jun/2006) While the first game had 20 rooms, this one has a total of 98 unique rooms, and the puzzles are a lot tougher but with no dead end. Submachine 3: The Loop (Aug/2006) - You'll usually find a map in the room to your right as the level begins, and it marks the location of clues you'll need to help you figure out how to unlock the exit. A coordinate system helps to navigate the massive world, and without it you could literally move from room to room until you passed out from exhaustion. The coordinates actually play a big part in solving the game's riddles, so if you're stuck, just look at the room number. Puzzles range from simple to moderately complex, but none of them are utterly impossible. Submachine Zero: Ancient Adventure (Sep/2006) - a spectacularly detailed but easy adventure that offers similar mood and mystique and engaging and compelling game play. It was made to be entered in a Jay Is Games competition. Submachine 4: The Lab (Apr/2007) promises that to takes us to the heart of the submachine, the place where all the questions will finally be answered. Submachine: Future Loop Foundation (Jun/2007) - This was made especially for the music band Future Loop Foundation, so don't be surprised if you find elements pointing to that band and their latest album, "Memories from a fading room" within the game. Basically it's out of the main story line, but there are a few elements that could lead You to some interesting theories about the meaning of the submachine itself. Submachine 5: The Root (Jan/2008) - brings the player to what was perhaps the beginning of your long, arduous adventure, the first created Submachine structure. It is the "root" of your quest, and for the first time a bit of light is shed on why and how your journey began. It now has an automatic note-taking function. A significant part of the pleasure of playing the games are the "aha!" moments when a connection is made between one chapter or another, when the dimensions of the story begin to be perceived. The mystery infused into the series is what makes them truly special. Submachine 6: The Edge (Oct/2009) - With hidden areas and notes left behind from previous explorers, the game is filled with a personality that makes it stand out as much more than just a simple escape game. We get treated to more of the story and mood that made all of the previous games so compelling to play. From the sound effect to the way the landscape reacts to your actions, every aspect of the game perfectly captures the environment. Submachine: Network Exploration Experience (Jun/2010) - There are no puzzles to solve and no definite endpoint. Rather, it's your chance to explore the vast reaches of the Submachine network. Fans of the series will recognize the teleportation devices that whisk you from one area to the next, and once you find some location codes you can be on your way. You will also find notes describing theories about the Submachine. These have been gleaned from the Pastel Games forums and are written by fans of the series. Some of the locations even seem to be constructed to affirm certain theories. It's a great way to get fans involved in the series while providing more mysteries to ponder. Submachine: 32 Chambers (Aug/2010) - In Submachine 4, there was a note mentioning thirty-two chambers filled with sand. Somehow, you've gotten teleported into this subterranean world. Do you need to escape? Or is there some higher purpose that's summoned you here? In addition to the obvious sand, it evokes the exploration mood associated with sandbox games. There's no obvious goal at first; you need to figure that out yourself. Submachine 7: The Core (Dec/2010) - Go deeper into the subnet than ever before. Within the ruins of an otherworldly garden, will you finally find the answers you've been seeking, or will more questions arise to taunt you? The Core combines clean, beautiful visuals and top-notch atmosphere with some wonderfully tricky gameplay to create an experience that will draw you in and keep you guessing. Submachine 8: The Core (Sep/2012) - Murtaugh is back and has created portals within portals, opening up a world of multi-layered madness. Navigation through each layer (using the customary changing cursor) depends upon your ability to visualize and move between levels to jump blind alleys and other obstacles. The changing cursor also indicates items that can be taken and used elsewhere which is pretty much the entire game dynamic. Submachine 9: The Temple (Mar/2014) You awaken in what looks like the ruins of a strange civilization, only some seemingly busted electronics and a hammer to your name. It marries the otherworldly with the mechanical in its design, encouraging you to poke and prod at everything you see. What often looks baffling in its construction always reveals its own logical use when you start putting the pieces together and learning the way your new realm works. The Temple's construction feels a lot more linear in terms of the way its laid out compared to locations in other games, which makes finding your way around a lot easier. Solving the puzzles? Not so much, but not in any fashion that makes them obstinate or unreasonable. Submachine 10: The Exit (Dec/2015) The final chapter in the series is also available in Fullscreen HD version that can be purchased in addition to the free version.
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