About This Game Based on an award-winning Italian pen and paper RPG, Sine Requie: Snake Eyes is a Horror-Thriller roleplaying game with survival elements. It revolves around the investigations of Inquisitor Rossano Mazzoni and its hunt against a secretive heretic cult in a post-apocalyptic 1954 Tuscany, in which the Dead rose to feed on the living.Will you annihilate the new heretic cult: the Snake Eyes?The storyOn the 6th of June 1944, in the day that everyone knows as the D-Day, the world felt into the darkness of hell. On Judgement Day the Dead begun their hunt against mankind. It is the year 1954, the world has become a pile of crumbles, where the few survivors try resist the hunger of the Dead. Few nations, held by cruel dictatorships, are left intact. The darkest future that mankind could imagine turned into the most monstrous reality. This is the world of Sine Requie. What was once a country named Italy, today is the Sanctum Imperium, a firm theocracy ruled by Pope Leo XIV. The Roman Church took absolute power, turning these lands into an anachronistic place, where armoured Templars and horse-mounted Inquisitors parade the streets side-by-side with cars. Here the population lives left behind, immersed in obscurantism, hidden within the walls of their fortified towns. In the hope of surviving the grasp of the Dead, societies manically persecute the heretics, who are considered the emissaries of the Devil, sent among us to defeat the Justs in the day of the Apocalypse.Game Features A story full of plot twistsLead an inquisitorial team in their hunt against an heretical cult, racing against the clock. Your choices will change the story and the lives of those you will meet. Each chapter boasts more than seven different endings: how will you use the power you hold? Will you be able to stop the mysterious demonic ritual threatening the Imperium's order? How many innocents are you willing to sacrifice? An Imperium to exploreTravel across an alternate 50s Italy, portrayed through beautiful 3D maps inspired by those years' artwork. Investigate, split the team in order to cover more leads at the same time. How will you overcome the obstacles on your path? Game system based on TarotsThe good or bad outcome of each character's action will depend on his abilities but also on the whims of fate. Draw cards from the Tarot deck and face your destiny, be it favorable or else. Careful: each card you draw will not reappear until the deck itself is reshuffled. Stategic management of resourcesSnake Eyes is a survival game, where each resource is scarce and valuable. Your characters will need to rest, eat, and also keep madness at bay along this nightmarish journey. Do mind, however, that time is the most precious of resources. There is no rest from DeathEach battle can be the last for your characters, thanks to a simple but brutal turn-based strategic system. You will also need to keep an eye on the victims of your brutality, as in Sine Requie whoever dies will awaken. ALWAYS. Your fallen comrades will come back, and each victory may turn into defeat. Cycle of day and nightDays and nights will slowly but inexorably alternate, changing the appearance of the world and your interactions with it. 7aa9394dea Title: Sine Requie: Snake EyesGenre: Adventure, Indie, RPGDeveloper:We Were UVPublisher:We Were UVRelease Date: To Be Announced Sine Requie: Snake Eyes Free Download [Patch] sine requie snake eyes. sine requie snake eyes kickstarter. sine requie snake eyes demo Dev Blog: Combat Fix: After listening to the community's opinions and considering all the suggestions we received both online and during conventions, we have worked on some updates and fixes for the combat system, which will soon be implemented within Sine Requie: Snake Eyes's demo.It will now be possible for you to skip combat animations through a simple left-click, allowing battles to flow faster.Needless to say, by doing so you won't be able to enjoy the good times when a Dead chews off bits of your flesh, but hey, getting to the part where these demons-on-earth wipe the entire group will now take WAY less time.Happy now?. Dev Blog: If you're here, give me a sign: Greetings Hunters!The Inquisition reports have been missing for a long time, but fear not: our faith in the project is still as strong as before!In this dev-blog, we will discuss the future of Sine Requie: Snake Eyes.As you may have noticed, our development schedule had slowed down, and we are planning to release SR: SE in 2019 first months. Truth to be told, this delay is due to the failed Kickstarter: we refused to cut anything from our most loved title. Therefore, we focused on other projects to sustain the studio and maintain the game quality up to our standards.We are still working on the first video-game adaptation of the brutal Italian tabletop RPG, and, in the next few months, we will resume with our regular updates to show the exciting work done.The Snake Eyes are not yet closed and the Inquisition has work to do!. Dev Blog: Traits: Each character in "Sine Requie: Snake Eyes" is defined among other things by a series of Traits that may help or hinder them depending on the context. Traits and personality are determined by the character's role and by a tarot card, called its Dominant Tarot. Each trait is part of a larger category, allowing you to replace a fallen comrade with another character that, while being a different person, possesses similar abilities.Furthermore, these larger categories are useful when determining how a character's traits can influence a test: having several traits belonging to an applicable category will increase your chances!. Dev Blog: The Inquisition is always listening: “...quod non imber edax, non Aquilo impotens possit diruere.”Dear brothers and sisters,As loyal servants of the Inquisition, we passed these silent months listening.We released the one hour demo for free on different platforms, reaching many players that gave us interesting feedbacks. We are now using those great ideas to polish Sine Requie: Snake Eyes. We collected feedbacks on three channels: comments on forums and social networks playthrough videos on YouTube and Twitch articles on blogs and magazinesThe audience generally welcomed the title warmly: most of the feedback was positive, as players, in general, seemed to appreciate both story and gameplay. However, analyzing the data we could still find a few issues: the user interface of a few game features is difficult to understand some dialogues are too long and convoluted, giving players the feeling to be trapped in an infinite loop the combat system, while enjoyable, suffers from a lack of animations, that feels still and detached from the in-game action.These feedbacks are valuable to polish the game, giving the development team a path to follow to make the game better.Rejoice, we listened!Tremble in fear, our answer is coming!. Dev Blog: Magic Realism: Greetings Inquisitors, this will be the first in a series of Dev-Blogs aimed at discussing how we managed the choices-and-consequences aspect within "Sine Requie: Snake Eyes"'s story.This series will be named "Mistakes in Interactive Narration".The main element all Sine Requie books have in common is "fantarealism": an unlikely or fantastic tale is described in a vivid, believable way. While this horror game includes many fantastic elements (it is, after all, set within an alternate timeline starting from when the Dead awakened during D-Day) it does keep a heavy coat of realism in order to make its unsettling tales all the more tangible.In order to stay true to the games' core concepts, in "Sine Requie: Snake Eyes" we chose to use mechanics that reduce the boundary between gameplay and story. Our goal is to closely tie together the narration of events and setting elements with the actual gameplay.. Dev Blog: Graphs, Trees and Ineluctable Fate: Greetings, Inquisitors! We return with our dev-blog series on managing choices and consequences within Sine Requie: Snake Eyes's story. This time, let's talk about the structure of an interactive story.Think of choices and consequences within a narration as if they were geometric shapes: consequences are circles (a bit like graph nodes, for those of you familar with math), connected by actions that can be represented through line segments (also called "arcs").If we extend this structure to an entire zone, many will probably imagine this with a shape not unlike that of a tree: each consequence can lead to countless choices, which in turn bring us to further consequences.On a purely conceptual level, this structure is not wrong: each new consequence will exponentially increase the total number of consequences, making it impossible to handle the complexity of a story lasting dozens of hours, such as that of a videogame.In order to reduce the complexity of our story, we make us of "bottlenecks" which will prevent the narration from bloating into an unwieldy mass of consequences. Because of this, the story of an interactive game resembles a state diagram.This technical limitation, which applies to every interactive story, forces us to face an ugly truth: our current technological level prevents us from experiencing true freedom of choice within a videogame.Are we doomed to play through linear, immutable stories?Yes, BUT some tricks and stratagems allow us to go beyond these limitations. Surely you'll be delighted to know that we will unveil these tricks of the trade in our next dev-blog: "Smoke and Mirrors".. Dev Blog: Combat Fix: After listening to the community's opinions and considering all the suggestions we received both online and during conventions, we have worked on some updates and fixes for the combat system, which will soon be implemented within Sine Requie: Snake Eyes's demo.It will now be possible for you to skip combat animations through a simple left-click, allowing battles to flow faster.Needless to say, by doing so you won't be able to enjoy the good times when a Dead chews off bits of your flesh, but hey, getting to the part where these demons-on-earth wipe the entire group will now take WAY less time.Happy now?
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