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Welcome to Nous...Jul 19, 2018 - Community AnnouncementsIn philosophy, NOUS means the faculty of intellectual apprehension and of intuitive thought.... Here's a sneak peak to PulseTense new game, story-driven first person adventure, called NOUS. https://www.youtube.com/watch?v=hXnyQa3aKxc You can add to wishlist here: https://store.steampowered.com/app/897340/Nous/ De-Void is 85% off this week and it's "mother" project Solarix has a new child.May 7, 2018 - Community AnnouncementsSounds confusing? Well, not for us:) We've released a fps version of Solarix game, which is the main base for the universe of Solarix. If you are into action-packed fps games, you can check that out, the game's name is "ReFramed" https://store.steampowered.com/app/815860/Reframed/ So either you enjoyed Solarix or DeVoid or Planet Ancyra Chronicles, we really invite you to try out different genres since we really believe the underlying story and lore behind all of these titles are really interesting and can be experienced with a different state of mind via different gameplay styles... Hope you'll enjoy... De-Void offer full add-on game Planet Ancyra Chronicles.Oct 26, 2017 - Community AnnouncementsIn age of "loot-boxes", you will want to have De-Void if you are fan of story-driven exploration games. If you get DeVoid during Halloween sale, which is 85% off, you'll also get Planet Ancyra Chronicles for free! http://store.steampowered.com/app/324060/Planet_Ancyra_Chronicles/ De-Void offer full add-on game Planet Ancyra Chronicles.Oct 26, 2017 - Community AnnouncementsIn age of "loot-boxes", you will want to have De-Void if you are fan of story-driven exploration games. If you get DeVoid during Halloween sale, which is 85% off, you'll also get Planet Ancyra Chronicles for free! http://store.steampowered.com/app/324060/Planet_Ancyra_Chronicles/ Post-War Dreams Pre-Alpha Demo is now availableAug 22, 2017 - Community AnnouncementsOur next project's demo is now available to download, please give us some feedback over our forums! http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28679634/b8103082b82b320c8268e5cddc8e682ddfdb6147.gif http://store.steampowered.com/app/616490/Post_War_Dreams/Post-War Dreams Pre-Alpha Demo is now availableAug 22, 2017 - Community AnnouncementsOur next project's demo is now available to download, please give us some feedback over our forums! http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28679634/b8103082b82b320c8268e5cddc8e682ddfdb6147.gif http://store.steampowered.com/app/616490/Post_War_Dreams/New Save check points for DeVoid, in P.A.C gameJul 25, 2017 - Community AnnouncementsSome players wanted more save check point for DeVoid. And we have included them in the new "FREE add-on game pack" that we have just released, titled as Planet Ancyra Chronicles. Which is basically combination of Solarix's story-version + DeVoid game itself. So if you want to re-play DeVoid with more save check-points, here's what you should do : Search for "Planet Ancyra Chronicles" in your steam library, since it should be already added as "FREE" there. Start playing and enjoy the Solarix chapters. Then you'll arrive at the DeVoid chapters and this time, you'll have more check points to save. Naturally, for the whole "sci-fi story experience", we'd recommend playing both chapters. New Save check points for DeVoid, in P.A.C gameJul 25, 2017 - Community AnnouncementsSome players wanted more save check point for DeVoid. And we have included them in the new "FREE add-on game pack" that we have just released, titled as Planet Ancyra Chronicles. Which is basically combination of Solarix's story-version + DeVoid game itself. So if you want to re-play DeVoid with more save check-points, here's what you should do : Search for "Planet Ancyra Chronicles" in your steam library, since it should be already added as "FREE" there. Start playing and enjoy the Solarix chapters. Then you'll arrive at the DeVoid chapters and this time, you'll have more check points to save. Naturally, for the whole "sci-fi story experience", we'd recommend playing both chapters. Planet Ancyra Chronicles AnnouncedMay 25, 2017 - Community AnnouncementsPlanet Ancyra – a planet too far and the graveyard of a humanity that became lost in the depths space. A planet where the human mind became overwhelmed by fears of conspiracy, betrayal, and madness. Completing the stories first laid out in ‘Solarix’ and ‘DeVoid’, the previous releases from indie studio Pulsetense Games, players experience one of the greatest sci-fi stories ever written. Dive into the psychotic mind of engineer, Walter Terrace (from Solarix) and Elizabeth Woolgather (DeVoid) who was sent to discover the disappearance of the Solarix crew. As the game evolves, unravel the mysterious events surrounding the Planet Ancyra interstellar research base, investigate the enigmas discovered and tie up clues about the lives of colony workers. Game-play features : * Free if you own Solarix or De-Void * SCI-FI themed first-person adventure game with over 20,000 words of text to explore plus over 2 hours of audio recordings. * A vast story-based exploration game set across highly detailed space stations, alien forests, deserts, colony settlements and military installations. * Decipher the crews video, audio and text logs to discover and uncover a multi-layered background story. * Steam Achievements, Trading Cards and Controller support. https://www.youtube.com/watch?v=XPYTwLLHgHU http://store.steampowered.com/app/324060/Planet_Ancyra_Chronicles/Planet Ancyra Chronicles AnnouncedMay 25, 2017 - Community AnnouncementsPlanet Ancyra – a planet too far and the graveyard of a humanity that became lost in the depths space. A planet where the human mind became overwhelmed by fears of conspiracy, betrayal, and madness. Completing the stories first laid out in ‘Solarix’ and ‘DeVoid’, the previous releases from indie studio Pulsetense Games, players experience one of the greatest sci-fi stories ever written. Dive into the psychotic mind of engineer, Walter Terrace (from Solarix) and Elizabeth Woolgather (DeVoid) who was sent to discover the disappearance of the Solarix crew. As the game evolves, unravel the mysterious events surrounding the Planet Ancyra interstellar research base, investigate the enigmas discovered and tie up clues about the lives of colony workers. Game-play features : * Free if you own Solarix or De-Void * SCI-FI themed first-person adventure game with over 20,000 words of text to explore plus over 2 hours of audio recordings. * A vast story-based exploration game set across highly detailed space stations, alien forests, deserts, colony settlements and military installations. * Decipher the crews video, audio and text logs to discover and uncover a multi-layered background story. * Steam Achievements, Trading Cards and Controller support. https://www.youtube.com/watch?v=XPYTwLLHgHU http://store.steampowered.com/app/324060/Planet_Ancyra_Chronicles/Post-War Dreams AnnouncedMay 17, 2017 - Community AnnouncementsIt's official. Our third game. We're very busy. And we want your feedback! This is our announcement teaser video : https://www.youtube.com/watch?v=vG-QYJSFKsk And this is gameplay video: https://www.youtube.com/watch?v=wzx3hNKHqx4 Welcome to our discussion forums and tell us what you think! http://steamcommunity.com/app/616490/discussions/Post-War Dreams AnnouncedMay 17, 2017 - Community AnnouncementsIt's official. Our third game. We're very busy. And we want your feedback! This is our announcement teaser video : https://www.youtube.com/watch?v=vG-QYJSFKsk And this is gameplay video: https://www.youtube.com/watch?v=wzx3hNKHqx4 Welcome to our discussion forums and tell us what you think! http://steamcommunity.com/app/616490/discussions/De-Void Update : Patch Version: 1.1Mar 15, 2017 - Community AnnouncementsHello everyone; Thanks a lot for the feedback we're receiving. It looks like majority of De-Void players enjoyed the narrative of the game and gave us inspiration to further investigate our motivations for story-telling in games. We're already working on 2D point and click adventure game, naturally story is the main element there. We'll make the necessary announcements when time is due About De-Void, based on the player feedback, we wanted to fix few glitches they have encountered. Here are the patch notes: *New loading screen with soundFX to indicate level change in a better way *Fixed the very initial voice over sounds cutting off sometimes before game loads. *Fixed the elevator in chapter 1 around the sector 2 area, to help players see better the elevator button *Fixed collision errors in chapter 2 and 3 and 4 based on the feedback provided here http://steamcommunity.com/app/468570/discussions/0/350540974002433926/ *Fixed audio-looping glitch for some of the voice-overs in chapter 2 Please give us more feedback about any other problems you are encountering, post them over the forums! De-Void Update : Patch Version: 1.1Mar 15, 2017 - Community AnnouncementsHello everyone; Thanks a lot for the feedback we're receiving. It looks like majority of De-Void players enjoyed the narrative of the game and gave us inspiration to further investigate our motivations for story-telling in games. We're already working on 2D point and click adventure game, naturally story is the main element there. We'll make the necessary announcements when time is due About De-Void, based on the player feedback, we wanted to fix few glitches they have encountered. Here are the patch notes: *New loading screen with soundFX to indicate level change in a better way *Fixed the very initial voice over sounds cutting off sometimes before game loads. *Fixed the elevator in chapter 1 around the sector 2 area, to help players see better the elevator button *Fixed collision errors in chapter 2 and 3 and 4 based on the feedback provided here http://steamcommunity.com/app/468570/discussions/0/350540974002433926/ *Fixed audio-looping glitch for some of the voice-overs in chapter 2 Please give us more feedback about any other problems you are encountering, post them over the forums! De-Void Update : Patch Version: 1.1Sep 16, 2016 - Community AnnouncementsHello everyone; Thanks a lot for the feedback we're receiving. It looks like majority of De-Void players enjoyed the narrative of the game and gave us inspiration to further investigate our motivations for story-telling in games. We're already working on 2D point and click adventure game, naturally story is the main element there. We'll make the necessary announcements when time is due About De-Void, based on the player feedback, we wanted to fix few glitches they have encountered. Here are the patch notes: *New loading screen with soundFX to indicate level change in a better way *Fixed the very initial voice over sounds cutting off sometimes before game loads. *Fixed the elevator in chapter 1 around the sector 2 area, to help players see better the elevator button *Fixed collision errors in chapter 2 and 3 and 4 based on the feedback provided here http://steamcommunity.com/app/468570/discussions/0/350540974002433926/ *Fixed audio-looping glitch for some of the voice-overs in chapter 2 Please give us more feedback about any other problems you are encountering, post them over the forums! De-Void Update : Patch Version: 1.1Sep 16, 2016 - Community AnnouncementsHello everyone; Thanks a lot for the feedback we're receiving. It looks like majority of De-Void players enjoyed the narrative of the game and gave us inspiration to further investigate our motivations for story-telling in games. We're already working on 2D point and click adventure game, naturally story is the main element there. We'll make the necessary announcements when time is due About De-Void, based on the player feedback, we wanted to fix few glitches they have encountered. Here are the patch notes: *New loading screen with soundFX to indicate level change in a better way *Fixed the very initial voice over sounds cutting off sometimes before game loads. *Fixed the elevator in chapter 1 around the sector 2 area, to help players see better the elevator button *Fixed collision errors in chapter 2 and 3 and 4 based on the feedback provided here http://steamcommunity.com/app/468570/discussions/0/350540974002433926/ *Fixed audio-looping glitch for some of the voice-overs in chapter 2 Please give us more feedback about any other problems you are encountering, post them over the forums! De-Void and aftermath, and the anti-sequelSep 10, 2016 - Community AnnouncementsHello everyone; It has been a week since the release of De-Void and we are very happy about the positive reactions our story-driven sci-fi adventure game De-Void is receiving. We sat down with our writer Ian and already starting toying new ideas for how we can expand the story and its background lore. We don't know what kind of format its going to be, but we'd like to announce to those who enjoyed the story of De-void, there will be more, either in the sequel form or as expansion pack or as dlc...Whatever format it would be, we're excited about finding our right form of chore and our track about the way we want to present our game development ideas, with narration being the main focus. There are few very minor issues with De-Void, they will be fixed in the upcoming patch, which is scheduled to be released next week. In the mean time, please do enjoy another blog post by our writer Ian Mccamant, taken from his site http://www.phantomatica.com/ *** A Part and Yet Apart: De-Void, Solarix, and the Anti-Sequel: I played Solarix before joining the PulseTense team. It was a standout title among a collection of indie gems I discovered upon my glorious return to PC gaming, and it stood out because it seemed tailor-made for me. It was unapologetic in its homage to Thief and System Shock, two of my favorite games, and it was drenched in a brooding, nihilistic sci-fi atmosphere. It explored madness and isolation, the wages of discovery, and the fragility of a humanity burdened beneath its own ambitions, and in the end, it left you feeling far more despair than victory. It had soul. A shadowy, cynical soul, but soul nonetheless. When I came on as writer for a Solarix spinoff, my gut instinct was to jump directly back into the world of Solarix and find other angles of the story to follow. A prequel, perhaps, or a parallel storyline following a secondary character. Ultimately, however, these ideas revolved around a basic formula of “more of the same.” Looking to escape these cliched approaches, the core game design was already deviating entirely from Solarix’s old school stealther in favor of putting story front and center. The goal became less about creating a companion piece to Solarix, and instead take pieces of the world and reinterpret them. Soon we had abandoned the notion of traditional continuity altogether, in favor of a more abstract connection between the games. There are several models of legacy for stories. There are the sequels and prequels, utterly traditional in their approach to continuity. Then there are the more ambiguous “spiritual successors,” which take the paradigms of a story and recast or update them. Then there are the in-betweeners, stories like Silent Hill 2, which occupy an oblique relationship to their predecessor. James’ Silent Hill looks and feels different than Harry’s–and lies separated, though not completely removed–from other continuities within the world. This approach is similar to the intricately overlain continuities of c...De-Void and aftermath, and the anti-sequelSep 10, 2016 - Community AnnouncementsHello everyone; It has been a week since the release of De-Void and we are very happy about the positive reactions our story-driven sci-fi adventure game De-Void is receiving. We sat down with our writer Ian and already starting toying new ideas for how we can expand the story and its background lore. We don't know what kind of format its going to be, but we'd like to announce to those who enjoyed the story of De-void, there will be more, either in the sequel form or as expansion pack or as dlc...Whatever format it would be, we're excited about finding our right form of chore and our track about the way we want to present our game development ideas, with narration being the main focus. There are few very minor issues with De-Void, they will be fixed in the upcoming patch, which is scheduled to be released next week. In the mean time, please do enjoy another blog post by our writer Ian Mccamant, taken from his site http://www.phantomatica.com/ *** A Part and Yet Apart: De-Void, Solarix, and the Anti-Sequel: I played Solarix before joining the PulseTense team. It was a standout title among a collection of indie gems I discovered upon my glorious return to PC gaming, and it stood out because it seemed tailor-made for me. It was unapologetic in its homage to Thief and System Shock, two of my favorite games, and it was drenched in a brooding, nihilistic sci-fi atmosphere. It explored madness and isolation, the wages of discovery, and the fragility of a humanity burdened beneath its own ambitions, and in the end, it left you feeling far more despair than victory. It had soul. A shadowy, cynical soul, but soul nonetheless. When I came on as writer for a Solarix spinoff, my gut instinct was to jump directly back into the world of Solarix and find other angles of the story to follow. A prequel, perhaps, or a parallel storyline following a secondary character. Ultimately, however, these ideas revolved around a basic formula of “more of the same.” Looking to escape these cliched approaches, the core game design was already deviating entirely from Solarix’s old school stealther in favor of putting story front and center. The goal became less about creating a companion piece to Solarix, and instead take pieces of the world and reinterpret them. Soon we had abandoned the notion of traditional continuity altogether, in favor of a more abstract connection between the games. There are several models of legacy for stories. There are the sequels and prequels, utterly traditional in their approach to continuity. Then there are the more ambiguous “spiritual successors,” which take the paradigms of a story and recast or update them. Then there are the in-betweeners, stories like Silent Hill 2, which occupy an oblique relationship to their predecessor. James’ Silent Hill looks and feels different than Harry’s–and lies separated, though not completely removed–from other continuities within the world. This approach is similar to the intricately overlain continuities of c...De-Void and The Power of Implication in Game NarrativeAug 24, 2016 - Community AnnouncementsThe following is a blog post from our writer Ian McCamant, who wrote De-Void as well. You can follow is blog at http://www.phantomatica.com/ Here is what our resident mad-man says about the narrative design in De-Void: De-Void and The Power of Implication in Game Narrative Submerged though I am in the preliminary drafts of the next project, I’ve decided to come up for air once again to update this increasingly anemic blog. With all efforts at PulseTense geared towards the imminent release of De-Void, I wanted to talk a bit about our wild-west approach to narrative design in this exploration-driven game. De-Void was a bit of a creative experiment. The game is intricately related to PulseTense’s first title, Solarix, but these connections, though not exactly concealed, are far from straightforward. Where Solarix was focused on telling a story, a gripping sci-fi/horror thriller, we went into De-Void with the intention of creating a world, an atmosphere, a sense of space imbued with emotion. The goal was to provide the player with an opportunity to wander a the lonely ruins of a once vibrant world, and to piece that world together through the clues left behind. To accomplish this, I opted for one of my favorite methods of game storytelling, namely, not telling the story. Some of my favorite game universes are constructed this way: Half Life, Myst, and more recently Dark Souls are games that express their worlds through implication. These games provide a mechanical framework–Half Life is an FPS, Myst a point-and-click puzzler, Dark Souls a dungeoncrawling RPG–and then leave the player to determine how much context is gleaned. Perhaps you’ll read all the posters and newspaper clippings scattered around City 17, perhaps you’ll pore over Atrus’ journals of exploration, perhaps you’ll read the cryptic flavor text for every item in Lordran. Or perhaps you won’t. Each of these games are designed to be fun and playable even with minimal world-parsing. They’re full of combat, puzzles, or both to occupy the player. Everything else is just narrative fluff. Deep, gripping, atmospheric fluff, but fluff nonetheless. But could this sort of fragmentary storytelling, be placed at the core of a game? De-Void is a walking simulator, pure and simple. There is no combat and puzzles are essentially absent. As the writer, I was challenged to think beyond mechanics. To this end, I began to think less of designing a game and more about designing a mystery. In a way, this is narrative design stripped to its most fundamental elements. The trick to this mystery was that it couldn’t simply be a linear rail-road through setup and discovery. We wanted to create a mystery that could unfold organically from any direction. The player had to be rewarded with a sense of discovery more than satisfaction. This meant that each revelation should lead to further questions, and encourage the player to formulate their own understanding of what’s going on. The result is a sort of layered narra...De-Void and The Power of Implication in Game NarrativeAug 24, 2016 - Community AnnouncementsThe following is a blog post from our writer Ian McCamant, who wrote De-Void as well. You can follow is blog at http://www.phantomatica.com/ Here is what our resident mad-man says about the narrative design in De-Void: De-Void and The Power of Implication in Game Narrative Submerged though I am in the preliminary drafts of the next project, I’ve decided to come up for air once again to update this increasingly anemic blog. With all efforts at PulseTense geared towards the imminent release of De-Void, I wanted to talk a bit about our wild-west approach to narrative design in this exploration-driven game. De-Void was a bit of a creative experiment. The game is intricately related to PulseTense’s first title, Solarix, but these connections, though not exactly concealed, are far from straightforward. Where Solarix was focused on telling a story, a gripping sci-fi/horror thriller, we went into De-Void with the intention of creating a world, an atmosphere, a sense of space imbued with emotion. The goal was to provide the player with an opportunity to wander a the lonely ruins of a once vibrant world, and to piece that world together through the clues left behind. To accomplish this, I opted for one of my favorite methods of game storytelling, namely, not telling the story. Some of my favorite game universes are constructed this way: Half Life, Myst, and more recently Dark Souls are games that express their worlds through implication. These games provide a mechanical framework–Half Life is an FPS, Myst a point-and-click puzzler, Dark Souls a dungeoncrawling RPG–and then leave the player to determine how much context is gleaned. Perhaps you’ll read all the posters and newspaper clippings scattered around City 17, perhaps you’ll pore over Atrus’ journals of exploration, perhaps you’ll read the cryptic flavor text for every item in Lordran. Or perhaps you won’t. Each of these games are designed to be fun and playable even with minimal world-parsing. They’re full of combat, puzzles, or both to occupy the player. Everything else is just narrative fluff. Deep, gripping, atmospheric fluff, but fluff nonetheless. But could this sort of fragmentary storytelling, be placed at the core of a game? De-Void is a walking simulator, pure and simple. There is no combat and puzzles are essentially absent. As the writer, I was challenged to think beyond mechanics. To this end, I began to think less of designing a game and more about designing a mystery. In a way, this is narrative design stripped to its most fundamental elements. The trick to this mystery was that it couldn’t simply be a linear rail-road through setup and discovery. We wanted to create a mystery that could unfold organically from any direction. The player had to be rewarded with a sense of discovery more than satisfaction. This meant that each revelation should lead to further questions, and encourage the player to formulate their own understanding of what’s going on. The result is a sort of layered narra...