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Sine Requie: Snake Eyes Keygen





















































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 Keygen sine requie snake eyes kickstarter. sine requie snake eyes. sine requie snake eyes demo Dev-Blog: Encounters on your Journey: We are currently working on adding random encounters! While encounters at key locations will be strictly tied to your choices, some adventures (or misadventures) may take place at non-predetermined moments anywhere on the map.Be it a providential encounter with an herbalist monk, a sudden storm across the mountains or a brigand ambush, you'll not be left without surprises on your journey. Each game will change depending on your choices and the whims of fate!. Dev Blog: Cinema & spaghetti: Movies, just like paintings, were quite the source of inspiration for Sine Requie: Snake Eyes. Many plot elements and characters have been influenced by Italian horror movies from the 70s, such as Dario Argento's "Profondo Rosso" and "Suspiria" along with Pupi Avati's "La Casa Dalle Finestre Che Ridono", on which the map for Sant'Ezechiele was based (this is the village visited during the demo). The picture below shows the character Don Avati alongside the priest from "La Casa Dalle Finestre Che Ridono" played by Eugene Walter.The game's soundtrack was inspired by legendary master Ennio Morricone, especially the tense duels from "A Fistful of Dollars" and "The Good, The Bad and The Ugly" which you can find in the video below: https://www.youtube.com/embed/aJCSNIl2PlsAnd here's the music from Sine Requie Snake Eyes https://soundcloud.com/luca-bellini-839032297/faces-of-evil. 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: 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: Combat Reanimation: As stated in the very previous entry of this blog, The Inquisition is always listening, the major issue of the demo we released is the stillness of the combat. In particular, many have complained about the lack of animations.But what does animate actually mean?Coming from the Latin word for soul, anima, to animate is literally bringing something to life.For the Sine Requie: SnakeEyes art style we decided to look at the Italian 800' and 900' paintings. With the aid of talented illustrators Giuseppe Di Girolamo and Salvo Lo Iacono, we created those beautiful detailed characters and backgrounds. Unfortunately, it is really difficult to move figures made in our art style.However, animating something has more to do with giving it the appearance of life than to just move it. We, therefore, decided to make some research, looking at visual tricks from various media. In many shots from Japanese animated series, there is no actual character animation: the camera movement and a smart use of transitions gives the sense of dynamicity.This happens in many games too. For example, a game we really are not inspired by Darkest Dungeon.So, we changed the camera movements and the images treatment to convey the idea of a gory brawl.Not so bad uh?. Dev Blog: Madness and Levels: In "Sine Requie: Snake Eyes" you'll have to pay close attention to the Mental Sanity of your characters given how stress, shocking experiences and the horror of the Dead will put their resolve to the test. When Mental Sanity drops to zero, the character will be considered exhausted when it comes to combat and recovery, and they will risk gaining a negative trait which will hinder them from that point on, imposing a penalty on certain tests and adding new dialogue options. The more frequently Mental Sanity drops to zero, the more likely it will be for the character to suffer those negative traits, so keep an eye on that and make sure to bring some Luxuries with you in order to regain Sanity!. Dev Blog: Choose your own impending Doom: Greetings, Inquisitors! This Devblog will give you some insight into Sine Requie Snake Eyes' different game modes: indeed, the game allows you to face the dangers of Sine Requie by way of two different game mechanics, both appropriately merciless:Collegamento del sito web Race against the Clock EpisodesIn Race against the Clock, your inquisitorial team has a finite number of turns in which to complete the main mission: you will have the option to do things quickly and save some time, or get deeply involved in the current situation. You will be the one managing your time.The Episodes mode breaks the game into different chapters, each of them with its own limited turns. If your team fails to solve the chapter within the allotted actions, you will be forced to reload from a previous point.Each of the two modes allows you to experience the contents under a different light, customizing the game and tailoring it to your personal taste and needs.Rest assured, however, that regardless of which mode you choose there won't be much time for catching your breath. There is no rest in Sine Requie.Only Blind Rage

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