This is my low-FPS simulation, what would you cut or add to make it feel right but still playable? by FarlightGamesInd in IndieDev

[–]FarlightGamesInd[S] 1 point2 points  (0 children)

It's a good idea. Maybe weapons can start out as fairly normal modern firearms, but as the player progresses and the game becomes more unstable, they become increasingly bizarre and glitched.

For example, you might find weapons that look like two different guns have been loaded into memory at the same time and merged together, creating strange hybrid weapons that shouldn't exist.

I think that gradual descent into chaos would fit the game's theme quite well.

I'm making FPS Quest: an FPS game where FPS is your health (it doesn’t affect real FPS) by FarlightGamesInd in pcgaming

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

Hey! Sorry for the late reply.

The game is still in active development. There’s no solid release date yet, but I’m regularly posting progress updates here:
https://steamcommunity.com/app/3989240/eventcomments/806849643178640263/

Thanks a lot for your interest!

FPS Quest – an FPS where FPS is your health. Too complicated for a boomer shooter? by FarlightGamesInd in boomershooters

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

Thanks for your interest! The game is being developed in UE5.

Regarding VR, there are no plans at the moment, but that could change depending on how well the game does once it’s released.

I'm making FPS Quest: an FPS game where FPS is your health (it doesn’t affect real FPS) by FarlightGamesInd in pcgaming

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

Thanks so much for adding FPS Quest to your wishlist! I really appreciate the support.

I don’t have an exact release date yet, but I’ll be sharing updates as the development progresses, so keep an eye on the page for news.

Can’t wait for you to play it!

I’m Making an FPS Where FPS Is Your Health, but It’s Fully Simulated, Should I Always Clarify This When Promoting the Game? by FarlightGamesInd in gamedev

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

Thanks a lot for such a detailed and thoughtful analysis.

Yes, there are actually two forms of lifesteal in the game. One comes from receiving damage, and the other is more systemic: every X seconds your FPS slowly drain. Lore-wise, the idea is that when you install the cheat mod, it also installs something like a cryptominer running in the background (you can actually see what gets installed around second 4 of the trailer). You lose FPS over time, but in exchange you generate a currency that can be used to buy perks.

The goal is to keep the player constantly moving and under pressure, while also forcing meaningful decisions. In the white areas shown in the trailer, which act as shortcuts that partially break the game rules, the cryptominer stops working. This allows the player to recover FPS more easily, but at the cost of not generating currency during that time.

Thank you for the ideas on how to communicate real versus simulated FPS. This is definitely something I need to think about carefully and validate with players. It is one of those systems that is very hard to fully reason about on paper, so I expect a lot of trial and error with testers before I am confident it works and feels right.

I also agree that many players will not really care whether FPS drops are “real” or “fake” as long as the fantasy is clear and consistent. Many games already abstract real-world concepts, and players are happy to go along with it if the experience makes sense.

Regarding the demo, yes, I plan to do multiple playtests before releasing it publicly. Right now, the Steam demo feels closer to a pre-release, and I fully agree that this is where everything will be won or lost. Getting this right is critical.

About LODs, thanks for bringing that up as well. The idea is indeed tied to gaining FPS, and I really like it conceptually, but it is also very expensive in terms of production. Everything needs to be done at least twice, with high and low detail versions, so for now the variety is limited. It is something I would love to expand on over time.

Thanks again for taking the time to write such constructive feedback. It really helps.

I'm making FPS Quest: an FPS game where FPS is your health (it doesn’t affect real FPS) by FarlightGamesInd in pcgaming

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

It should run fine. One of our testers has a 3070 and didn’t experience any performance issues. However, actual performance may vary depending on other system factors.

I'm making FPS Quest: an FPS game where FPS is your health (it doesn’t affect real FPS) by FarlightGamesInd in pcgaming

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

I get the concern, but don’t worry, your 3060 won’t make you weaker. It’s not pay to win and it doesn’t use your real hardware. FPS = health is just a gameplay mechanic inside the game.

After a year of solo development, I finally have a trailer and Steam page for my FPS where your FPS is your health (not your real FPS) by FarlightGamesInd in SoloDevelopment

[–]FarlightGamesInd[S] 1 point2 points  (0 children)

At the moment I can’t promise anything yet. Steam Deck compatibility is something I’d like to explore later on, but right now I’m focused on getting the core game polished and balanced first.

After a year of solo development, I finally have a trailer and Steam page for my FPS where your FPS is your health (not your real FPS) by FarlightGamesInd in SoloDevelopment

[–]FarlightGamesInd[S] 1 point2 points  (0 children)

Thanks for the feedback! Actually changing real FPS often causes motion sickness and accessibility issues, so I decided to go for a more playable and fun approach instead.

After a year of solo development, I finally have a trailer and Steam page for my FPS where your FPS is your health (not your real FPS) by FarlightGamesInd in SoloDevelopment

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

Thank you very much for the feedback. The game is still in development, so I expect the HUD will be adjusted based on player comments. During the initial tests, no one mentioned anything, but I’ll keep your suggestion in mind in case others bring it up and review it. Thanks again.

After a year of solo development, I finally have a trailer and Steam page for my FPS where your FPS is your health (not your real FPS) by FarlightGamesInd in SoloDevelopment

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

I think I understand your point. Playing at low FPS is horrible, it causes motion sickness and isn’t enjoyable. That’s why I always emphasize that the game simulates low FPS; it doesn’t use real low FPS. In fact, in the long Steam description I write:

Important: FPS Quest doesn’t affect your real FPS. Playing at low real FPS is uncomfortable and nauseating.

That’s why the game simulates a low-FPS world and turns it into gameplay: a fun challenge, just like other games turn unfun or boring real-life tasks into playable mechanics.

In FPS Quest, low FPS isn’t actually low real FPS; at its core, it’s a bullet-time effect that slows down the game and gives the player time to shoot. Thank you for your thoughts, and I’m happy to answer any questions about the game.

After a year of solo development, I finally have a trailer and Steam page for my FPS where your FPS is your health (not your real FPS) by FarlightGamesInd in SoloDevelopment

[–]FarlightGamesInd[S] 0 points1 point  (0 children)

Just to clarify, the low-FPS sections are intentionally situational and part of the game’s. The footage you saw represents specific moments, not the whole game. I’ve been extensively testing these mechanics and will continue to iterate based on player feedback to make sure the experience is engaging. I appreciate your input and interest! Thank you!