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I thought I would die in the cold. But the message was right. Underneath this frozen wasteland, lays an abandoned city. Alone in this dark place, a temporary shelter was all I could hope for. Dying here at least would severe the constant anticipation. But what I found in this place was much worse than life or death.

Kryopolis is a Survival Horror game in which inventory management and navigation is imperative. It takes place in a post-apocalyptic setting in which food and shelter are scarce. Deep within this underground city it is said that a god's brain lies beneath its cold hallways. Defeat the the evil that lies within.

Game made in a month for the Indie Game Making Contest 2018. There isn't any story or cutscenes but for the most part this is a proof of concept build showing the potential for a bigger game.

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  • Completed
  • Darken
  • GameMaker Studio 2
  • Adventure
  • 11/24/2018 08:03 PM
  • 10/12/2021 06:34 PM
  • 11/30/2018
  • 30694
  • 16
  • 917


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I wanna marry ALL the boys!! And Donna is a meanc
Woot woot! Was waiting for this to get up on here so I could drop it a review like it's hot. Excited to give it a spin at last.
This was really well done.

I don't wanna write a review, cause I can't seem to write anything well written these days, but I do wanna share my thoughts:

I really like this game, It reminds of what silent hill 4 was trying to do with their stronger focus on melee combat earlier, only better,

I like how you have to hold ctrl, to wield the axe, so it's a little bit unwieldy - like you can't turn around if someone's coming up behind you, so it's lot scarier.

I also, like how, unlike a typical survive horror game, it doesn't have jump scares, like you seem to build tension, by just using a set of these really strong, but simple, and very effective sounds - like it's not noisy static stuff like from silent hill. It's like, normal every day sounds, like nails falling in an empty room, that kind of stuff and it's scary cause of what it could remind us of.

I wish there were more weapons, I wish it was longer. I wish there were more bosses. There's this really cool established atmosphere and theme of isolation in your games, like it's not quite silent hill and it's not quite demon souls, it's not complete isolation or desolation, it's somewhere in-between and that's where this gets interesting.

Like, it'd be really cool if you could make a game, where you could really explore that and tie it together with a story or something, not something concrete, but something that just loosely ties it all together, so it feels like a cohesive experience, cause this was some really good stuff.

But yeah, this was really cool. I wasn't expecting this.

Really neat surprise Darken.
Thanks for the kind words everyone and LordBlueRouge for the mini-review. But yeah this game was pretty much an experiement/vertical slice of some sort. I spent way too much time making the melee combat (to not much effect) and had actual time to do a boss sequence but then the game's actual length got pretty bare near the end of the content deadline.

I'll keep a lot of the points in mind especially when compared to Nemoral as I'll probably make more games similar to this. This game is really just part of a greater format I've been mulling over for the past year.
Hey, congrats on making it to top 10!
I tried to play it, but the combat (or maybe it's just the first encounter) has some piece of code in it, which slows it down in wine. I hope the commercial build will have a linux version.
Anyway, from just a little piece I managed to play, this feels really good and atmospheric. I like how your current games work with colours btw. Nemoral being red-ish, this being very sickly green and Les Habitants being black and white.
You got so much going on right now.
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