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Aeon Download] [Ativador]


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About This Game

Aeon is a VR shooting game for HTC Vive/Window MR/Oculus touch. Forget the story line, this Aeon is all about the action packed combat. You start the game with a pair of sharp swords on your back, as well as two heavy caliber pistols, and then it is up to you to kill the enemy! The fighting animation is brought to life with an incredible time warp shooting ability. It’s just like all those badass movies with slow motion fight scenes. In this virtual reality you can do the same thing. There is no cool down time for bullet regeneration, but the more you fire your weapons or move your hands the faster time will go. In general, the slower you move, the slower time flows. This allows the game to have a slow motion, movie like rhythm! So control your body, be steady, observe your enemy's actions carefully, and take the shot.

A lot of our hard work and focus has gone into creating this virtual reality game for you to enjoy. We hope you have fun as you interact with the world and as you use the weapons we have provided you to kill the enemy. Here is the list of features:

- You can now see your whole body in the VR game and dance if you want to. Our technology will use your headset and controller position to calculate your other body movements. We think being able to see your body is very important.

- We put a lot effort into the reactions of enemies when they get hit. If you shoot a different part of the enemy from different distances, they will react very differently. We also made an extremely effective real-time cutting system, which allows you to use your swords to cut everything into pieces.

- We added fast teleport locomotion with your touchpad. You can now teleport to any direction by pressing your touchpad.

- We have put in a lot of detail to the physical reactions. The bullet shells will bounce around and you can catch them if you're fast enough. You can reverse an enemy's rocket or slash it into pieces. You can use your weapon to block or cut bullets. You can also hold the shell of a rocket in your arms.

We have already started to work new content, new levels, new badass weapons, and new interesting monsters. We are open to suggestions and any cool ideas for the game. Please send us your ideas and feedback in the forum!

VRCORE AWARDS 2017 Best Game !
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Title: Aeon
Genre: Action, Adventure, Casual, Indie, RPG, Simulation
Developer:
Illusion Ranger
Publisher:
Illusion Ranger
Release Date: 22 May, 2017


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: win7
  • Processor: intel i5
  • Memory: 8000 MB RAM
  • Graphics: Nvidia 970
  • DirectX: Version 11
  • Storage: 2000 MB available space
  • Additional Notes: HTC vive & Oculus touch

English,Simplified Chinese



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I can't believe they'd try to charge $20 for this ... too easy even though it's glitchy with aim, sword cuts robots and they just drop with no real feeling to it at all. Really depressing actually -- cheaper wave shooters out there. I hate rating a VR game bad because I want more developers to get into it and create content but I returned it even at 50% off. They tried to do another Super Hot but I guess with elements of Robo Recall and kinda failed to reach expectations of either.. Just shoot at waves of dumb enemies, maybe grab your sword for a minute if you want. Can't move far. Short and boring.


0.1.7 Released!:
Apologies for the long delay between updates, I've been taking in some of the feedback and I've decided to try and change the damage types a bit more.

Basically now:
Kinetic damage deals extra damage to hull.
Heat damage deals damage over time
Electric damage reduces energy regeneration.
Disruptor damage continues to deal extra damage to shields.

It's all still a work in progress, and I'll be adjusting the game based upon feedback.

Changes:

-----

Damage Type Changes:

Kinetic - less damage against shields (25% of base damage). More damage against hull (200% of base damage).
Heat - any damage dealt also causes burning over time (5% of total hp / sec) as a buff. Every percentage point of heat damage to full health (hull and shield) adds 0.25 seconds of heat debuff. So 1 damage on a 100 hp ship grants 0.5 seconds of debuff.
Electric - any damage dealt also reduces weapon, shield & engine energy regeneration over time (50% reduction / sec) Every percentage point of electric damage to full health (hull and shield) adds 0.5 seconds of electric debuff. So 1 damage on a 100 hp ship grants 0.25 seconds of debuff.
Disruptor - no changes

Renaming stash tabs now resizes the tab size.

Now possible to purchase stash tab(s) and continue playing the game.

Number of enemy ships spawned after level 75 remains the same, each successive level wil make enemies stronger:
Damage: 2.5% damage per level instead of 2%.
Health bonus: 5-6.25% per level instead of 4-5% per level.

Artillery ships on blockage maps won't start firing on the cargo ship until the mission has started.

Xp is now calculated correctly on the rankings board for very high level players

Fixed a label header on viewing damage resistance on armours.

Enemy lasers now deal 25% kinetic and 75% heat instead of 50% kinetic and 50% heat.

Improved seeker attachment turn speed.

Fixed some turret placements on enemy ships

Trail renderers for player missiles / rockets are now fixed

Energisers no longer add flat reload time, they have now had their weapon damage increases reduced to 30

Vulcan cannon family weapons now have an increased reload time from 0.1 seconds to 0.15 seconds, their damage & energy expenditure are now increased 50% to compensate for this. Reduced their trail render size.

. 0.1.6 Released!:
Some fixes to the hangar menu and some gfx improvements with this patch.

Next patch I plan to have some help pages / tutorials for each screen to guide new users on how to use the screens. Or perhaps help existing users too!



Changes:
Fixed the sell item work inside the crafting menu.

Trails on various missile components have been fixed so the first time they spawn they don't draw lines from the cargo ship spawn.

Items which spawn indirect effects are now displaying their figures correctly in the menus. (e.g. Tactical nuke, Flak Cannon)

Crafting now displays min & max possible law ranges hovering over the selection. Also it is now possible to show the ranges by pressing Alt when hovering over an item.

Re-ordered crafting items so baryon, lepton & electric are in order.

. Server Stability patch:
I've made a patch to the Dinoscourge server stability so it will automatically restart in the event of a server outage (which has happened a few times in the past month).

It now has an automated restart ability, (triggered if the server has been offline for 10 minutes, I will increase the frequency when I can confirm it is working).

I'll get to the root of the problem later when I get the time!. 0.1.5 Released!:
Changes to display with very few gameplay changes.

Gameplay fixes:

Mobile force field will no longer cause the player ship to take damage from projectiles hitting it.


Fixes/Changes:
plasma ball brightness reduced further to reduce eye strain.

Fixed the fast reloader description. It was using the Turbo Booster description by mistake.

Fixed a display issue with the strafe engines displaying despite generating any force

Fixed a display issue with the hovering panel with the weapon's dps header being in the wrong position.

Weapons without any reload time now show N/A

Improved appearance of the tactical nuclear missile explosion.

Improved weapon overall display with colours.
. v0.1 server hotfix:
Just a short note to inform of some recent fixes applied to the server:

- level 50->51 had a skill point allocaiton issue where it would grant skil points instead of paragon points leading to a skill allocation bug

- Pilots now gain a refund point every 10 levels, existing characters over level 10 have received, this has been retrospectively applied to anyone over level 10.. 0.1.8 Released!:
Updates are going a bit slower than I expected.

0.1.8 addresses the following bugs:

- Asteroids inside asteroid missions now always explode on zero hp

- Homing missiles now recalculate their orientation 10 times a second instead of 4 times so they are more likely to hit now. v0.1.3 Released!:
As usual, more changes due to realising the game still is far from balanced.

These changes should improve the usefulness of some of the attachments.

Changes

Item Attachments:
Force Magnifier: Engine Expenditure no longer scales up from 100% and is now locked at 200%.
Haste: Engine Expenditure no longer scales up from 15% and is now locked at 30%
Accelerated Time: Engine Expenditure no longer scales up from 20% and is now locked at 30%
Burst: Engine Expenditure Multiplier no longer scales up from 100% and is now locked at 300%, engine speed multipler now scales from 60% and only applies to afterburner
Density matrix: Engine Speed now scales from 40% instead of 50%..
Chaos: Damage multiply base increase from 30% to 60%. Quality points: Damage increased from 2 to 4
Proximity - base Splash damage increased from 10% to 30%. Quality points: increases splash distance from 1 to 2.
Sweeping element damage increased from 15% to 25%

Momentum: Engine Expenditure multiplier no longer scales up from 50% and is now locked at 100%, afterburner speed bonus reduced to 40% base
Disruptor Energiser: Engine Expenditure no longer scales up from 10% and is now locked at 30%.
Shield & Armour DR reduced to 7% base


Kinetic Energiser: Engine Expenditure no longer scales up from 10% and is now locked at 25%
Shield & Armour DR reduced to 7% base
Heat Energiser: Engine Expenditure no longer scales up from 20%
Shield & Armour DR reduced to 7% base
Electric Energiser: Engine Expenditure no longer scales up from 20% and is now locked at 35%
Shield & Armour DR reduced to 7% base
Knockback Energiser: Engine Expenditure no longer scales up from 10% and is now locked at 25%
Shield & Armour DR reduced to 3% base
Seeker: Shield & Armour DR reduced to 6%
Spin: Shiled DR reduced to 8%

Pierce: base Engine Speed reverted back to 15%
Seeker: Shield & Armour DR increased to 6%

reduced the brightness of the lightning in the plasma ball gun
Plasma ball range increased by 50%

Chain Lightning Cannon Reduced damage per second from 350 to 325


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