Posted in : DreadXP , Games , Indie Games , Video Games| Tagged : Dark Machine Games , White Knuckle

rise out from terrors in a truly absorbing state of affairs , as the fastness mounting horror deed of conveyance White Knuckle will be released sometime this twelvemonth

Article Summary

Indie gamedeveloper Dark Machine Games and publisher DreadXP have divulge their latest repugnance claim together , White Knuckle . In a literally gripping story , you play as a crampoon trying to escape from an underground structure filled with terror , all essay to drink down you . The team has free a free demo today , with the promise of an Early Access version follow later this class . But before that , revel the dawdler and information here .

White Knuckle

Thrust into the role of a lone climber ; players must attempt to ascend SUB - STRUCTURE 17 , an enormous , decay complex inter mysterious underground . With ten thousand meter of concrete and disintegration above and an encroaching ooze below , every climb is a race against fourth dimension . Navigate perilous surround , using a blend of precision motion , discriminating reflexes , and resource management to descale degenerate walls , jump across perilous gaps , dodge traps , and forefend the mortal forces lurking in the shadows .

While f number is key to survival , players must also negociate a special armoury of pecker and resourcefulness to avoid becoming cumber and plummeting into timelessness . bankruptcy to quick retrieve key items from your bag could lead in a deadly twilight , making resource direction and flying intellection just as important as skillful climbing . The higher players ascend in the structure , the more dangerous the obstacle become , with each novel region offering singular threat and challenge .

While you may be a lone climber , you are for sure not alone . Strange , malevolent denizens haunt the wall of SUB - STRUCTURE 17 and the repulsion intensifies as the environment itself becomes more hostile , forcing players to constantly accommodate their strategy to hold up . From the dry , dusty Silos to the putrid sewers of the Pipeworks and the haunted wharf of Habitation , each area show a distinct set of trials and enemies , all contributing to a mother wit of ever - growing tensity . Run , jump , and climb to live … or slip and face your doom . Every leap could be the last and it ’s a recollective room down …

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