Vultures - Scavengers of Death is a zombie horror game, so there are a ton of enemies and threats to make the game a chilling experience. Let's dive into it!
[h3]What are the different threats in the game?[/h3]
[b]Zombies[/b]
The zombies are the direct enemies, they won't give you any rest. They will hunt you and destroy every part of your being. You will want to either deal with them quickly or sneak your way out of theirs.
[img]{STEAM_CLAN_IMAGE}/44506787/54bb40ba942cd66c63cdeb3ad26c7582fb01a5d7.png[/img][i]In-engine laid down assets of the zombie policeman[/i]
[b]Storage & bullets Management[/b]
There are different threats that enhance the chilling and scary feeling of the game, and they are not all coming from zombies! Storage and bullet management, for example, is a classic component of the survival horror genre. We wanted to bring this mechanic into turn-based combat to add an extra layer of strategy.
[img]{STEAM_CLAN_IMAGE}/44506787/2792d8425011d6d5111fa49d94eb30a9d2229817.png[/img][i]Screenshot of pistol ammunition collected in inventory[/i]
[b]Environments[/b]
The environments themselves are designed to be labyrinths and difficult to explore, featuring different threats and hazardous areas, such as trap-filled rooms. The map will be your best ally, only if you find it..!
[img]{STEAM_CLAN_IMAGE}/44506787/69c86595ee97372aeb2b7b9b846ebb2476fd0557.png[/img][i]Screenshot of the map[/i]
[h3]What are the enemies of the first level?[/h3]
In the game, there are different types of enemies, the "normal" ones, and bosses. For the first level happening in the Police station, we decided to go for three main enemies:
[list]
[*] [b]Conventional Zombies[/b]: These include members of the police force and civilians. Their inspiration comes from the Resident Evil games and several zombie movies. In the final version of the game, there will also be a female variation of these zombies.
[*] [b]Arvid (known as Shadow)[/b]: These enemies exist only in the protagonists' minds. Their appearance and combat style are inspired by the guilt the characters carry from their past. Silent Hill heavily influenced the design and concept of these enemies.
[*] [b]Commander Riggs[/b]: Unlike conventional zombies, this zombie can command others, giving them orders to attack in specific ways or defend him.
[/list]
[img]{STEAM_CLAN_IMAGE}/44506787/aa9f76b8084235f8fdc9c97dad3557330e96d0a6.png[/img][i]Concept arts of the first level's zombies[/i]
[h3]Why is there stealth in the game?[/h3]
Stealth serves as an alternative to avoid combat and optimize resource usage. The tension generated by avoiding enemy detection contributes to the sense of fear we want the game to evoke.
[img]{STEAM_CLAN_IMAGE}/44506787/aa91951893d9a005b201c52996c3ae929d893f31.gif[/img][i]Leopoldo sneak walking towards a zombie[/i]
[h3]Does choosing Amber or Leopoldo impact the game experience?[/h3]
Yes, each character offers a distinct gameplay style. Leopoldo is more resilient and focuses on firearm combat, while Amber excels at fast and stealthy movement. But more on them in a few weeks!
[img]{STEAM_CLAN_IMAGE}/44506787/61c55cff022e21140a438082d6e835344d317910.jpg[/img][i]Key art with Leopoldo and Amber[/i]
We are soon coming back with [b]a new demo[/b], so stay tuned on Steam and our social media!