Unending Watch - Dead Man's Fingers

Unending Watch - Dead Man's Fingers

هل جهازي يشغل لعبة Unending Watch - Dead Man's Fingers

اعرف ما إذا كان جهازك قادرًا على تشغيل هذه اللعبة من خلال مراجعة الحد الأدنى والمتطلبات الموصى بها بالأسفل.

RAM 60 GB+ المساحة 60 GB+ Windows 11

تفاصيل اللعبة

لغات اللعبة
English، Languages With Full Audio Support
النوع
Action، Adventure، Indie، Rpg
التصنيف
Single-player، Multi-player، Pvp، Online Pvp، Co-op، Online Co-op، Steam Achievements، Full Controller Support، Camera Comfort، Custom Volume Controls، Playable Without Timed Input، Stereo Sound، Surround Sound، Steam Cloud، Stats، Steam Leaderboards، Family Sharing
المطور
After Dark Gaming LLC
الناشر
After Dark Gaming LLC

الحد الأدنى من المتطلبات

CPU
Requires a 64-bit processor / AMD Ryzen 5 PRO 7645 / 7645 / operating system
GPU
GTX 1060 / NVIDIA GeForce GTX 1060 6GB / 1060
RAM
60 GB
المساحة
60 GB
OS
Windows 11

المتطلبات الموصى بها

CPU
Requires a 64-bit processor / AMD Ryzen 5 PRO 7645 / 7645 / operating system
GPU
RAM
المساحة
OS

وصف اللعبة

This is a steampunk extraction-driven experience built around tension, survival, and brutal close-quarters combat. Every run is a risk—what you bring in, what you extract with, and what hunts you along the way is never guaranteed.

Brutal Close-Combat Fighting

Combat is intimate, heavy, and physical. Every swing has weight. Every hit matters. There are no firearms—combat is built entirely around close-range weapons designed to feel raw, desperate, and punishing.

Players can:

    •    Chain heavy strikes and fast attacks

    •    Perform timed counters and defensive maneuvers

    •    Stagger, overwhelm, or crush enemies through positioning and momentum

Combat rewards awareness, timing, and aggression—not button-mashing.

Intelligent, Unpredictable Enemies

Enemies are not scripted targets. They think, react, and adapt.

    •    Enemies can hide, stalk, and ambush, using the environment to their advantage

    •    They make judgment-based decisions—retreating, flanking, or pressing an attack depending on the situation

    •    Darkness, sound, and player behavior influence how enemies respond

You’re not just fighting monsters—you’re being hunted.

Dynamic Environments

The world itself is unstable and hostile.

    •    Destructible walls and structures can open new paths—or new threats

    •    Environments can change mid-run, altering layouts, sightlines, and safe zones

    •    Player actions may permanently affect the level during an extraction attempt

No two runs feel the same, even in familiar locations.

Boss Encounters

Certain areas contain rare, high-threat bosses that may appear under specific conditions.

    •    Bosses are not guaranteed to spawn

    •    Encountering one is a high-risk, high-reward situation

    •    Choosing to engage—or escape—is always the player’s decision

These encounters are meant to feel dangerous, unexpected, and unforgettable.

Fear System (Planned Feature)

A Fear Meter will be introduced later in development and demonstrated to players.

    •    Fear builds through isolation, damage, enemy proximity, and environmental pressure

    •    High fear may impact perception, decision-making, or combat effectiveness

    •    Managing fear becomes part of survival, not just combat

The goal is to make tension a mechanic, not just a mood.

Tools of Survival

Players have access to a wide range of brutal, improvised tools:

    •    Multiple melee weapon types, each with unique strengths and combat styles

    •    Grenades built for disruption, area denial, or crowd control

    •    Traps that can slow, damage, lure, or manipulate enemies

Preparation matters—but improvisation is often the difference between extraction and death.