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Release date:

2017-05-19

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Description

Timed gameplay
Not often attempted, with modern survival games, is the sense of seriousness to escape in a period of time. Three Days gives a new perspective on urgency by adding a 72 hour - three days - time limit allowing the player to get involved in gameplay with an incentive to escape. We have fine-tuned ThreeDays to suit most players without it being impossible,and for the more casual players we have created an endless mode which has no time limit allowing a less intense experience.

Unique creation system
Three Days has its own unique crafting system: simply take a movable resource and drag it onto another resource to see what you can create. No inventory, no fuss.

Procedurally generated islands
The game includes islands that are randomly generated every time you play allowing diverse gameplay every time it’s played. Not only this, but each island has its own original name and generation and all resources that are generated on the island will be placed elsewhere.

Stats-system
Three Days contains a dynamic ever changing stats system, where the player is in constant need of attention to survive which is achievable by looking after the players hunger hydration and temperature. The system is ever changing is and the player is always in a new procedurally generated island, meaning different amounts of resources and different weather effects to survive with.

Auto-mine
The automine mechanic was influenced by playing other games with different mechanics requiring the player to hit or hold a button to break and collect resources. Personally, I disliked this system and wondered how I could do it differently and came up with the automine feature. The player is simply brought over to the resource desired to break and it will automatically start to break.

Upgrade/levelling system
ThreeDays also allows you to collect experience from breaking primary resources such as trees and boulders, this allows level ups and PPs (Perk Points) which can be spent on 15 different upgrades for the character, such as killing and catching fish without a rod to slowing the timer down. The level system will also directly affect the player’s fate at the end of the game via 4 cutscenes.

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