20 Games Like G.nius()




Project Elea is a first-person Sci-Fi interactive storytelling adventure, where the main focus is humanity's place in the universe, the nature of intelligence and the meaning of faith.

Voyager 1231 River Elea Catherine Jones regains consciousness to find herself locked down in her own cabin. Kazumi, the omniscient A.I. host of Pilgrimage II, is offline for the first time in mission history, keeping her blocked. It won’t be long before Elea realizes that everybody else has evacuated and she is left all alone on a Worldtree-class starship.

Playing as Elea, you will navigate the hallways, control rooms and ecosystems of Pilgrimage II, the ship set to colonize Solace, a yet unexplored Earth-like exoplanet. In order to save the ship and uncover the mystery behind the disappearance of pioneering mission Pilgrimage I 15 years ago, you’ll have to aid crippled Kazumi in fighting off an eccentric invasive intelligence that wants to take control, that has been waiting in the darkness of space, preparing...

As Elea explores clues and executes manual overrides to restore Kazumi’s hijacked virtual memory, she will slowly come to realize it’s the lapses in her own memory and the imprints of a personal tragedy that she must deal with first.

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After a century in stasis the girl En arrives at her destination: A Palace out of legend, a marvel of the old civilization eons gone, still awaiting its first human occupants. Out here, using forgotten technologies, she hopes to bring back a life that shouldn’t have been lost.

In ECHO everything has consequence: As you try to wield its magical technologies it becomes apparent that the Palace has a will of its own… It studies everything you do, everything you are – to use it against you.

The Palace creates Echoes – exact copies of you in every way. They behave like you and only do the things you do. So the way you play the game shapes your enemy. If you run, soon the Echoes will get faster. If you sneak, they will get stealthier. If you shoot, they will start to shoot back. The game constantly reacts to your every choice and input.

The Palace "reboots" every few minutes, resulting in a blackout. This blackout-cycle is the rhythm at which the "Echoes" get updated with your latest behavior, learning and unlearning from your actions. During the blackout the palace is blind, giving you the freedom to act without consequence. This is the time to run and gun and do all the things you don’t want the Echoes to learn.

The experience is one of being up against your own choices from the last blackout-cycle, giving you a way of shaping the game from cycle to cycle. It is up to you whether you prefer to keep a low profile or if you choose to go head on and deal with the consequences later – one thing is certain you need to keep your wits about you as you face the ultimate enemy: Yourself.

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The object of Starship 1 is to destroy alien spacecraft while maneuvering through star and asteroid fields. The game uses a first person perspective on a black-and-white monitor. Compared to common arcade games of the time, Starship 1 was comparatively advanced, but used quite a bit of analog technology that would become less common in arcade games in following years.

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In XWing Fighter you need to pilot an X Wing aircraft in an attack on the Death Star, re-enacting the scene from the first Star Wars movie. There is a small unshielded exhaust port which you must hit directly with a torpedo. As you approach the death star numerous imperial fighters and Darth Vader himself will try to stop you. Your fighter is equipped with lasers to fight the imperial fighters and Darth Vader, and three torpedoes to use against the death star. The mission fails if you miss the death star with all three torpedoes or are destroyed by a fighter.

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Zap'em is an action game for one player. You control a spaceship on the left side of the screen which is capable of moving up or down and firing lasers. Coming towards you from the right will be numerous enemy ships. You need to shoot as many of the enemies as you can in order to earn points. While many of the enemy ships take only one shot to destroy, some will require multiple hits and a few will even be ghost ships and can disappear temporarily. Your ship has a limited amount of fuel which will steadily decrease; the game ends when you have no more fuel left.

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In this Asteroids clone, you get points by shooting enemy ships, and asteroids which gradually break down into smaller and smaller pieces. Your controls are rotating clockwise or counter-clockwise, thrusting, firing, and hyperspace. As you progress, the levels will get more and more difficult as you move into areas with more and more asteroids.

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A very simple and primitive spaceshooter.Shoot aliens before they reach your spaceship. The ship is equipped with two weapons: plasma guns and smart bombs. You get more points, if you shoot the aliens immediately after they appear.

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Destroy the colossal mothership looming over the planet and save your home world! With a fleet of high-tech space fighters at your disposal, take on a series of suicidal missions to destroy the alien invader from the inside. Take down reactors, collect sensitive data, and avoid lethal defenses as you maneuver through the vents of the enemy vessel at near light-speed velocity – the clock is ticking! Note: The Steam codes are compatible with Oculus Rift and HTC Vive, but the game is not VR only. Handling North America and South America only.

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Major Havoc is an upright cabinet vector-based arcade game made by Atari in 1983. The player controlled the titular character, Major Rex Havoc, first in the "shoot-'em-up" style game, in which the player operated Major Havoc's spaceship, the Catastrofighter, against the numerous robot ships who defend the enemy reactors. The ships are encased in a sort of "buckyball" force-field shield which must be shot first before the ship can be killed. In the next phase, the player would land on the robot space-station by centering the Catastrofighter in between the moving white line and Major Havoc would exit his ship and enter the space-station. The roller-knob controlled left and right character movement and a "jump" button permitted the player's character to leap over obstacles. Thus, a minor amount of "gravity" interacted with the player. The object was to get to the core of the space-station unmolested and sabotage the reactor. Once the charge was set, the player had to get out, back into the space-ship and MSD (minimum safe distance) before the space-station went critical and exploded. Red arrows lead the players direction in and the word out, also in red, points the direction out. The "mazes" get gradually more complicated to navigate in difficulty as the player progresses. Upon a successful mission, the next space-station became more difficult and the time allotted (both in and out) was accelerated.

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The player assumes the role of captain of a battle starship, charged with defending the frontiers of space from hostile alien ships, which come in two sizes — large and small. The larger ships have cloaking devices which make them invisible. Damage is inflicted on ships when they are shot or rammed by other ships.

Uniquely for the time, the player vessel remains locked in the centre of the screen and the world rotates and moves around it. Player shots also have limited range and are subject to the same rotation as everything else, which means the player needs to predict where shots will need to go in order to hit the enemies. The ship has both long range scanners and shields but may only use one at a time. By default, the game will automatically switch between them based on the proximity of enemy vessels but the player can optionally take full control.

Using shields, thrusting, turning and firing all use up energy which is also depleted when hit by enemies. Energy will automatically replenish, most quickly if the shields are off and the starship is not moving, but this leaves the player open to attack.

Unusually, the player is never expected to return their ship from the frontiers. Each individual voyage is a separate command, and lasts either until the player's vessel is destroyed or until they use an escape capsule. If the escape capsule is successfully launched, which means firing it so that it doesn't collide with any enemy ships, and the player is judged by Star-Fleet to have killed enough enemies during his command then he is given a new commission and a new and visually different ship. 8 points are scored for a small ship and 12 for a large ship. Starfleet's opinion of the player's performance ranges from them being "furious" to "delighted". The number of points required to reach the next level is not fixed. Sometimes a score of 60 will suffice and sometimes a score of 80 will not be enough to guarantee automatic promotion to the next level, assuming the escape capsule was jettisoned safely. Strangely, more points were awarded when an escape capsule collided with and destroyed an enemy ship as opposed to being shot or colliding with the starship.

Later commands take place in faster environments and with greater numbers of enemy. There are 8 different starship designs, which repeat after level 8.

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Space Race is the second arcade game created by Atari and was released in July, 1973. The two players each control a rocket ship; the object of the game is to make it from the bottom of the screen to the top, while avoiding obstacles such as asteroids. Score is kept electronically and the background consists of a simple starfield.

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Computer Space is a video arcade game released in 1971 by Nutting Associates. Created by Nolan Bushnell and Ted Dabney, who would both later found Atari, Inc., it is generally accepted that it was the world's first commercially sold coin-operated video game of any kind, predating the Magnavox Odyssey's release by six months, and Atari's Pong by one year. It was first location tested at The Dutch Goose in August 1971, then debuted at the MOA show on October 15, 1971, and then officially released in November 1971. Though not commercially sold, the coin operated minicomputer-driven Galaxy Game appeared around the same time, located solely at Stanford University.

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