DESCRIPTION

Echoes from Levia: Soulbound is an audiogame created by Cloverbit and designed primarily for a visually impaired and blind audience. The player will play as Seric, a boy of humble origins and blind from birth, and follows him during his adventure in the lands of Levia where he will be overwhelmed by a series of events that will bring him to discover his past and the mysterious and sinister characters who rule this world and ultimately fulfill his destiny. The companion of this adventure is the mysterious familiar Kiroth, an incorporeal and enigmatic entity bound to the young Seric, who guides him on his journey through the different settings of the game.

MINIMUM SYSTEM REQUIREMENTS

HARDWAREREQUIREMENTS
Operative SystemWindows Vista or superior
CpuIntel Core2 Duo E8200 2.66Ghz or AMD Athnlon 64 X2 6000+
Ram2Gb
Hard Disk300mb
GraphicAny graphic adapter with at least 128mb and DirectX 9.0c support
Audioany integrated audio card with stereo speakers will work, however good quality headphones are advised
InternetInternet connection is required during installation and disinstallation to activate or deactivate the product
Main Menu
CutScene
Dialogue Screen
Cave Concentration
Bridge Exploration
Psychedelic Exploration
RebelCity Cannon
Swamp Minigame

BULLROARER TECHNOLOGY

Bullroarer is an audio middleware developed by Cloverbit that can simulate, with a physical model, the propagation of sound in three-dimensional environments. Its development started as a need to improve the sound fidelity of “Echoes From Levia: Soulbound” and evolved as a stand-alone audio middleware. At its present state it is fully integrated into the Unity3D engine and its goal is to provide immersive and precise sound that can achieve 3D spatialization, audio occlusion and propagation, as well as precise playback of sound effects, including reverberations and echoes. Particularly important is how this technology calculates early reflections, which are the main locating mechanism used by the auditory system, ensuring immediate perception of objects or obstacles by the listener. With this technology we wanted to improve the perception of the virtual world at sound level by achieving an audio dynamic proper of the true world, thus increasing the player’s immersion.

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