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Platforms
Windows, Mac
Engine
Unity
Developer
Perrin
Contact
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Genre
Adventure

Average Rating

7.6

Ratings closed

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Explore the lost world of KAIRO. An strange bleak world filled with vast strange monuments. As you explore the depths within you must solve puzzles to bring ancient machinery back to life and give KAIRO a purpose once again. KAIRO is a first person atmospheric exploration and puzzle solving game.

  • Alpha Screenshots
  • GDC Build Images
  • GDC Build Images
  • GDC Build Images
  • GDC Build Images
  • GDC Build Images
  • GDC Build Images
Where in the world is Kairo?

1

Where in the world is Kairo?

Kairo is approaching the end of development now but the original deadlines have long since passed and I've been quiet for some time. I thought I should share where the game is right now.

Feb 5, 2012 News
10 indie finalists for Develop

0

10 indie finalists for Develop

The Develop Conference today announced the ten games shortlisted to be on display within the Indie Showcase running from 20–21 July in the Develop Expo.

Jul 9, 2011 News
Kairo: Puzzles and Obstacles

1

Kairo: Puzzles and Obstacles

A case study example of difficulties I've had designing engaging puzzles for players in the world of Kairo.

Apr 13, 2011 News
The Kairo Process

2

The Kairo Process

I've found Kairo a difficult game to blog about because I've been entrenched in a series of unexpected setbacks and problems. I recently realised that as developers we should be sharing more of the troubles...

Mar 30, 2011 News
My new project

0

My new project

With my last project Journal on hold for now I've been quietly working on a new project for the last few months, this is KAIRO.

Nov 1, 2010 News
Comments  (0 - 10 of 24)
Comprox
Comprox Apr 10 2012, 1:05am said:

Hey,

Saw it on the gamespot five indie games video Au.gamespot.com and decided to check it out. After buying the alpha and running through it I have a little feedback.

1. Mouse speed. Even when the setting was cranked to 'highest' I was still picking up the mouse and moving it repeatedly. My Windows 7 mouse speed is default, if that even affects it.

2. Puzzles were all good so far! Only one did I feel totally stuck on, but after running away I saw the answer everywhere. Silly me.

3. Just enough feedback. I always felt like I had solved the puzzle and knew that one puzzle had 4 parts to be solved.

4. Arbitrary falling areas. While they were mostly obvious, your random use of floors that were invisible were a little odd. In a few areas you can walk across what appears to be a pit, but other areas you can fall. While it appears to be on a game design choice, it left me a tad hesitant to proceed once or twice. Not a big issue, but just seemed out of place.

Otherwise great work so far, I enjoyed what you have so far. Thanks.

+1 vote     reply to
RanceJustice
RanceJustice Mar 8 2012, 4:21pm said:

Keep at it; Make the game the absolute best you think it can be, pay attention to the user base but don't be dominated entirely by their demands etc... and you'll hopefully make a great game. Never take shortcuts and make a crappier game, faster - most players would rather wait (especially since they get to see Alpha progress and all ) and get a better, more full featured game than have one rushed out.

I'd really like to pre-order myself, but the lack of a Linux version in planning (not necessary during alpha and/or beta, but during full release it would be nice. Even post release, with the assurance that one wil be coming ASAP) stays my hand for the moment. I like to support great ideas, but I hate when a prefab engine or programming API package (ie Unity, Microsoft XNA etc...) is used that makes it difficult to create a Linux version; I do wish that all of these engines would be built on open technologies so that even programmers who don't want to necessarily create their entire engine from scratch can take advantage of them without worrying that Linux, MacOSX, and other OSes are more difficult or locked out.

+1 vote     reply to
Perrin
Perrin Mar 13 2012, 1:15am replied:

Thanks for the kinda words. I agree with your sentiments but sadly my reliance on Unity does right now rule out Linux but I have my fingers crossed for the folks at Unity releasing Linux support at some point. I'd really like to support the platform but it's out of my hands right now. Without middleware like Unity I'd not be able to make games.

+1 vote     reply to
AlexVSharp
AlexVSharp Mar 17 2012, 3:50am replied:

I'm afraid that won't be happening any time soon, at least not officially. I remember reading the Unity guys announcing that the Linux client was dropped in favour of the Google Native Client. They stated that the devs are able to work on it on their own time... you get the picture. <_<

Thus if you really do want to port it, I suggest adjusting for Chrome's NaCl.

+1 vote     reply to
Cheznacho
Cheznacho Feb 27 2012, 8:25pm said:

Agreed, UndefinedM. I'd like a demo.

+1 vote     reply to
UndefinedM
UndefinedM Feb 20 2012, 8:58am said: Online

Hi, is there a demo available?

+2 votes     reply to
Perrin
Perrin Mar 6 2012, 12:23am replied:

Once the full game is finished I'll be putting out a demo.

+1 vote     reply to
MonZombo
MonZombo Feb 19 2012, 5:17am said:

Wow, it's good, but too short. Keep it up!

+2 votes     reply to
Chriz_86
Chriz_86 Feb 26 2012, 3:26pm replied:

Agreed, can't wait to see more!

+1 vote     reply to
wccrawford
wccrawford Feb 18 2012, 5:57pm replied:

Nevermind, I got it. Anyone else who has this problem should delete the game files and the mcf from the cache and then install the game.

+1 vote     reply to
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Theme
Fantasy
Project
Indie
Players
Single Player
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