marinekelley Games released a new game called Flight of the Swallow and the version is 0.9.11.3. The game’s story is about You play the role of Sandra Curnow, the chief technician aboard the ship. In this game, you play the little voice in Sandy’s head, the main character. Only she can hear you, and of course, you control her (even if she’ll never admit it). So, in a sense, you are Sandy. Sort of. Since she is inside a ship in orbit, Sandy is floating in zero-G during a good part of the game. Which means that you control her body physically.​
Developer: | marinekelley |
File Size: | 2.95Â GB |
Version: | 0.9.11.3 |
OS: | Windows |
Languages: | English |
Game Version Changelog:
v0.9.11.3
- Fix: When starting a new game, Sandy would collide with stuff inside the ship, stuff she isn’t meant to collide with. This bug appeared in 0.9.11.1 and wasn’t a game-breaker, but was definitely annoying and confusing for a new player.
- Fix: When repairing the ragdoll or changing outfit while in FPV, the FPV voice channel would change to the TPV voice channel and that bug would survive a reload (we had to restart the game to fix it). This was because FPV uses the player agent’s audio source rather than Sandy’s, and repairing the ragdoll while in FPV modified said audio source. And the player agent remains active in the main menu, it’s never unloaded.
- Fix: Going to the main menu did not stop the delayed actions from some specific triggers in the Space scene, which never unloads (it contains the space, the planet, the ship subsystems, and a few general triggers for power, engines and lights). As a result, loading a game with Sandy in Virginia’s room for the second time, with DAL preparing to fire up the engines to 1 G one minute later, but immediately going to the main menu, would unload all the scenes except the Root and Space ones, making that trigger still count down. And if we loaded a save before the countdown reaches zero, DAL would fire up the engines in any other save we would be loading at the time, since the countdown was still active. Yes, that’s a very specific bug and it’s like 2 years-old. No wonder nobody found it until now.
- Fix: The star should be less pixelized now. It’s also bigger, but it might not stay that big in the future.
- Fix: Automatically self-refreshing reflection probes (such as the one in Sandy’s room) would make the environment flash for a split second every period. In Sandy’s room that would happen every 10 seconds. The flash in itself isn’t a bug but a workaround for a much more annoying bug that isn’t even from my code, but self-refreshing probes should not require that workaround in the first place.
Developer Notes:
This is a complex and challenging game. Not because it is hard on purpose, but because you mostly float in zero-G, in 3 dimensions, and you have to use a controller to navigate. Well, that’s not entirely true anymore. Since v0.9.1, the game supports keyboard and mouse controls.
So, I recommend that the first thing you do after launching the game is to go to the Journal, then read the Tutorials. Sandy will eventually ask you if you’ve read them anyway, and if you didn’t and pretend you did, she won’t explain anything and you will feel lost.
Flight of the Swallow is a game of skill. Sandy won’t gain levels or learn new powers, but you, the player, will. Every step along the way is a new challenge, an increasingly difficult one. The very first one, when Sandy asks you to “grab that handle over there”, you will wonder how the hell you’ll manage that feat. But if you persevere, fulfill the challenge and keep going further, you will realize that this very first challenge was child’s play, in comparison to what comes after. You might want to give up at some point. Don’t. This game requires precision and patience, but Sandy gives you all the tools you need to beat it, and more. She’s a resourceful girl. Show her that you are too.
But if the game feels too difficult for you, I have one word for you : “Options”. You can turn on “Gecko Girl” mode which allows Sandy to grab anything she wants, not just handles, you can activate the predictors (I think they’re active by default), you can modify the power curves to give yourself more precision, and you can use slow-motion pretty much at will. I want the game to challenge you, but more importantly, I want you to beat those challenges, to learn new stunts and tricks, and to feel good about it. That’s what this game is all about.
Game Images & Screenshots



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