Panoramic Worlds v2.0 - explore beautiful worlds!
Information about Panoramic Worlds
Free, HD, and Flash versions of Panoramic Worlds


I'm also working on a few other projects beyond the free and paid releases of this game.

Here are some links to other websites I'm currently running.  You can look through them to see what other creative projects I am working on besides this one:

Triumphant Artists Web Network main pageBoy Scout Troop 4, Houston TexasChurch of the Redeemer, Vineyard Church of Houston, and Missio DeiGalilee GamesMyst fan art, fan page for the Myst series

The long-awaited cross-platform adventure game IsolaVivid Minigolf, a miniature golf game with miniature-art graphics

Panoramic Worlds is an indie fantasy adventure game made by one artist, Matthew Lyles Hornbostel.  It is a realtime 3d remake of an old virtual tour which was and still is available here.  Panoramic Worlds, in its newest form, will be best classified as a 'first person graphic adventure game' but with relatively easy and sparse puzzles and more emphasis on exploration of the gameworld than on especially difficult puzzle design.

Panoramic Worlds: Realtime 3d Edition has been postponed until the morning of December 18, 2014, in an attempt to resolve some difficult-to-fix bugs and ensure a more complete, polished and better-optimized release with more detail and better performance.  I regret the seemingly endless span of delays, but it's not easy for a single person to pull off a project like this, especially when my time is split between working on this and working on a bunch of other unrelated tasks in an attempt to piece together the funding needed to complete this game.  Not only have I put many hundreds of hours into developing this, thousands even, but hundreds of dollars as well. 

I know I've been ridiculed for how slow I am to complete my creative projects, and how many of them are still not yet released.

  It takes a long time to develop a game even with a large team, and it's even tougher when the developer is just one person. Things may take a while to move forward, but the project will end up being better as a result.

Watch for HD release on Itch.IO around the end of 2014 and free web release on this website around the same time.

If you want a more detailed estimate of how things are going, you might be interested in reading this PDF: THE FUTURE OF PANORAMIC WORLDS AND TRIUMPHANT ARTISTS   This document attempts to explain the discrepancy between how long I thought this would take and how long it actually is taking, and re-evaluates release schedule based on actual, not optimistically anticipated, rate of progress.

I'm currently aiming to have only three worlds in the first release. Due to schedule changes the release date has been pushed forward by a couple days to the early morning of December 18th, 2014. The version released at that time will have three worlds, and while it'll be mostly stable and polished it might have a few minor bugs that I've missed. That said, I have fixed all the big bugs by now, ranging from serious playability/interactivity issues that really affected exploration and puzzle-solving, to graphics glitches of various sorts that didn't affect playability but were a bit jarring or ugly. The black flickering is gone, the jump function, inter-world connections and other interactions now work reliably, framerate is still not ideal but clearly better than before, and my issues with player collision accuracy were resolved quite nicely. The various shaders and effects – including the water effects – also look really nice now.

At the rate things have been moving three worlds is all I can safely and confidently pledge to have ready by the end of the year. The fourth world will be added around January 18th, 2015, in a free update, along with a little bit of additional polish and optimization to the first three worlds... pretty much fixing any unexpected new issues or other common complaints, that the first wave of players encounter, and any bugs I haven't already identified and cleaned out. Additional worlds will be released once every 7-15 weeks after that, with the delay largely depending on the scope and complexity of each world. If the game proves successful at launch, I may be able to begin developing things a bit faster, pushing the rate of production to a new world every 4-10 weeks. If sales are strong, we might see a dozen or more worlds included by the end of 2015... with all those free updates included in the initial $1.99 price of the game. As a gamer myself, I mostly dislike the nickel-and-diming of DLC and in-app purchases, and want to provide exceptional value to my customers.

Panoramic Worlds HD is an example of that type of exceptional value – a high-detail game aimed at PC/Mac, that costs less than many mobile apps!

There's even going to be a free version, which will be maintained alongside the $1.99 version, albeit lagging a little bit behind it in timing of releases. Yes, it will lack the top the top two highest graphics quality settings, but most players with low-end PCs wouldn't be able to run the game very smoothly on the highest settings anyway, and if you have a newer computer... well, you probably can afford to scrape together a couple of bucks for the HD version. The only other downside to the free version is that it has lower update priority, so updates are posted a week or so later on the free version. But if you're going with the free game, you'll still end up with the exact same content, just slightly less polish, and a little bit later.