Pine is a game that adapts to you. Using advanced artificial intelligence systems, the game recognizes your patterns and style of play, and its creatures and world react, evolve and adapt to you specifically.

Inspired by the adventures of Link in the Zelda-series, the intriguing nemesis system of Shadow of Mordor, Fable's choice-dependent progression and the dance-like combat of Bloodborne, Pine brings you an ever-evolving world that provides each player with a truly unique journey.


Header CoreFeatures 2

In the world of Pine, every action, even inaction, has an effect. The direction in which you explore the island of Albamare and way in which you come into contact with its many inhabitants, defines how the world will change, evolve and adapt.

Survival of the fittest, even when you’re not involved

Pine is world-centric, meaning things will happen across the island even without your involvement. Based on principles borrowed from evolution and ecology theory, every single species will try what it can to survive - from small power shifts to the utter extinction of a group, Albamare's living, breathing and constantly evolving world can and will make it happen.

The vast island of Albamare is waiting to be explored, one mystery at a time

As you embark upon the quest to save your tribe and find a new home, you uncover intriguing details about the history of the island and how the current evolutionary course came to pass.

Use a range of tools to make your way across the island

The island will provide you with everything you need, and as you progress, you will even discover many mysterious and helpful contraptions that will change the way you traverse, interact and fight: Scare away creatures with the Igniter, make your way across large gaps with the amazing Airglider or scale the highest cliffs using strong Climbing Axes!

Albamare is a dangerous place that learns from your moves

The island has its share of predators and territorial species. To defend yourself against their attacks or influence the course of action, Pine features a solid and varied combat system, inspired by the "dance-like" attacks and dodges of Bloodborne.

CoreFeatures Combat

But be wary, as your enemies will learn how you fight: They will observe you, try out different combos against you and physically evolve, to specifically oppose your style! It will force you to adapt to them in turn, so choose your enemies wisely.

Dynamic weather and a natural day/night cycle force Albamare's inhabitants to move and act

Based on their specific needs, some species will try to find shelter during storms or on cold nights, or even move to a new territory in large migrations. The weather can be your ally or your worst enemy, so keep an eye out for what's coming your way.

Original soundtrack featuring live recordings

Inspired by both classical symphonies as well as contemporary game and film music, Pine's soundtrack by Ratchet Audio seamlessly flows through the experience as if it were coming from the island itself.

Kickstarter Division

Header Story

In the world of Pine, Humans never reached the top of the food chain. In this novel ‘evolutionary timeline’, other species got the chance to develop language, cultivate and become smarter than ever.

You play as Hue, a timid adolescent growing up in an isolated group of Humans, deep into some beautiful pine woods. Traditionally, the tribe you live in does not go into the Out, afraid of the creatures wandering through the biosphere and afraid of losing their safety.

Header Island

We are filling Albamare's ecology with wondrous locations. It features mountains, plains, forests, beaches and swamps, ready to be explored in an open world-fashion.

The weather on the island is always active, meaning a species on the other side of Albamare might be fleeing from the storm that's raging there. You might even need to take advantage of certain weather conditions to get things done!

Header Species

Pine is all about your adventure and the way it evolves through your actions and interactions with its world. On your journey you will meet a wondrous cast of creatures, some more, some less evolved.

With every encounter, every interaction, you will learn more about the species you share the island with. Your decisions will alter the course of what all of Albamare will become.

You can choose to befriend a species, fight alongside them, help them to gain territory or even bring them food and resources. But you may also choose to attack them, steal their food or force them to abandon their current habitat and move on.

Your actions will shift the power of balance between Albamare's inhabitants - choose your friends and enemies wisely!

Find pieces of equipment on the island, or trade with and steal from the species living on Albamare! Earn their trust by using armor sets that resemble their cultures.

Each organism within a species looks different. Using procedural algorithms, we give each organism a personality and specialty. Based on their stats and style, they look differently. Natural selection and survival of the fittest will do the rest: the entire species will grow more towards the organisms that are strongest against you.

Kickstarter Division

Let us know what you think in the comment section below! We read all feedback, suggestions and ideas.

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As with anything in the game, we want the caves to load seamlessly and in an instant. With our previous terrain, it wasn't even possible to draw a second terrain - but we separated some code and we can now create new, smaller terrain under the bigger terrain surface.

An intricate 'problem' with these caves was creating continuous logic for AI, so we looked into navmesh stitching for this. This means that we can additively load in caves and species will understand the newly added cave as a space they can move to. Next step, of course, is to actually make it a cave, and add holes and more geometry in these areas.

We've also smoothened out the rendering of the terrain LODs, now fading instead of popping! This adds a nice layer of polish, as you'll be constantly looking at the terrain during your playthrough.

For villages and environment, we've been doing a lot of LOD work to optimize the rendering of the villages - not much to show in that area.

Last week we talked about story, and we're working on some very rough storyboard thumbnails to test out some moods for scenes. We're getting really excited about the story!

Lastly, we've shown the new Cariblin before, but he's now ready to be put back into the game. We're very happy with his new and upgraded look!

That's it for this week. Until next time!

Pine - May Recap: Journey across Albamare

Pine - May Recap: Journey across Albamare

News 1 comment

After reaching more than a whopping 121k for Pine, we felt more energized than ever to continue to develop the game and let all ideas come to full fruition...

Pine DevBlog #34 - Sliding and Subterrains

Pine DevBlog #34 - Sliding and Subterrains

News 2 comments

This week we show off yet another traversal animation for Hue, some new VFX and some brand new concepts for one of Albamare's Vaults.

Pine DevBlog #32 - Leaps and LODs

Pine DevBlog #32 - Leaps and LODs

News 4 comments

We show off new animations, concept art and some important technological advancements in this week's development blog!

Pine DevBlog #30 - Whiteboxing and Wafting

Pine DevBlog #30 - Whiteboxing and Wafting

News 1 comment

This week we continued with the island's full spatial design, taking it from paper to the first digital steps.


Congratulations on meeting the initial goal on Kickstarter. And of course good luck with the stretchgoals!

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MvdLaar Creator

A bit late, but thank you! We hit the first one at least :D

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I didnt know what "Watchers on IndieDB" meant, so when I figured out, created an account and Follow you! Go Pine! So excited about this game.

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MvdLaar Creator

So glad you did! Things are moving fast here too - perhaps another crowd achievement met soon :)

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Back n followed.... n retweeted :D , sorry I dont like using facebook.

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MvdLaar Creator

Woohoo, thanks! <3 And no worries, shares are going fast for that crowd achievement. :D

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Wow! This looks amazing, and with another year before release, I can't wait to see what this can become! Followed :)

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MvdLaar Creator

Thanks Ethan, we're doing all we can to make it tons better. :)

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Awesome project! Totally following =)

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MvdLaar Creator

Woohoo, great to hear!

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Latest tweets from @twirlbound

RT @PolyTreehouse: Some #ScreenshotSaturday hypnosis...Tove's eyes now follow your cursor around the scene in game!

Jun 25 2017

RT @Twirlbound: #Pine devblog this week: organism tasks, HUD design and the slingshot!

Jun 24 2017

#Pine devblog this week: organism tasks, HUD design and the slingshot!

Jun 23 2017

RT @nolic0321: Well worth any donation amount!

Jun 22 2017

Donating is now possible! Feel free to support #Pine with even as much as a ☕️, we'd be eternally grateful!

Jun 22 2017

In this week's blog we show weapons, the swamps and we outline the affinity mechanic:

Jun 16 2017

RT @RageSquid: There! Fixed it!

Jun 15 2017

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