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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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!
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.
Let us know what you think in the comment section below! We read all feedback, suggestions and ideas.
Other than that, as usual, we’ve worked on cool content as we’re running towards the simulation alpha and a content alpha soon after. Here are the highlights of this month!
Although we want to keep most of these to ourselves, there are some much-requested features that we’re more than happy to share. One of those is the ability for players to create an ‘errand’ list: if there’s an item, trade or quest that requires gathering a few things in the world, this handy list will keep track of it, so that you don’t constantly have to talk to someone or check your menu.
Creating a species isn’t a quick task – but we’re really happy to say that the Gobbledew is now completely game-ready, including models, animations and architecture.
For those of you who missed it – did you know we’re holding open auditions for the Gobbledew sounds? If you think you have an amazing Gobbledew in you (not for actual talking, but all the VO sounds like getting hit, attacking, agreeing, etc), check out this post by Ratchet Audio:
To complement the origin of the Gobbledew’s architecture (the Dry Bay), we’ve been doing a lot of environmental work on the dry areas of the game! The Arid Canyon, Dry Bay, Dusty Springs… all these areas will be rich with vegetation soon.
We’ve worked on some new tech to stream our world more fluidly and to heavily reduce the workload on the worldbuilding side of things. With this new technique, we’re automatically LODing and loading in assets as you go through the world. We'll keep on working on popping and performance. Don’t mind the floating trees, that’s for testing!
We have some more amazing news lined up over the next few weeks, while we continue to finalize the simulation for our simulation alpha and finalize the last detailed designs for the game. We’re also toning down the weekly blog frequency a bit, as we’re moving towards a lot of content – but we’ll keep on doing these monthly recaps for sure. Stay tuned!As always, all feedback, questions and comments are welcome. Feel free to reach out through pine[at]twirlbound.com, here on IndieDB, on Reddit, on our Discord server, Facebook or Twitter.
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