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.

PIne_Division

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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We continued working on domestic animations, this time for the Krocker. To show you what makes up a great part of these domestic animations, here are some 'overlay' animations. The first gif shows these animations while the Krocker is in T-pose.


But the good thing about these overlays is that we can... overlay them... on any animation. So here are the overlays (talking, greeting, yelling) in his normal idle pose, where animations are combined:


The Krocker also got some work done on their villages. We're in the process of doing the high-poly sculpts of their buildings. We want them to be messy and edgy, with sharp shapes and lots of bones and cloth.



Earlier this week we shared insights in our simulational systems and how we design the player's role in them. Check it out if you haven't yet!



A lot of work was also done this week on solidifying the terrain to be more polished, readable and usable. We had a basic layout going in our main terrain scene, but started on the first few real usable spaces here. We have a softer silhouette, softer LODing and are feeling confident with the current terrain resolution after these tests.





Here it is in movement, with a scale overview of the island on the background (obviously with assets disabled to showcase the terrain).



Until next time!

Pine - June Recap: Comprehensive Groundwork

Pine - June Recap: Comprehensive Groundwork

News 2 comments

Things are going according to plan! We’re heading into a rough few months in order to get the most out of our early development towards the first vertical...

Pine DevBlog #35 - Smooth-LODs and Storyboards

Pine DevBlog #35 - Smooth-LODs and Storyboards

News 1 comment

Lots of technological advancements this week! Important work was done on a large part of the island - caves (and therefore subterrains).

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.

Comments  (0 - 10 of 13)
player11499735373
player11499735373

ik vind helemaal mooi

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frappastudio
frappastudio

Now that's what I call a GAME! Congratulations! I will track your game immediately. I was wondering if you were using real genetic algorithms? If the answer is yes, were they used for the AI only or also for evolving NPC's physical appearance?

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MvdLaar Creator
MvdLaar

Thanks a lot! Yep, we're using real genetic algorithms for both - in the combat AI to let species learn from you, and we store stats and visual equipment in their genes to let them evolve over time too.

We don't let them evolve freely though, there's not that much procedural content for their appearance (besides color, size, buffness), but rather they 'specialize' in certain directions through genetic algorithms.

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zyrena
zyrena

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

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MvdLaar Creator
MvdLaar

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

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roxgal99
roxgal99

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
MvdLaar

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

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VitaminK
VitaminK

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

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MvdLaar Creator
MvdLaar

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

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EthanAllwood
EthanAllwood

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
MvdLaar

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

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Pine
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Windows
Developer
Twirlbound
Engine
Unity
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Check out Gameumentary, a crazy-cool Kickstarter campaign about stories behind the development of games! #gamedev Kickstarter.com

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RT @TwoMammoths: We have a great news: #Archaica will be released on #Steam on the 8th September 2017! Spread the word! #gamedevT.co

Aug 15 2017

Some sprinting and some signalling in this week's devblog! #gamedev #indiedev #Pine Twirlbound.com T.co

Aug 11 2017

Twirlbound turned 4 yesterday!

Aug 7 2017

Check out yesterday's blog on IndieDB, where you can even subscribe with RSS! Indiedb.com #gamedevT.co

Jul 29 2017

This week: some more terrain tech, overlay animations and a 1st look at Krocker buildings

Jul 28 2017

RT @RageSquid: Introducing Descenders! Extreme Procedural Freeriding

Jul 27 2017

Check out all these cool Cinemachine implementations already! T.co

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