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.
Here are some highlights of what we did in November to make Albamare amazing!
We showed Pine at Day of the Devs in San Francisco, and even met a few of you there – and we got a ton of good feedback.
We also got to see this cool street!
PC gamer did a great article on Pine that captured the exact essence of what we wanted players to feel in the demo:
Here’s a recent video showing a lot of facets of the game and demo. We are happy with the basic combat at display, as well as with some newer additions such as the compass mechanic:
There’s also a glimpse at some new vegetation to spice up the Pollen Fields:
One of the critters we had been working on got rigged and animated! Lots of cool movements, including:
In a few meetings, outlining the structure of the island and the Outfindings (more on that soon), we decided it would be a good idea to do mood paintings of the lesser known areas, such as the Dry Bay and Mount Telkin. Check out the concept art:
Hook up to our Discord server to check out the wallpaper versions of these and let us know how those work out!
As you know, backers of the Falconer tier (€59/$69) and up will be getting their hands on a pre-alpha demo. While things did take a bit longer than expected, we are happy to say that it’s coming very soon now! We're glad it runs well on Windows (which is what we're building on), as well as Mac and Linux!
We’re ironing out some last details and crashes, so that the demo at hand is as smooth as possible. Then, for the sake of planning, we’re going straight into further developing the alpha, which is a feature-complete version of the game. To this end, we won’t be updating or patching the demo – instead, all feedback will be put straight into the game. We can’t wait to hear what you think.
Lastly, we're working on Hue's appearance to make him more interesting and unique, as we've started conceptualizing the Human tribe - more on that soon!
If you think we're doing a good job on updates and Pine in general, we'd love a vote here on IndieDB! Help us out with a single click!
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This month’s recap is a bit later than usual, but only because we’re chugging along on the demo for the Falconer tier Kickstarter backers - and for...
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