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.
For months we had been working on assets for setdressing that would be legitimately streamed and optimized for the island, and we finally got around to adding them. Lots of new things, such as vegetation, new rocks, trees, bushes... and it all comes together quite nicely!
Definitely check out this video on Twitter, where we walk down to a village in this completely setdressed area – with some new music!Type Something
The Fexels are throwing bombs now, and it’s great fun. They were a bit challenging because of their use of projectiles, but we’re enjoying the fights so far!
We created a first batch of resources that can be found, traded and crafted with in the demo area! Hue can pick them up in a jiffy and we made sure it’s clear what you’re picking up, but it’s never in the way.
We’re also hiding a few harder to reach areas, such as this Puffle oasis…
While we won’t be including many tools in the demo to craft, we added the important mechanic of actually using your resources to craft certain tools. The way it works is that Hue gathers Ideas: these are ‘concepts’ or blueprints, if you will, of tools, and Hue can realize them by gathering the correct resources. Simple as that! But you’ll have to find, trade or take the Ideas first…
Probably the most important of diplomatic mechanics is trading. Species have their own inventories, and some of them are open to discussing a deal! For Pine, we didn’t want to work too much with numbers – we want to keep the RPG elements light-weight. We designed a system of values and weights, where each species can value different items differently – for example, the Litters will LOVE some crystals, while you can always make a Krocker happy with a stack of bones!
Instead of comparing ‘prices’, each village can have different values through this system, and it’s up to you to learn what that is! Sometimes their valuation will be hidden, and you have to be careful not to rub them the wrong way.
Another really important layer of Pine was implemented, as you can now chat with species in villages! Some of them don’t have anything to say, but those who do will comment on the world, on their enemies and friends or just do small talk. And some can give you quests, like in the demo!
There’s only one big diplomatic mechanic left, which are called ‘bounty bills’. More on that soon – can you guess what that is? As always, all feedback, questions and comments are welcome. Feel free to reach out through pine[at]twirlbound.com, on Reddit, on our Discord server, Facebook or Twitter.
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