Pine is an action adventure simulation game. Set on the island of Albamare, where Humans never reached the top of the food chain, an intricate ecology reacts, evolves and adapts to you specifically. It's up to Hue to find a new home for a near-extinct leftover tribe.

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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Here are some highlights of what we did in November to make Albamare amazing!

We showed almost-done versions of the demo in multiple places to get good feedback

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:

The compass worked out well, as did the combat

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:

The Waddletooth is alive!

One of the critters we had been working on got rigged and animated! Lots of cool movements, including:

We envisioned more of the Dry Bay and Mount Telkin

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!

Worked on the Fall Demo

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!

As always, all feedback, questions and comments are welcome. Feel free to reach out through pine[at], through the comments here, on Reddit, on our Discord server, Facebook or Twitter.

Pine - October Recap: Exploration, diplomacy, combat

Pine - October Recap: Exploration, diplomacy, combat

News 5 comments

More good progress this month! We showed a very early version of the demo at CHI Play Amsterdam, but we noticed it could really use some work in a few...

Pine Devblog #52 - Collections and Calls

Pine Devblog #52 - Collections and Calls

News 2 comments

Last week we finished up the very first complete build of our demo - exciting times! We went to CHI Play in Amsterdam to show it. While we ran into some...

Pine - September Recap: A Morning on the Pollen Fields

Pine - September Recap: A Morning on the Pollen Fields

News 2 comments

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...

Pine Devblog #50 - Trades and Transports

Pine Devblog #50 - Trades and Transports

News 1 comment

The 50th devblog already! And almost as if we knew, it coincidentally is quite a big one as we approach the first stable build of our demo. Let's go!

Comments  (0 - 10 of 19)

I'm curios to see if barren roads is still a project? For ios. You guys posted a small video of it on YouTube 2 years ago. Still waiting for it to be released and purchase it

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MvdLaar Creator

Not sure about "barren roads", but we did a game called Move it On in 2011 - we finished it and it was on sale for a while, but are focusing completely on PC and console now!

Reply Good karma+1 vote

Where am I able to download it for Mac?

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MvdLaar Creator

It won't be out for about another year I'm afraid!

Reply Good karma+1 vote

The villagers are super cool!!!! The way they do everything by themselves is amazing! Great improvement

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INtense! Staff

So pretty, keep it up

Reply Good karma+2 votes

ik vind helemaal mooi

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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

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.

Reply Good karma+2 votes

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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