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Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments. PC/Mac/Linux/Wii U/Ouya
Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments.
Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments.
5,953 backers pledged $144,960 to help bring this project to life.

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Animations & states + new alerts + robots!


Hey people, how is the summer going? We've been working on new enemies and actions aside from the scene/level editors (it seems that we aren't going to have holidays in a while xD).

Want to take a look at some of the stuff we did?

New guard behaviors

Although the enemies are almost done and work without any apparent problems, we've created a pair of animations like new stand poses for the guard patrols. If you're worried thinking how many time we have lost doing the new anims don't panic, this set of actions are based on the static idle pose and some of them take frames from other sprites already made. We think that they provide more variety and dynamism to the characters, which in the end results in a more realistic aesthetic.

No escape

We've also added a new state to the guard's AI.

Now if these enemies have you in their visual range while you escape through a vent/tunnel, they can throw a gas bomb that damages -and even kills- the plant.

It was relatively easy to run away from the guards escaping under the floor, but now the player will have to plan more carefully its movements in order to survive. This new element slightly increases the difficulty of the game and provide an extra component of strategy to the core mechanics.

Animation improvements

One of the things we couldn’t do before was to change the speed of any animation in the middle of it (Unity doesn't allow this by default), so Carlos developed a practical script to set different framerates, accelerating or decelerating certain ranges in the timeline. Here you can see the difference between unique timing and variable pacing.


Only certain stages of the main story included active alerts, setting these scenes into an emergency state. To expand the gameplay variables, we decided to add the emergency panels to more levels. The doctors can activate them when they discover the plant, alerting the facility and drawing the attention of other guards outside the stage (to prevent this you must knock them out before they reach the lever!).

Now that this gameplay element will be a constant during the game, we decided to improve the lighting effects of the scene when an alarm is activated. First of all, we slightly modified the upper bar of the scenarios, including tileable red-light bulbs that focus the attention on certain spots.

The old alarm system only applied a red layer that multiplied its hue with a fading effect.

With the new improvements, when a doctor pulls the emergency lever the room enters into a shutdown mode, deactivating all the electronic devices and main lights. Different layers reduce the overall luminosity (maintaining the background original tones) and the red spotlights show a volumetric and more realistic effect.

Bipedal observers

Since we're always posting things about human enemies, for a change we bring you a sneak peek of the robots produced in the technological area of GER: the cervids.

These prototypes have mechanical bodies that allow them to perform actions impossible for humans. For example: they see in 360 degrees -even when they walk during a patrol- so you must be careful when you sneak around them. They can also release electric whips within their torso, spinning the body and generating a circular attack difficult to avoid.

We tried to design a less sci-fi and more realistic look, full of cables and exposed pieces. Most of the real-life robots avoid an anthropomorphic look, and their creators focus in the develop of more animalistic appearances like the Big Dog or Cheetah (both produced by Boston Dynamics).


These kind of physiologies allow them to walk through different terrains and achieve incredible stabilization and speed rates (and lets be clear, seeing a robot running like this to you will make you s*** yourself!).

We wanted to translate all this ideas into a human/animal hybrid look for our cervid models. Hope you like their design (and all the things we posted so far :D).

See you in future updates and don't forget to comment/ask anything you want  ;)


Conundrums ~ AI progress ~ Unity asset ~ Music


Almost alive

Hello backers of the world! It's been a long time since the previous update (We were recently rapped on the knuckles in the comments for this reason) so the first thing we wanted to do is apologize for not showing signs of life in the last two months. We have been extremely busy with the game and, in addition, both Sigrid and I were forced to present our respective final career projects (it was the last call to submit them) so we used all of our little spare time to make them.

Usually we prepare the Kickstarter posts aside development hours to save as much time as possible, but making an update can take several days between preparing images/animations (export pixel perfect elements requires to scale each picture by a certain factor to maintain a proportional ratio) and the translation of texts from Spanish to English, checking it several times to make sure everything is fine.

Some of you may be bothered about the fact that we spent "extra" hours on those specific tasks, but we really needed that time. Anyway, we’ve always advocated to be completely transparent about our working methods and show all of you the bumps that appear in the road of this development... all we ask for is a little patience while we get things done  ;)

Well, after this brick that probably bored you let’s cut to the chase.

Lost in puzzles

One of the things that we wanted to show you is how we design puzzles for Paradise Lost. This is an intricate process that requires hours of thinking and trial & error testing, in order to obtain gameplay experiences that flex the players mind. To make a problem resolution that is both entertaining and challenging it’s necessary to take into account a number of factors that, correctly aligned, manage to convey an immersive experience within the game universe. The use of the plant skills, the interaction with the environment and the addition of narrative clues are elements that we kept in mind to design these enigmas. Before developing each puzzle, we created an initial diagram with the “key” concepts, situations and mechanics categorized by the type of abilities required to solve them and the way that the player interacts with the environment.

(You can view the scheme on detail by clicking on the image -sorry, it was written in Spanish :/ )

Design every puzzle individually is not feasible because it would require to code each challenge from scratch, increasing its possibility to crash and requiring more time for test and debugging. Using the previous framework as a design guide help us delimit the number of gameplay elements, simplifying its deconstruction and avoiding a more complex development.

Does this mean that all the puzzles are the same? Of course not; the exploration and use of your surrounding area makes every challenge unique. Besides this, some of this conundrums can test different mental skills at the same time, mixing different categories like pattern recognition or sequence solving on a single brainteaser.

To give more complexity without risking the core mechanics we also added variations on each design, expanding and evolving the game experience. For example, imagine a scene with a transport arm that displace boxes where you need to open a path, creating a stairway to advance. The following ideas show how to "improve" the performance of a basic problem with a pair of modifications:

  • one button moves the hoist 2 columns (always to the left till the last column, then return the same number of positions)
  • a second button moves the hoist 3 columns (same performance)
  • the third button of the panel change the polarity of the claw. There are two kind of boxes to interact with, each with a different pole.
  • The arm grabs a box after the movement. If is not of its polarity the hoist doesn't pick it. You can't stack more than 3 boxes vertically.

This way we can make one complex challenge composed from 3 easy principles, suitable to multiple challenges.

Once we decided the type of game mechanic to use, we translate this concept to a Lego play set. Manipulating the physic cubes that represent the puzzle components give us a deeper and more “visual” understanding of the enigma resolution. It also makes the deconstruction process easily.

And voila! Here's the puzzle translated to the game engine (it seems that W has some troubles with the control panel).

AI progress

Good news! the main AI modules are almost done and fully functional; from this point we only need to incorporate new animations to the Mecanim state machine system.

To have a deeper understanding of how it works, take a look at the Security Forces behavior diagram:

Each animation is linked to a state or transition (the rectangular boxes) which, in turn, interacts with other states. This interlaced groups are gathered in submachines (those hexagonal frames) to maintain an organized/understandable workflow. The next picture shows the patterns attached under the Attack state machine.

From this point Carlos started to develop specific scripts that assign those behaviors to  in-game characters within a "easy to use" control panel. This allows us to design the enemy routines in real time without going through the state machine.

Sharing our work with other developers

Last update we posted about the new pixel art rotation technique developed to obtain a smooth/pixelated aiming for the characters. Unity didn’t include any standard tools to represent this effect, so we decided to publish this gadget on the Unity Asset Store, allowing other game designers to use this kind of rotation in their pixel art games and, also, help finance Paradise Lost.

So if you are designing a project with pixel aesthetics too and want to preserve that edgy/pixelated look on motion elements, you can check our asset right here.

Running out of time...

Finally, we leave you with another immersive composition by Pablo J. Garmón for the game. Since we've been talking about puzzle challenges, here you can enjoy a piece representing a dramatic situation that W must solve in a race against the clock.

 (This is a preliminar theme. Some arrangements will be made to the final version):


PS: Next month we’ll contact some of the backers whose tier are related with the design of bosses and scenarios, in order to start with them as soon as possible.

Green hugs to all of you!,

Enol Martínez

Unity 5 ~ pixel rotation ~ new devblog


Hey there! here’s the march dev report! We made great improvements the last month so there's some stuff that we've been working on.

New Unity, new possibilities

We made a great progress in the development and rewriting of the code and also took the opportunity to port the game to Unity 5. This new version of Unity brings a few improvements when using Mecanim and integrating animations into the game.

Another great feature will be the possibility to port the game directly to WiiU, which will make our work much easier when adapting Paradise Lost to the Nintendo platform -our priority after the PC versions-.

Perfectly aligned

One of the things that we have implemented with the new version is pixel perfect. In case someone doesn't know what we are talking about, it means that all pixels are the same size and stay aligned to a grid. Unity by default doesn't work at pixel level but based on textures, so we had to implement this solution by ourselves. This way, the game has a much nicer finish and we don’t see half pixel intersections when the characters are still.

Many pixel art games made in Unity don’t use this technique, but we wanted a top-notch look.

You can't escape the enemy's sight

The other BIG improvement that we have achieved is the rotation of elements within Unity itself, allowing enemies to aim in any direction -which saves us from animate hundreds of frames and also enhance the enemy’s precision-.

In very little time Carlos has managed to implement an algorithm that reads the pixel matrix in every sprite, redrawing them in each position. Thanks to this, you won’t see inclined pixels in a forced way, but squared pixels nicely aligned with the background grid.


Another thing that we wanted to share with all of you is the way we design the different characters in the game. To achieve a great variety of enemies we made a basic unisex head, on which we set up different elements (hairstyles, facial hair, accessories) and therefore obtaining diverse results from the same pattern.

Thanks to this all the enemies are unique, adding a lot of variety to the game (and also helping players to recognize certain rooms depending on their looks).

Finally... new website + devblog!

At last we found a bit of time to change our website and make a dev-blog section to post news more often -outside these Kickstarter updates- sharing images and other stuff about the design process of Paradise. We have also added a devkit section so anyone can download different elements such as high-resolution images of the game and logos of both Asthree and Paradise Lost.

Now the store section is better organized too with a new display for the different tiers that you can buy via Humble, so if you know people who want to support us or could be interested in the game, go tell them ;)

PS: Many thanks to our good friend Miguel Esteban for giving us a hand with the workload and help us build the website!

Starr Mazer crossover!


Hello everyone! We are back with an express update to announce our new crossover with the incredible Starr Mazer from Imagos Softworks.

There aren’t many projects that show the pixel art detail and animation like this one. But not only the graphics looks good, the original mix of shump + graphic adventure and the attention to detail in the scenes… all in this game looks from other planet. Surely many of you have seen the project, but if you didn’t knew about it go check out their campaign.

We made a quick design about its main character inside the G.E.R. offices playing to Starr Mazer in the sly. Hope you like it  :D

PS: We are hard at work and made some GREAT improvements (don’t worry, they didn’t take us so much extra time haha) so we’ll make an update soon with new stuff :)


Nerds, cameos and more


Hi everyone! How's your 2015 so far? Taking a look back, last year we experienced a lot of setbacks that forced us to postpone the launch of our video game, but now we're back in shape again, working hard on the engine and implementing all our already designed game mechanics.

Carlos has easily become attuned to our fast pace of work and now he's putting into practice all his previous experience in game development, starting from scratch with a more solid foundation and trying to keep the different elements of the game as structured and defined as possible. He already fought with many of the problems we had so far (adaptation of pixel art to different resolutions, shaders and physics among others). It's been a significant step forward.

In any case, there is still much to do, so I don't dare to say a specific launch date. Being honest, and seeing the enormous amount of work pending, if the game is released by the end of 2015 it will be a miracle  :/

The main graphics of the enemies, their animations and the backgrounds of a large part of the facilities are already done, as well as the level design and many puzzles. Now we have to implement everything in the new level editor in which we are working, edit the cutscenes and test the proper functioning of the animations and their interaction with objects. I know that much of the work was already done but we needed to redo all the core again, so we are investing the necessary time to make everything work as it should.

Smart is the new sexy

We also want to show you some animations and the behaviors of the G.E.R. scientists. We have always showed you the actions undertaken by the armed enemies, but the scientists rely on a different set of routines, focused on their tasks and avoiding direct confrontation.

For those who wish to remain UNSPOILED for the game and don’t want to know anything about the game mechanics, I invite you to scroll down until after the images of the doctors.

Most scientists work on two levels. What does that mean? It means that, concerning their field of vision, they look forward or down, and when they do the latter the player can go unnoticed.

Thanks to these mechanics, we get such characters to look more natural and also giving some room for the players to sneak or create their own strategies.

Doctors are non-violent enemies, but when we enter their field of vision they run away from you, activating the emergency alert system or calling the nearest guard. They can really complicate our escape through the facilities if we don’t keep an eye on their routines and interaction with the scenery.

Anyway, if it doesn’t present an ethical dilemma for you, you can always knock them out. In order to create these impacts, the animation process has been quite complex because we had to make a key position to link the main hit (for the front & the back) and from this position fall to one side or another, depending on their proximity to a wall or an impassable object.

You can also hit them while they are at work, anticipating their future movements through the scene:

PS: that impact on the table is probably a tad too much... but funny anyway  :D

Brain-melting art

I think we didn’t show you this fantastic illustration of Subject W by Rob Cham. It will be one of the 4 postcards designed by different artists to be included in the Exodus tier and onwards.

If you missed the previous one, you can see here the previous illustration by Aitor Burillo.

Indie love ❤

Finally, we want to show you the fantastic cameo made by our friends of Alike studio for their next project, Love you to Bits, for which they have drawn Subject W in the style of the game.

 It's so exciting to see different interpretations of the plant by other artist and developers  :D

Their game is a fantastic point-and-click sci-fi adventure spanning all around the universe. You follow the crazy journey of a tiny human explorer whose robot girlfriend has been destroyed. Its pieces are scattered in dozens of planets full of fantastic aliens, space-time puzzles and hidden objects to collect.

As always, hope you liked all this stuff and thanks for your eternal patience with the game's delay,

Enol Martínez