A 3D puzzle platform game about breaking rules, being upside down and thinking outside the box.
A 3D puzzle platform game about breaking rules, being upside down and thinking outside the box. Read more
About this project
Please note that this project is in Danish Kroner (DKK), the funding goal is approximately (USD) $340.000
You are a Youropean. A short, but capable and agile individual. By some evolutionary quirk, you have suction cups in place of feet. While that might seem like a handicap, it is really your biggest strength, as it enables you to traverse places off limits for a mere human. You can walk up walls and on ceilings, but the pull of gravity is always present, so be careful!
One day, you wake up and all your friends are gone. The Onesiders have taken over your beautiful city. You will have to use all your skills to find your way through numerous puzzles and challenges, and to take back your city.
PC / Steam
Target Release Date
3D Puzzle Platformer Turned Upside Down
Use your suction cup feet to walk on every surface in the environment. Solve mind bending puzzles where gravity can work both for and against you.
Gravity Bending Puzzles
Use objects and contraptions such as bridges, pistons and wheels in creative ways using your wall climbing abilities to reach your goal.
Admire the floating city of Youropa, inspired by Paris, and rendered in daylight, dusk and night. Weather such as rain and fog creates additional challenges.
Use different items like pogo sticks, flashlights, basketballs or trashcans to help you on your quest. Practically any small object you encounter can be used to solve puzzles or add drama to your everyday life in Youropa.
Build your own wacky levels and customize the characters any way you like.
Youropa is a puzzle platform game with a strong emphasis on exploration and experimentation. Your special wall climbing abilities enables you to conquer environmental challenges in creative ways.
The Youropeans have extremely short legs and cannot jump straight onto a wall. You will need a curved surface to change between floor, wall and ceiling. You will be searching the environment for these special blocks to get around the level. Youropeans aren’t gravity defying which means that if you jump while walking on walls or on ceilings you will fall. You can use this to get to new places and conquer obstacles.
You can pick up smaller objects, and use them to activate buttons, panels, hit targets or throw at enemies. Since you are able to carry the objects around you can even drop objects from above to hit either enemies or different interactive objects. Some things have multiple purposes, so be sure to pick up and play with everything.
A true puzzle platformer needs mechanical object. We have a lot of different things you can activate and play around with. Many of the objects are multipurpose. Which means you can use them from floors, walls and ceilings.
Paint is central in the game. You need a coat of paint to survive. If you fall from the level, get hit by an enemy or you get in contact with water you lose paint on your body. If your character is stripped of paint, it’s game over. The same goes for your enemies.
Spray cans are hidden around the levels. Use them to add colour to white graffiti, activate certain objects, or maybe even revive enemies. Using spray cans in the right place at the right time opens up special areas, abilities and levels in the game.
Enemies can be defeated in many different ways. Sneaking around them undetected is almost always possible, but what will you do if you get in direct confrontation? Go head to head in a fist fight? Trick them into falling off the level? Throw stuff at them? Or maybe set a cunning trap for them?
A short (1m) humanoid with a large bubble head and suction cups instead of feet. Having suction cups allows the Youropean to walk up walls and up-side-down on the underside of the levels. The Youropean is keept alive by the color on his body. If his body is stripped bare of paint he dies.
Your main adversary. A tall (2m) muscular beefy, but slow thinking, humanoid. For reasons unknown the Onesiders head has merged with its upper body, giving it a distinct thug like look. They have a short attention span, and will forget what they were doing or where they are going after even the slightest distraction. They do however pack a powerful punch, so it’s best to avoid them whenever possible.
These ferocious pets have been inbred a little too much by the Onesiders. The result is an overly aggressive abomination of nature, which will try to snack on any Youropean it can. The Onesiders are using them for patrolling areas and as guard dogs on a leash.
Are the Youropeans made of wood? Are they sneaky ninjas, or bizarre spacemen? Are the Onesiders monstrous muscle men, or are they really raging green cyclops? It’s all up to you!
Color brings life, and especially life to the characters of Youropa. In fact, without colour they can’t survive. But exactly which colors and patterns adorn them is up to you. A built-in "character paint shop", takes character customisation to the next level. With it you can design the skin of the characters exactly the way you want it. There are no predefined hats, haircuts or shirts, only your unbound creativity!
With an incredibly easy to use level editor, built right into the game, you can create your own unique levels in minutes. In fact, it’s exactly the same editor we are using, so we are not cutting any corners. As you play through the game you will unlock all the building blocks we've used to create Youropa. Blocks, trees, doors, tennis raquets, you name it. If it’s in the game, you can use it to build your own levels.
Decorate your levels with paint, vegetation, graffiti, and all manner of props, to make it just perfect.
We are giving you all the tools we're using to build the levels, so there is no stopping you. Go nuts and create incredible levels! We can't wait to see what you come up with!
We have been working on Youropa as a spare time project for a long time, and a lot of the core game mechanics and graphics are well on the way. But to really achieve our vision for the game, we need to invest all our time in it, and we need to bring in more people to help us complete the project. We know exactly what we want to do, and how to approach it, and we would love to do it with full creative freedom. So for us Kickstarter is the perfect match, and we are certain that crowd funding is the best way to finance the rest of the project.
The diagram below shows you how the pledged money will be spread out.
Kickstarter fees, taxes and your backer rewards take up around 1/3 of the total amount, while the remainder is spread fairly evenly on hiring extra people for doing audio, graphics, programming and level design.
In short, we are looking to spend the money on hiring 4-5 additional people (2 graphics people, 1 programmer, 1-2 audio people) to help us finish the game. We are reasonably far in development, but we need additional wizards to help us finish both the things we cannot do on our own, and the things we simply won't have time to do.
We can handle around 50% of the coding and 50% of the remaining graphics work in the timeline outlined below. That's why the budget is skewed towards audio and level design, which we cannot do (well) on our own.
And, yes, we have included a small buffer amount, because we've worked on enough projects to know how budgets work. We would rather come up short now, than come up short in 8 months, and tell our (potential) employees that we can't pay their salary. Call us stupid.
Our plan is to implement final features from January to mid May 2015. After that we will spend a month and a half making sure that every thing is working as flawlesly and looks as good as possible. July is reserved for optimizing every bit we can, to make sure that the Alpha version in August is running smooth. After Alpha comes Beta, during these months we will be collecting feedback from all you guys, and make sure we fix and tweak anything you find to be broken or less than ideal. Come November and we should be good for launch!
We think this is a very feasible plan to execute on time, with four-five extra people on board to take care of all the things we cannot do ourselves.
Youropa is being developed by frecle, an independent game and media agency founded in 2006 by Mikkel Fredborg and Lasse Cleveland. We have worked on more than 30 published games and successfully completed 200+ consulting jobs on time and budget. Our clients include Microsoft, Siemens, Unity, Discovery Channel, Kodak, Novo Nordisk, as well as a bunch of lesser known brands.
On Youropa Mikkel handles coding, shaders, lighting, effects, interface design, vegetation, textures and a bit of 3D modelling. Recently he has been helping PressPlay create Max: The Curse of Brotherhood and Project Totem as Technical Art Director.
Meanwhile, Lasse produces animation, sketches, concept art, 3D modelling, texturing and level design. Lately, he has also been working on Max: The Curse of Brotherhood and an unannounced project for Kiloo doing 3D graphics.
For the past many moons we have been spending far too much of our spare time building Youropa. Now it's time to get to the finish line!
Risks and challenges
We have been working on the project in our spare time for 7 years now and we are certain that we will deliver a wonderful game. If we are backed we will be able to focus all our time on completing the game.
Building a game as complex and ambitious as Youropa, is always challenging and wrought with problems and pitfalls. But having worked on the game for a long time and on numerous other game and creative projects, we feel we have the skills to overcome all the technical and creative challenges we will face in the final phase of development.
The big challenge is to create a coherent and fun game, and we are well on our way.Learn about accountability on Kickstarter
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