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An exploration flying game set within an inverted planet. Explore a unique world, encounter its gods, and discover its secrets.
An exploration flying game set within an inverted planet. Explore a unique world, encounter its gods, and discover its secrets.
833 backers pledged $28,543 to help bring this project to life.

Update #10: Progress Report- Demigods, and Pillars, and Gifs! Oh, My!

Posted by Tyler Tomaseski (Creator)

As many of you know, we’ve continued work during the Kickstarter process. So far, we’ve shown off our continued progress in conceptualizing and designing the look and feel of InnerSpace, including art for the demigods and new worlds.

Behind the scenes, we’ve been plugging away to get things built in Unity, itself. Today, we’re pleased to demonstrate an early version of an in-game demigod encounter, as well as some new development on gameplay-driven environmental elements.

"The Mountain"

As you may have read about in previous updates, or on our blog, the first demigod we announced was the crustacean-like behemoth, currently referred to as The Mountain.

One of the most striking aspects of it is its sheer size. As you watch the gifs above, or view the 3D model viewer below, take a close look at the plane for reference. The scenario illustrated above is one possible vector for discovery. Try to imagine...

Exploring, you may come across fragments of the long-dead civilization, evidence of the rage of a terrible being. Yet, at present, all seems tranquil. As you fly through this area, you notice an island in the distance. Due to its size and the vegetation on it, there’s little that seems to strike you as odd. However, eventually, you notice subtle movement. Curiosity takes hold and you fly closer, only to see that, indeed, it is moving. That only serves to increase your interest. Why is this land mass locomotive?

After circling it once or twice, you decide to dive underwater, and that’s when you see the titanic legs jutting from the island, stirring up sediment on the seabed. You come to a realization: the island striding before you isn’t a part of the environment at all, but is actually a living creature. It’s this type of organic, cascading discovery through gameplay that we hope for players to experience. These “aha moments” make InnerSpace truly unique.

Sketchfab Model Viewer

Additionally, we thought you all might like to have a closer look at some the in-game models of The Mountain and Plane. Through the link below, you can view the 3D model of “The Mountain” in your browser!

We’ve used the plane model here to show off the scale of this creature. You can also click through the annotations Steve has made, which give some insight into various elements of the creature.

Model viewers are inherently cool, but this is also an approximation of our own, planned in-game model viewer that will be used for examining and interpreting artifacts found by the player. Perhaps you’ll be able to find some hints relating to unannounced gameplay by further examining these models...


Conceived early in the development of InnerSpace, these bizarre structures were designed as a means to encourage moments of twitch, or high-pressure/reactionary gameplay, in order to break up the gameflow as well as to help provide navigational variety for the player.

Imagine breaking free from a high-pressure flying scenario. The path before you is finally clear and open, you can relax. Suddenly, these appear- you have to react, to dodge, to dart around them. Almost invisible until the player is close to them, these pillars can be overcome either by reflex or a keen eye (notice the shadows they leave on the ground).

Originally part of a level-design brainstorm, these have evolved from a purely mechanics-driven design to one that takes on a more important narrative role in the universe we’re creating. What are they, what is their purpose, and why do they behave so strangely?


As I said in the description of The Mountain, these two in-game challenges provide insight into our approach towards player experience. Tension should be emergent, forcing the player to always remain vigilant. While there are plenty of moments of peace, allowing for analysis and reflection, danger may be around every corner. Something caused these civilizations to crumble, and whatever it was may very well still be present.

What do you think of this approach towards experience, of the demigod, and of the pillars? Please let us know below in the comments, and please make sure to like this post. 

For those of you who have received this in your e-mail, feel free to forward it on to any friends or family you think may would be interested in InnerSpace:

And be sure to take the conversation to others on Twitter and Facebook!

Charles Frumerie, DrValkyron, and 12 more people like this update.


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    1. Missing avatar

      Nicholas Harris on

      LOVE the idea of terrain via shed carapaces- very cool. Especially if you found just the right way to suggest they're carapaces to the observant player, and then gave them the sudden sense of awe given how large the creature must have been. Sort of like finding a large, recently shed spider skin in your house..

      Maybe some oceans could have something that makes it difficult to dive deep - up currents etc. (some sort of god that emits thermal updrafts from the ocean floor, forcing the water upwards in a current perhaps) and the only way to get down is to engage dive mode from high up, and then use that momentum to drop deeper. But.. there could be obstacles stacked vertically you must avoid on the way down.

    2. Tyler Tomaseski Creator on

      @CarrieFox For the most part, the journal entries are to provide insight into the world either separate from the game's narrative or through the discovery of the relics. There's a lot of history within the artifacts you'll find, but it will never be too overt. However, there's enough history that we've created to expand upon, that if there's interest, we may explore these journal entries and side-stories outside of the game, itself. If there's interest, that is...

      - Eric B

    3. Tyler Tomaseski Creator on

      @LisaBird Gooood, gooood. : ) That's exactly the type of reaction we hope to elicit from the player.

      - Eric B

    4. Tyler Tomaseski Creator on

      @NicholasHarris In the post, we had hinted at the fact that there may be aspects to the design that would provide insight into unannounced gameplay. Well done, sir! Something we've talked about is leaving openings in his carapace that are large enough for the plane to fly into. This not only adds to interaction, but also lends itself to the story. The Mountain sheds his outer shell occasionally, making for giant, mountains against the landscape that the civilization mined for the pearls the creature creates within its body.

      The wings are an animation that's triggered by engaging the plane's dive mode. In other words, it's an automatic animation due to a button press. Adding a layer of complexity to the maneuver may be interesting, though...

    5. Missing avatar

      Carrie Fox on

      Sorry, my phone is being rediculous. I'm so excited to see more of the inhabitants of this world, I'm curious if the journal aspects of the game will provide more info as we play or if the player just assumes info while observing. The ghost pillars are such a rad obstacle to throw in, I'm interested on how ya'll are going to implement them :)

    6. Missing avatar

      Lisa Bird on

      Ghost.. pillars!?!? Out of everything I would have expected this one certainly took me by surprise! :) Keep up the good work!

    7. Missing avatar

      Nicholas Harris on

      Really loving this update- The Mountain is beautiful! The level of rendered detail on the gods is an interesting contrast to the elegantly spare terrain surfaces, hope that they maintain this sort of contrast to an extent- particularly in this case where his protruding 'island' parts are also more like the terrain. Also think it would be cool if you could enter the carapace underwater (as I suspect you can..) and climb slightly to where sea level would be, so you'd actually be on the water surface inside a sort of cavern within the Mountain. Really hope those .gifs get seen as widely as possible, they're super compelling!

      Do the wings retract automatically as you approach the surface, or are you allowing the player to time that? ie. too early and you'll drop too hard into the water, too late and they won't have time to fully retract, thus damaging the structure.

      Finally, might be useful to post a bit of progress on the Unity forums if you get time, some interesting people on there. Always lots of support for high-quality projects like Innerspace.