Thanks to the amazing support from the community, we are currently developing Shape of the World! You can continue to pre-order the game for Windows and Mac (via Steam Key) on our website.
Shape of the World is an exploration game where a rich and colorful world grows around you. Your presence is the driving force behind the procedurally populated environment as you establish permanent monuments to mark your journey.
Shape of the World builds on the ideas of experiential games like Journey, Flower and Proteus where health hearts and kill points don’t enter the equation. It’s an evolving world that grows with each step and hints at distant landmarks, encouraging you to delve deeper into the woods. Shape of the World offers a unique unfolding experience for those seeking an alternative to quest-driven adventure games.
Our trailer consists entirely of in-game footage. It's not just concept art, it's meant to be played.
Charlie Hall and Danielle Riendeau of Polygon recently recorded a gameplay preview of this build. Danielle enjoyed experimenting with the cause and effect of her actions in the world. Delighted with the game's poetic beauty, they contemplate the meaning of this abstract world. Is Shape of the World a prettier, more interactive Proteus?
Shape of the World is at the leading edge of a whole new kind of gameplay that anyone can play. First-person games can offer so much more than the cliché violent encounter with aliens, orcs or other creatures of the night. Sometimes flying under the tongue-in-cheek banner of “walking simulators,” games like Shape of the World don’t actually simulate walking, but do present relaxing and surreal environments that beckon you to travel. First-person explorers let you ignore leaderboards and leveling up and instead give you the power to craft your own journey. Be rewarded for straying off the path, not for skill with a controller.
Exploration is a part of many games but never the focus. Shape of the World puts exploration first. Exploration is about the thrill of getting lost - that moment when you discover an area you've never seen before and you're not sure which way to go. Only when you're lost can you experience the pleasure of being found. It is your task to leave a trail of monuments that represent your journey and help you find your way.
Shape of the World is deliberately disorienting. The forest only materializes around you when you get close, and it regrows in a new way each time you pass. The game features a graphically compelling procedurally generated environment that shifts continually. What will you find when you retrace your steps?
Shape of the World is modeled with bold, minimalistic beauty. Our lead developer is a VFX artist and has created a world that mixes contemporary motion graphics with vintage poster and animation design.
Inspiration also comes from the place we live. North America’s Northwest coast has formed the basis of our art. We are fortunate to be surrounded by old-growth forests, even in the city of Vancouver, where you can leave your urban world behind and embark on a winding trail. We’ve found that the journey is always more compelling than the destination.
Shape of the World features integrated audio that responds to the player’s travels. The audio environment is a central component of the game, amplifying your experience of the world.
Equally inspired by the drone of classical South Asian soundscapes and the brightness of modern electronic beats, the soundtrack will provide an enveloping aural experience to match the psychedelic world. The full original soundtrack will be released alongside the game.
We’ve been building momentum with the screenshots and teaser videos we’ve released. Shape of the World has been featured on: Rock Paper Shotgun, Kill Screen Daily, Pixels for Breakfast, Destructoid, Only SP, Wired Italy, Indie Game Magazine, and EDGE magazine.
The team at Unreal Engine featured us in their Community Spotlight segment on their weekly Twitch broadcast. We also make monthly appearances at Vancouver’s Full Indie meetup for indie developers. Visit our own website to read what others are saying about us and view our Press Kit.
We joined the Steam Greenlight community to get access to distribution through Steam. Fortunately, Shape of the World skyrocketed to 3,000 votes in 10 days when it was promptly Greenlit!
Our team is comprised of both AAA veterans and Indie pioneers with experience in both big studios and small indies. Together they have helped to ship dozens of games on a variety of platforms.
Say hi to our team on Twitter @shapeoftheworld.
Shape of the World is lead by Stu Maxwell, a VFX artist for triple-A games. While his 9-5 is making photo-realistic explosions and gore, ALL his spare time has been spent developing a new style of game where Active Reload and DBNO play no part. Stu is bringing his talent in AAA photorealistic effects and tailoring it to this new surreal world.
Athomas Goldberg, an industry veteran with over 20 years of experience, is our resident simulation and VR expert. Athomas has worked for Black Tusk (now called The Coalition), Relic and EA Games leading technical artists and animators. For Shape of the World, he is developing flocking creatures, camera systems, and experimenting with VR.
Freelance sound designer Brent Silk, currently at the indie studio Skunkwerks, is creating beautiful sound and music. The music will drive the player's journey, building the atmospheric mood as the player wanders and heightening the musicality as he discovers important landmarks.
We will be adding more staff as we gear up for production. Detailed bios for our core team members are available on our website.
IMPORTANT UPDATE: Now on PS4 and Mac! All GAME rewards are available on the platform of your choice.
In other words, if it says "PC Only" or "PC or Xbox", you can actually choose between PS4, Xbox, Windows or Mac. Beta Access remains PC only.
In addition to digital rewards, there are several beautiful and high-quality items to give away.
In addition, the top tier pledge includes an invitation to our Release Party in beautiful Vancouver, Canada. (Travel and accommodation are not included but copious amounts of beverages and food are definitely included!) Also included in this gift is credit on Shape of the World as an Associate Producer!
A little extra funding goes a long way in reducing the time it takes to complete the game. We've committed to building an edition for VR that follows the original release, though it's too early to say exactly which platforms it will be on. If we hit $85,000, we’ll give a FREE VR EDITION to every backer who pledged at a game reward level ($10 Beta Backer tier and above).
Kickstarter isn’t just a way to fund the financial support we need for the game, it’s a way to connect with our fans. We’ve already spent almost a year putting in a lot of hard work behind the scenes. We’ve laid the groundwork and now we need your help to bring the project to fruition. Launching a Kickstarter campaign gives us the support and momentum we need to carry the project through to its release date.
Here's how we plan on distributing the money we raise.
Risks and challenges
As with any big undertaking there are some inherent risks but we have assembled a talented team with experience shipping games across a variety of platforms. All of the team members have worked in the game industry for years; if we can’t solve a problem we know who to ask.
We’re conscious of the time and effort it takes to release a great game. For us, the greatest risk is not IF the game will be released, but WHEN. Release dates in this industry are notorious for sliding but we’ve developed a clear plan and detailed schedule to bring this game to life. We’ve already made contact with the press, publishers and production companies who are on board for the long-term, far past the length of a 30-day campaign.
For every second of stunning video we release there are hours of researching, programming, bug crushing, pavement-hitting work that ensures we are keeping the game on track, on budget and on target. We have additional funding sources in mind if our estimates turn out low.
A large part of the game is procedural and a large quantity of the production has already been completed. We’ve developed a process that plays to the strengths of our team members and created a pipeline that makes it efficient to produce levels, gameplay and art.
Launching this campaign ensures we have the financial means and community resources to overcome any challenges that arise. We’re committed to releasing a game that not only looks good but flourishes within the games community.Learn about accountability on Kickstarter
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