The Journey of AutUmn
About
Our android starts his mission as a nameless, remote-controlled worker. He is supposed to collect information about a planet for his builders, the goal is the planned recolonization of the planet. He is commanded by an AI named AC-0209.
Thanks to an accident the remote control breaks and the android is able to make free decisions. Now he is no longer an empty shell for AC-0209, but its partner, which the AI absolutely does not please. Especially since the AI has no body of its own and is carried around by the android in a "multifunctional tool".
Now they try to complete the mission despite the adverse circumstances.
On his journey, the android encounters bizarre creatures such as moth cats, broccoli animals, flying stream rays, gigantic tentacle plants and other AIs that have remained on the planet for centuries without a task or purpose, which has made them, well, possibly a bit strange.
Little by little, the android learns about the history of the planet and its builders, and what it would mean if they were to take possession of it again.
The little android with the big head has to decide, does he want to be a tool of the builders or an independent individual?
An almost classic point&click adventure
Classic inventory puzzles, exploration, somehow quirky side characters? At this point, the comparison with popular classics like Monkey Island or Grim Fandango usually comes up, but we deliberately don't want to do that. Because although we have many elements of games from the good old Lucas Arts era, such as long puzzle chains or even the one or other quirky character (quirky characters on a deserted planet, how is that supposed to work? Be curious), we also find elements of modern adventure games, such as the lively environments of the Amanita Games works (e.g. Machinarium) or comfort functions, such as a hotspot display or optional help functions.
And no, there won't be any dead ends or player deaths either.
But enough of the comparisons, because our project also has one or two ideas of its own up its sleeve, which can be seen in our feature list:
Thanks to an accident the remote control breaks and the android is able to make free decisions. Now he is no longer an empty shell for AC-0209, but its partner, which the AI absolutely does not please. Especially since the AI has no body of its own and is carried around by the android in a "multifunctional tool".
Now they try to complete the mission despite the adverse circumstances.
On his journey, the android encounters bizarre creatures such as moth cats, broccoli animals, flying stream rays, gigantic tentacle plants and other AIs that have remained on the planet for centuries without a task or purpose, which has made them, well, possibly a bit strange.
Little by little, the android learns about the history of the planet and its builders, and what it would mean if they were to take possession of it again.
The little android with the big head has to decide, does he want to be a tool of the builders or an independent individual?
An almost classic point&click adventure
Classic inventory puzzles, exploration, somehow quirky side characters? At this point, the comparison with popular classics like Monkey Island or Grim Fandango usually comes up, but we deliberately don't want to do that. Because although we have many elements of games from the good old Lucas Arts era, such as long puzzle chains or even the one or other quirky character (quirky characters on a deserted planet, how is that supposed to work? Be curious), we also find elements of modern adventure games, such as the lively environments of the Amanita Games works (e.g. Machinarium) or comfort functions, such as a hotspot display or optional help functions.
And no, there won't be any dead ends or player deaths either.
But enough of the comparisons, because our project also has one or two ideas of its own up its sleeve, which can be seen in our feature list:
- The game is completely hand painted. Each character, each object and scenery is first analog painted with acrylic paint on wood, then digitized and optimized on the graphics tablet. This gives the game a completely unique look
- An AI as a commenting and sometimes helping companion (but don't expect it to agree with everything you do and sometimes it can be a bit condescending).
- A character that changes throughout the game: the journey that is the gameplay will leave its mark on our brave android.
- A vivid environment with lots of hand-drawn background animations.
- An hint system for adventure novices.
- A lexicon that expands throughout the game and includes properties of plants and animals. This should not serve as a mere gimmick, but will be important in solving puzzles.
- Over 60 hand-painted scenes and an estimated playtime of 6 to 8 hours.
System requirements for Linux
Minimum:
- OS: Ubuntu 12.04 (64 Bit only) + SteamOS
- Processor: 2,5 GHz (Single Core) or 2 GHz (Dual Core)
- Memory: 4 GB RAM
- Graphics: 1024MB VRAM
- Storage: 2100 MB available space
Recommended:
System requirements for macOS
System requirements for PC
Minimum:
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: 2,5 GHz (Single Core) or 2 GHz (Dual Core)
- Memory: 4 GB RAM
- Graphics: 1024MB VRAM
- DirectX: Version 9.0c
- Storage: 2 GB available space
Recommended:
- Requires a 64-bit processor and operating system