This game is now available on Steam!

Thanks for your help in getting this game selected for distribution via Steam. More information including a link to the Steam store page can be found below.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
Pine
 
 
Favorite
Favorited
Unfavorite
Genre: Action, Adventure
Platforms: PC
Languages: English
Players: Single-player
Posted
Updated
Feb 25, 2017 @ 8:06am
Mar 20 @ 8:29am

View Pine in the store

Store page
Recent Announcements View All (7)
June Recap: Comprehensive Groundwork
Crafting a better terrain

From the start of our own terrain system, we’ve constantly worked on making it faster, better and nicer to look at. This month we spent some time on a few important parts:

  • The terrain is now rendered in screen-space. This means that we draw the terrain only when it’s on screen. It’s better optimized, but also allows us to do a lot of cool things with the pixels on screen, such as adding the data to other objects to make them blend better.



  • The terrain LODing, which ensures good optimization, is now smoother – we now fade between levels of detail so that you don’t see that much popping.

  • We can now stitch, create and nav-bake multiple scenes in the game, which was necessary for our caves and for the AI to comprehend the full space.


Giving the Cariblin more character
Similar to the treatment the Litter got a few weeks ago, we worked a lot on partly redoing the Cariblin so that he would fit with the more updated roster better. We’ve added more hair, more character, more definition and a slightly different attribute style. Meet the new Cariblin!



Expanding Hue's arsenal
We don’t want to spoil all weapons, but we’re happy to show a few so that you get an idea of the style we’re going for. One is completely new, one is an old friend from the first demos:





Working on Vaults – the Dry Bay Tower
After a lot of concepting, level design ideas and discussion, we took the deep dive to start on one of the Vaults on the island. We whiteboxed, modeled and did a paintover of this designated area of puzzling – here’s a first look at the Dry Bay Tower!



Lastly, in case you missed it, we added a donate button to the website!
For those who really love what we do, we added an option to donate[twirlbound.com]. This is not similar to the rewards on Kickstarter, but just to buy us a bag of coffee beans every now and then. Every little bit helps!

[twirlbound.com]

Now, these are only but a few of the gifs and images we shared in our weekly updates during June. We wish we had even more time each day, as we’re enjoying working on Pine so much – but we at least feel confident about the progress we’re making. Stay tuned!

As always, all feedback, questions and comments are welcome. Feel free to reach out through pine[at]twirlbound.com, through here, through IndieDB, on Reddit, on our Discord server[discord.gg], Facebook[facebook.com] or Twitter.

May Recap: Journey across Albamare
Whiteboxing Albamare
An important part of this month was all about designing the space in which you play Pine – the island of Albamare. The first step towards this is called whiteboxing¸ which entails building the island in detail using our terrain tools and white boxes to indicate where and how the player can walk. We started this off rough and simple to get an idea of the structure of parts of the island we hadn’t designed yet.





Houses to live in
We’ve been looking into the villages: how and where to place them, what they should look like and more. Part of this was making the Litter houses game-ready, making level-of-detail versions of existing Cariblin villages and concepting the Fexel houses.







Hue got some important upgrades
In May, we continued working on Hue’s ‘library’ of movement animations. We’re broadening your options in traversal to make that as fun as possible, and we’re making sure the animations are snappy and responsive.





In the core, we worked on another important feature: we call it the upperbody system, and it means that we’ve separated Hue’s arms from the torso, allowing us to combine animations and poses. We no longer have to make a running + bow animation, but can simply blend the two by having separated his limbs.



Of course, Hue wasn’t the only species getting some new animations – we had a good look at all the moves required by all species and filled in some gaps.



On systemic design
We think it’s important to keep mentioning our core values, as they define how we set up the experience in Pine. We decided to write a small blog on systemic design in Pine, mentioning some examples of systemic design and what it means for Pine. Read it here[www.twirlbound.com]!

[www.twirlbound.com]

As far as core design and ideas are concerned, a lot of work was done on the Game Design Document, now containing detailed levels of information on pretty much every feature in the game. The story was also updated to include all main and sidequests, characters and more – it’s been exciting to dive into all of that!

Concepting, concepting, concepting
Alongside the core system work is a lot of concept work - making sure the best possible ideas make it into the game. One of the areas we needed more ideas for is for the general direction for the swamps, as well as the dunes, and we also worked on more specific areas, such as the Vault below.







Now, these are only but a few of the gifs and images we shared in our weekly updates during May. It’s extremely exciting to be back at work on Albamare, and we can’t wait to share more of this journey with you all.

Stay tuned! As always, all feedback, questions and comments are welcome. Feel free to reach out through pine[at]twirlbound.com, on IndieDB, on Reddit, on our Discord[discord.gg] server, Facebook[facebook.com] or Twitter.


Talk to you soon!

The Pine team

Description
Release date: Q4 2018
Pine is an action adventure game that adapts to you, using advanced AI and an intricate game ecology. The game recognizes your patterns and style of play, and its creatures and world react and adapt to you specifically.

You take on the role of Hue, a shy but smart young adult belonging to one of the last remaining human tribes on the island of Albamare. Fighting for the survival of your species, you need to overcome your fear of the outside world, and embark on a wondrous adventure to find your way to a new home!

Inspired by the adventures of Link in the Zelda-series, the intriguing nemesis system of Shadow of Mordor, Fable's choice-dependent progression and the dance-like combat of Bloodborne, Pine brings you an ever-evolving world that provides each player with a truly unique journey.





In the world of Pine, every action and every inaction has an effect. The direction in which you explore the island of Albamare and the way in which you interact with its many inhabitants, defines how the world will change.

Survival of the fittest, even when you’re not involved
Pine is world-centric, meaning things will happen across the island even without your involvement. Based on principles borrowed from evolution and ecology theory, every single species will try what it can to survive - from small power shifts to the utter extinction of a group, it can happen in Albamare's living, breathing and constantly evolving world.



The vast island of Albamare is waiting to be explored, one mystery at a time
As you embark upon the quest to save your tribe and find a new home, you uncover intriguing details about the history of the island and how the current evolutionary course came to pass.



Use a range of tools to make your way across the island
The island will provide you with everything you need, and as you progress, you will even discover many mysterious and helpful contraptions that will change the way you traverse, interact and fight: Scare away creatures with the Igniter, make your way across large gaps with the amazing Airglider or scale the highest cliffs using strong Climbing Axes!



Albamare is a dangerous place
The island has its share of predators and territorial species. To defend yourself against their attacks or influence the course of action, Pine features a solid and varied combat system, inspired by the "dance-like" attacks and dodges of Bloodborne.



But be wary, as your enemies will learn how you fight: They will observe you, try out different combos against you and physically evolve, to specifically oppose your style! It will force you to adapt to them in turn, so choose your enemies wisely.

Dynamic weather and a natural day/night cycle force Albamare's inhabitants to move and act
Based on their specific needs, some species will try to find shelter during storms or on cold nights, or even move to a new territory in large migrations. The weather can be your ally or your worst enemy, so keep an eye out for what's coming your way.













We've been working on Pine for the better part of 2 years. After an extensive pre-production phase to research our experimental systems, we went into production late last year. We're well underway with our core systems, meaning we can create a great amount of content soon, based on systemic design and emergent gameplay.

We want to take Pine to Steam to bring our demo scene to a bigger audience, and to start integrating the Steam platform into Pine!

Pine is coming to Kickstarter in March, where we'll share a lot more information on the ins and outs of the game.

Leave your comments and thoughts below - let's make Pine happen together!



Popular Discussions View All (1)
0
Sep 5, 2018 @ 8:32pm
Questions and ideas (probably wont use)
PugPlays
< >
216 Comments
SSEEAALL Sep 12, 2017 @ 6:34pm 
This game looks insanely good. I would suggest "upgrading" the combat system and make enemy animations more "less robotic". Apart from that if you guys have a discord i'l llove to join and talk with you. Will totally wait for this game.

But as i said, if you don't make that combat system better i'm afraid it won't be as good as i imagine :D
Twirlbound  [author] Jun 12, 2017 @ 12:58am 
Hey @Shadowz - The game has a system in which you can motivate species to fight with other species, but you'll never be an army leader. They're species with a mind of their own, so they won't simply listen to you - you'll have to work for them to do something for you!

Pre-ordering will only happen near release of the game next year, keep an eye out!
Beso Jun 9, 2017 @ 8:37am 
is there a squad system where u lead followers attack togther and do other stuf ? and is there a way to try the game now like preorder it or somthing :D ?
Soleus May 25, 2017 @ 11:29pm 
I heard this is developed by the Dutch is that true cus this is one awesome looking game,fits my play style & many of my co workers want it lol,you guys sure are doing one hell of a great game from what I can see here.
weedaboo May 1, 2017 @ 10:08pm 
I really like this game and hope to play and or see it at the next e3 I plan on going to
Jolyne Cujoh Apr 24, 2017 @ 11:08pm 
amazing art direction
Typo Kid Apr 17, 2017 @ 1:16am 
Your games looks really good. Congratz!
Herbert.Zhang Apr 12, 2017 @ 12:27am 
Maybe we can help you do sth about localization? Example:translate it into Chinese.:HappyPCGuest:
MalRang Apr 9, 2017 @ 9:21am 
awesome.. I can`t wait until 2018...:mean_creep:
PewDieJan Apr 7, 2017 @ 10:25am 
#GronkhTV