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.
Genre: Puzzle
Platforms: PC
Languages: English
Players: Single-player
Aug 31, 2012 @ 12:01pm
Jan 26, 2016 @ 7:48pm

View Vitrum in the store

Store page
Recent Announcements View All (2)
Vitrum Stage Editor released!
Upcoming: Vitrum Stage Editor!
Release date: Released in September 25th, 2012
Vitrum is a 3D, first person, puzzle/platform game.

The main character is an android designed to convert energy from crystals into powers. The android can absorb energy in each of his hands, allowing him to combine different powers. One of the coolest powers is the ability to invert the gravity, because it's 3d and because the player can freely choose when and where to use it!

Vitrum takes place in a desert laboratory full of different colored crystals. Some crystals grant powers, others are harmful to the android.

The player will have to figure out how to use the crystals, solve the puzzles and finish each stage in Vitrum.

  • Each crystal color represents a power, explore each color and discover every power the android can execute.
  • Combine powers to solve more difficult puzzles.
  • Explore 3D gravity inversion, materialization of crystal platforms, super high jumps and other powers.
  • Avoid radioactive crystals, death crystals and others.
  • Collect crystal shards to unlock Insane stages.
  • More than 45 stages in the campaign.
  • Create and Share your own stages.
  • Play and rate others' stages.

Wanna try Vitrum demo?
  • Download Vitrum installer or zip;
  • Download DirectX installer;
  • Install or unzip Vitrum;
  • Install DirectX;
  • Play!
Minimum requirements to run the demo:
  • Processor: 2.0+ GHz (dual core recommended);
  • Memory: 1 GB RAM;
  • Graphics: ATI Radeon HD 2000+, nVidia GeForce FX 6 series


Originally posted by 9heads Game Studios:
Changelog 1.131.207:
  • Added user pointer to components to optimize queries for objects using collision objects (performance).
  • Improved collision sound effects handler (performance).
  • Improved volume calculator when considering barriers between listener and sound source (performance).
  • Improved contact trigger queries (performance).
  • Improved laser weapon calculation of laser direction (performance).
  • Fixed box position relative to screen when holding it.
  • Added support to bullet 1.51.
  • Added anisotropic filtering to graphics options.
  • Changed android's hands to be kept down when holding no powers.
  • Added different sound effects when moving while crouched (slower footsteps rate).
  • Added smoothed android movement (more natural motion).
  • Added more points to the mouse sensibility slider.
  • Changed anisotropic filtering 0x to actually work as a trilinear filter.
  • Fixed master volume calculation (now using a natural exponential function).
  • Fixed lighting bugs in every stage.
  • Fixed assets positions.
  • Adjusted stages difficulties.
  • Repainted tunnel door's frame.
  • Repainted tunnel ceiling.
  • Repainted tunnel floor.
  • Modeled and painted tutorial asset.
  • Added holographic screen shader to use in the tutorial asset.
  • Added tutorial assets through the game.

Originally posted by 9heads Game Studios:
Changelog 1.148.215:
  • Fixed bug causing Gravity Inverter particles not being correctly rotated when resetting the stage.
  • Changed scenes ambient music to be streamed from file instead of storing the whole music in memory.
  • Added support for Ogre 1.8.1.
  • Added Dash sound effect.
  • Fixed bug causing hands to be put down when not being able to use a power.
  • Added an intro video related to the plot (yes, Vitrum does have a plot).
  • Added Shield sound effect.
  • Fixed bug causing character to keep it's mommentum after dying.
  • Added Gravity Inversion sound effect.
  • Fixed some issues with the Dash mechanics.
  • Fixed bug causing horizontal doors (trapdoors) not activating objects when opening.
  • Fixed music allocation issue.
  • Added options to invert mouse axes.
  • Fixed bug where bad sound streams coming from audiere were causing sudden crashes.
  • Started streaming from file some bigger sounds instead of loading it in RAM.
  • Changed components destruction to properly destroy its sound source and sound streams.
  • Fixed bug in the kinematic character controller causing the character to stop falling when running against a wall (while in air).
  • Changed default volume of sound streams attached to a source from maximum to minimum value.
  • Modeled and painted a whole pack of assets (pipes, junctions, etc) in order to enrich and detail each stage.
  • Modeled and painted an asset to start the game in (capsule designed to store and transport the android).
  • Added pipes to the stages.
  • Added starting capsule asset to the first stage.
  • Fixed some minor lighting issues in a few stages.
  • Properly balanced the difficulty evolution by re-ordering the stages.
  • Ajusted the difficulty of the stages (lowered the difficulty of some and raised in others).
  • Changed some puzzles to be more intuitive.
  • Added more checkpoints.
  • Repositioned some crystal shards making the activity of looking for and getting them more satisfying.
  • Added 1 more stage to the demo.
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iamdave Apr 28, 2014 @ 5:11pm 
Odd, the game was released on the 23rd of April according to Indie Game Bundle WIki [] and Sept. 25, 2013 according to the Steam store page... but no announcement here. Oh well...
Angrenbor Apr 4, 2014 @ 4:16pm 
Finally! Congrats!
wasps in my PC (RIP) Apr 3, 2014 @ 1:25pm 
Congrats on getting greenlit!
Sam Kramer Apr 3, 2014 @ 1:10pm 
Finally Greenlit!
BlackXS Apr 2, 2014 @ 2:10pm 
I LOVE this Game! Another reason for me not to sleep at night. Very nice.
@ndrey Mar 30, 2014 @ 7:48am 
💯 Mar 20, 2014 @ 4:56am 
Honly shit this game is so so Coll man I Buy it !!!!
RiqueBR5 Mar 19, 2014 @ 12:03pm 
Great game, I love puzzles
Fadey Mar 3, 2014 @ 3:38pm 
Il a l'aire bien :)
cofikung Feb 20, 2014 @ 5:17am