Over 100 years ago, the meteor "Moon Dragon" struck a tropical holiday resort. Most of the inhabitants perished, while those who survived began to show strange mutations... The rescue missions quickly retreated, and those who remained in the mutating environment founded the small and isolated community of Mutazione.
Fast-forward to modern day, where you play as 15-year-old Kai as she travels to Mutazione to help nurse her dying grandfather back to health. But things aren’t as simple as they seem... Nonno has other plans for Kai; secrets and betrayals simmer under the friendly community’s surface; and there’s a creepy bird-like figure who keeps on appearing in Kai's dreams.
They can survive an apocalyptic meteor strike, but can they survive their small-town drama?
Interview with Creative Director,
What aspects of the game were you most excited for audiences to interact with?
“I love some of those small moments that you get in the game: Like visiting Miu when she listens to riot girl music, then you exit her house to go down to the town square and the in-game night music kicks in. That’s such a nice contrast. My favourite moments of the game involve its music.
I also love the garden mode of the game, in which you can plant your musical gardens separated from the game story. Here the gardens become this really nice musical toy, where you can control how fast time passes / plants grow. You can even just leave the garden on by itself, running in the background, and it will create this awesome ambient evolving soundscape where new seeds blow in with the wind, grow, decay, and make room for new plants.”
“We’re almost there”
What inspired you to create this game?
“It started with a few concept sketches. I had a somewhat clear idea of the mood of the game world. I did want it to take place in a swamp and I wanted to have a village of mutant or outcast characters in the middle of it. One of the sketches showed a way along a riverbed that leads to the swamp. That one actually made it into the game with some minor tweaks. The other concept was a group photo of the cast of characters I imagined to be living in the village. That’s where the idea of the ensemble cast came from. The original cast of characters was slightly different than the one we ended up with and the art style was more “flat”. However, some of the most important characters were already in that first ensemble image, like Tung, Miu, Spike, Jell-A and the Dots…
I have no idea where the exact idea came from. I remember having synaesthetic experiences listening to music at that time, so I would guess it was Boards of Canada, Tom Waits, the german band Tocotronic and zombie surf music that inspired me.”
Do you have any advice for artists interested in creating video games?
“Learn programming or get to know good people who can program. A good way for me get to know collaborators and future colleagues was to participate in a game jam. Also, every city has some kind of indie or experimental game community, who might hold events, jams or workshops.”