You find yourself in the endless universe in front of an overgrown planet. From here you can slip into two perspectives. A fragile snail and a weakened God-like force are connected and depend on each other's abilities. They work together to improve each other's existence. In the game, the player will collect God-power, which will be only obtainable in the sunlight. The God-like force and the snail are both vulnerable to sunlight. Only the snail has the ability to gather the God-power but since it suffers damage from the sun, the God has to pave the snail's path as safe as possible. The controles of the God are designed for motion controller usability and provide you with the power to manipulate the environment with your hands. The snail has a rail locomotion system with a look at feature to aim for the next move. As the snail, you have to become aware of your speed and move wisely.
We used Unreal Engine 4, for the first time within a real project. The project is in early pre alpha stadium. We have a book full of ideas for features we want to integrate into the experience while not losing track of the basic gameplay. The same applies to the technical aspect as well as the design. Things like the scale of the planet, and the whole LOD system, for example, are in early stages. Imagine a whole solar system with several different planets, each with its own remarkable climates, vegetations, landscapes and even living creatures. Or a deep water part beneath the ocean of the actual planet. The game will offer a wide variety of gameplay and interactions with these worlds.