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Mutropolis News

Dreamhack Beyond 2021 - Mutropolis: Dev insights & gameplay

[h3]Event Information[/h3]
We're part of the Dreamhack Beyond 2021 Event from July 24- July 31. We'll run multiple events and announce them here. Apologies if you see several announcements.

[h3]About Mutropolis[/h3]
MUTROPOLIS is a lovely sci-fi adventure set on the abandoned Planet Earth. Play as Henry Dijon (hero, nerd, detective) in search of a legendary lost city. Uncover weird ancient artifacts. And PLEASE don’t get obliterated by an ageless evil. You’ve been warned.

[h3] Dev insights & gameplay[/h3]
Beatriz and Pablo (Pirita Studio) will have a chat with Volker (ASHGAMES). We introduce the team and talk about the inspiration and ideas behind Mutropolis.
We show concept art and play the game a bit. A lot of behind the scenes content is waiting for you.

Watch the broadcast on the store page

Major update: New *hotspots* function

[h2]Hello Martians![/h2]

You asked, and we delivered! With the newest update, you’ll be able to press the space bar when feeling lost, and the game will automatically highlight spots that you can interact with.
We didn’t implement a highlight function for launch because we thought most hotspots were relatively easy to locate. However, we agree with you that it’s always best to be able to double-check and make sure you haven’t missed anything important. We believe that every click should carry weight and propel the story forward. Pixel hunting isn’t fun, and we certainly don’t want Mutropolis to be a hunt-the-pixel game.

Remember: As you progress in Mutropolis, new hotspots will appear in areas you’ve visited before. If you’d rather discover everything on your own, just avoid hitting the space bar. ;-)



Here are some more fixes that will also go live with the new update:

  • Sound improvements and adjustments
  • An animation fix
  • Correction of a few typos in various languages
  • Menu interface improvements

For our friends using Linux: We’re sorry there’s no fix for full-screen mode yet, but we haven’t forgotten about you. We’re still chasing Visionaire for that engine fix, and we will implement it as a Linux-only bug fix when we have it.

Thank you for your continuous support and happy puzzle-solving!

Yours,
Bea & Pablo

Looking Back From The Year 5000 - A Retrospective on the Launch of Mutropolis

Thank You!


[h2]Hey Martians,[/h2]

First of all, we want to thank you all for your wonderful feedback and continuous support. We love watching your reactions and going through your reviews. Reading the things that made you laugh or the puzzles that made you think has been incredible.

As Henry and the rest of the gang are searching for clues, we thought we’d take this opportunity to talk about the inception and early development of Mutropolis.


[h2]How It All Started[/h2]
Pablo and I were both working for video game companies when we met. He had a fine arts background, and I worked as a graphic designer. From time to time, we’d both get involved in tasks related to graphics and game design.

For many years, we worked on several independent video games that never saw the light of day. We then decided to start our own project, even without any programming knowledge. We struggled a lot at the beginning, but we managed to pull through.

[h2]Things We’d Change[/h2]
We’re really happy with how things turned out, especially when it comes to art design. That being said, we weren’t the most efficient developers by any means.

If we knew how big a project Mutropolis would turn out to be, we’d definitely allocate our time and resources more effectively. You guys would get to play the game much sooner.

Then again, our struggles and hardships shaped Mutropolis into what it is today. Would it be the same game if we had just breezed through it? I doubt it.

[h2]Just the Two of Us[/h2]
If there’s one thing we’re proud of, it’s that we managed to develop the majority of the game on our own. Keeping the team tight forced us to work harder, but we also learned so much in the process.

That, of course, is only true for the first 4 years of development. With the invaluable help of Application Systems Heidelberg, we met partners who helped us bring the game to you. A big shout-out of course to the wonderful voice actors who brought our favorite characters to life! 📣

The rest is history. Mutropolis is now a reality, and we could’ve never done any of this without you!

Again, thank you, and happy puzzle-solving!! ❤️

Yours,
Bea & Pablo

Mutropolis is a sci-fi adventure where you revisit Earth in the year 5000

Set in the year 5000 when we're all living on Mars after some kind of great disaster on Earth, it's time to go back and discover what's still left.

Read the full article here: https://www.gamingonlinux.com/2021/02/mutropolis-is-a-sci-fi-adventure-where-you-revisit-earth-in-the-year-5000

Only 6 Days Left Until Launch!

[h2]Hey Martians,[/h2]

Our heroes have made it to Earth safely, but there’s still plenty of time to spare before their adventure officially begins on the 18th.

“It’s still an awfully wet planet. Yes, it’s worse than I remember.”

Those were Totel’s first words as he stepped out of the spaceship. He’s still adjusting, albeit slowly—he’ll be fine. Cobra meticulously sharpened her knives before hitting the gym. Carlata had a mini meltdown in front of everyone and is still locked in the toilet. Henry is already out and about, watching birds and searching for rare artifacts—no surprise here.

Time is on our side. We want to take this opportunity to talk a bit about how Mutropolis came to be. 💡

[hr][/hr]

[h3]A Futuristic Retrospective[/h3]



Mutropolis was a project born of passion. Five years ago, Pablo and I set to create something great that we could both be proud of. We soon realized we wanted to make our very own full and complete game. Mutropolis just clicked, and the rest is history. Of course, at the time, we had no idea what we were getting ourselves into, but isn’t that always part of the charm?

With just a few sketches at hand (and 0 programming experience), we set out to create a lovely sci-fi game that would—hopefully—capture people’s hearts. The plan was simple: We would create the whole thing ourselves—between the two of us—sharing the workload and cutting down on costs.

But a game engine can only get you so far; one of us would eventually have to learn how to code. Pablo was already interested in programming and rose to the challenge (even though he was the one with the Fine Arts background). While he kept himself busy with algorithms and endless lines of code, I was drawing and animating non-stop. Admittedly, it wasn’t the most practical of approaches, but we made it work—and had tons of fun in the process!

[h3]The Final Countdown[/h3]

Two years ago, we released the Mutropolis ‘Mars Episodes’ on Itch.io, giving fans a taste of what was to come. We received warm feedback, and that pushed us to try even harder.

Eventually, we signed with a publisher, Application Systems Heidelberg. They helped us with the next big step: marketing the game and bringing it to new audiences.

Most recently, we’ve been hard at work trying to add full voiceover with a whole cast of talented actors—mission accomplished! Now, we are crushing the final bugs and are almost ready for release.

*Final bugs being crushed

In less than a week, Mutropolis will launch on Steam. 🚀
👏 We’re super-excited and can’t wait to share our game with all of you!

Don’t forget, there’s still time to create your own adorable MAX papercraft, and share with us on social media. Our favourites may just win themselves a copy of the game for free!

Stay Awesome,
Bea & Pablo