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Reinventing 16-Bit dungeon crawling with cutting-edge physics, Awaysis breaks the mold of nostalgia and delivers a modern twist.

Indie developer Jake Kazdal from 17-Bit discusses retro reinvention in their adventure game project.

Redefining the past with a modern twist: next-gen physics breathe life into the traditional 16-bit...
Redefining the past with a modern twist: next-gen physics breathe life into the traditional 16-bit dungeon exploration.

Reinventing 16-Bit dungeon crawling with cutting-edge physics, Awaysis breaks the mold of nostalgia and delivers a modern twist.

In the world of video games, innovation is always sought after, and that's exactly what Kazdal, the mind behind Awaysis, aims to achieve. With Awaysis, Kazdal aspires to push the boundaries of the gaming medium and offer something fresh and new.

The first area of Awaysis transports players into warm and vibrant environments, a departure from the typical dungeon-themed games. Lush gardens and flowing water create an inviting atmosphere that welcomes players into this unique world.

Characters in Awaysis engage in a chaotic and energetic form of combat, reminiscent of getting toy figurines to scrap with one another. The combat in Awaysis is described as "dirty, physical, gross, street fighting combat," a far cry from the polished and precise battles found in many games.

Awaysis bears a resemblance to classic top-down action-adventure games from the SNES era, but with a modern twist. Instead of traditional characters, players control 3D anthropomorphic weapon-wielding critters.

The titular ancient floating relic in Awaysis boasts a plasticky diorama feel, adding to the game's unique charm. The game's physics-based combat is its standout feature, offering a satisfying and grounded combat experience without the typical floatiness common in physics-based games.

While Unreal Engine 5's Chaos Physics is a highly advanced physics system designed for realistic destruction and complex rigid body dynamics, Awaysis's physics-based combat is deliberately tuned for emergent, playful, and satisfying melee fighting. The focus is on fun and chaotic interaction over strict physical accuracy or large-scale destruction simulation.

Satoshi Matsuura, known for his work on games like Legend of Mana and Secret of Mana, has been an inspiration for Awaysis. Matsuura's contribution extends beyond inspiration, as he is responsible for the character designs in Awaysis. His cute and whimsical creature designs add a touch of charm to the game.

Awaysis also takes inspiration from family-friendly games like Minecraft Dungeons, promising an accessible and enjoyable gaming experience for players of all ages. The physics tools used in Awaysis are bespoke and different from those that come with Unreal Engine 5, further setting Awaysis apart from other games.

The music in Awaysis is composed by Hirokazu 'Hip' Tanaka, known for his work on NES classics like Metroid, Kid Icarus, and the Mother series. However, in Awaysis, Tanaka departs from his chiptune stylings, instead opting for more dubby beats that perfectly complement the game's chaotic and energetic combat.

Kazdal acknowledges that Awaysis may initially appear similar to games that have been played before, but he hopes to challenge this expectation. The combat in Awaysis allows for more subtlety and variety, ensuring that the same reaction is not repeated over and over again. This, combined with the control offered by the physics tools in Awaysis, creates a feeling of being "in tune" with the game.

Awaysis is coming soon to Xbox Series X/S, PS5, and PC, offering players a fresh and exciting take on the action-adventure genre. Whether you're a seasoned gamer or a newcomer, Awaysis promises to deliver a unique and enjoyable gaming experience.

In Awaysis, the titular ancient floating relic has a plasticky diorama feel, adding to the game's unique charm. The graphical design of Awaysis showcases a creative layout, with lush gardens and flowing water creating an inviting atmosphere. The characters in Awaysis, designed by Satoshi Matsuura, are 3D anthropomorphic weapon-wielding critters, inspired by family-friendly games like Minecraft Dungeons. Hirokazu 'Hip' Tanaka, known for his work on NES classics, has composed the music for Awaysis, departing from his chiptune stylings for more dubby beats that complement the game's chaotic and energetic combat. The combat in Awaysis, described as "dirty, physical, gross, street fighting combat," offers a satisfying and grounded experience, deliberately tuned for emergent, playful, and satisfying melee fighting.

Artists responsible for Awaysis's visuals have incorporated elements of illustration and art into the game's logo, animation, and design, creating a distinctive visual identity. The physics tools used in Awaysis are bespoke and different from those that come with Unreal Engine 5, further setting Awaysis apart from other games in the genre. With its innovative use of physics-based combat and the inspiration drawn from classic gaming, Awaysis aims to push the boundaries of the action-adventure genre. Kazdal, the mind behind Awaysis, aspires to deliver a unique and enjoyable gaming experience for players of all ages.

Awaysis's physics-based combat is a standout feature, offering a satisfying and grounded combat experience without the typical floatiness common in physics-based games. The game's combat system allows for more subtlety and variety, ensuring that the same reaction is not repeated over and over again. This, combined with the control offered by the physics tools in Awaysis, creates a feeling of being "in tune" with the game. As a gadget enthusiast, one might appreciate the technical aspect of Awaysis, developed using advanced technology like Unreal Engine 5's Chaos Physics, and even artificial-intelligence components. In the world of video games, innovation is always sought after, and Awaysis strives to achieve just that, offering something fresh and new.

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