Hi there! Sam here, Lead Artist at Wix. Iâm responsible for almost all visual aspects of the game, but Iâve also had a hand in helping to craft the exciting new world in which our game is set in. Today, Iâm going to talk a little bit about what you can expect when you boot up the story mode - the setting, the lore, and the characters youâll encounter on the long journey ahead of you. So, letâs start at the beginning!
The game is set in the twenty-second century when the majority of the worldâs resources have been expended, and almost everyone but a few isolated groups live in a dystopian, polluted environment of their own making. Businesses have risen to new heights of power, seizing political control over their domains, as the sole suppliers in their respective fields of electricity, manufacturing, and labor. Atop this pyramid of corruption is the infamous M.A.R.E. Corporation, sponsor and effective owner of Euro-Nova, one of the worldâs few surviving hyper-cities. This is where our story begins.
Now M.A.R.E. isnât ALL bad - if you keep your head down, turn up to work on time, and pay your taxes, youâll probably turn out just fine. Itâs the shady, underhanded stuff that they do behind the scenes in their secret facilities that gives them their irreparable name. Working scientists to the bone, exposing volunteer patients to high concentrations of radiation, suppressing all knowledge of alternative power sources to their own⌠Itâs enough to drive any sane person away! And for some, thatâs exactly what theyâve done. As you venture further and further outside the realms of M.A.R.E. youâll encounter many pockets of outsiders and outlaws, from the lowly scavengers in the abandoned scrapyards, to fellow machines, both friendly and hostile, who have long been abandoned by their masters. The most prominent of which youâll meet just as your adventure starts to pick up the pace - a cute little robo-mutt named Rover!
Now I wonât spoil Roverâs story for you, but I can say that he is instrumental in helping you find your way back home. Quite often youâll find yourself in the middle of a long stretch of puzzles and youâll see him on the other side of the room, guiding you on. Youâll meet him just as things start getting a bit darker, too - in terms of both the setting and the storylines youâll uncover. Beware - some of the tales left behind by ghosts of the past are not for the faint of heart! Most of these messages will be accessible through M.A.R.E. Communication Consoles, which are quite abundantly scattered throughout the world around you. Pay attention to each characterâs story and by the end, you may truly realize how terrible the world around you has becomeâŚ
But that wonât stop our trusty jump-bot, oh no! While flawed in design, these courier bots are relentlessly reliable when put to the test, and you are no exception. Plus, whoâs to say he canât upgrade himself a little along the way?
I hope youâve enjoyed this brief peek into the world that awaits you, all that remains now is for you to play it yourself!
Action-Platformer, Jumphobia: Homeward Bound, Coming To Steam In Q1 2022
Indie game publisher Meridian4 is proud to announce the upcoming release of Jumphobia: Homeward Bound, a side-scroller platformer created by indie developer Wix Games. Scheduled for official release in Q1 2022, Jumphobia: Homeward Bound is a fast-paced platformer with no jump button!
Jumphobia: Homeward Bound is a game built around the premise of getting from "A" to "B" by jumping - but not when you want to! All Jump-bots are built with a failsafe to limit their maneuverability, meaning that you as the player can only automatically jump when you reach the edge of a drop or platform. That's right - it's a platforming game without a jump button!
Artist statement: The concept for the original Jumphobia game was to try and see if a platform could still be fun without a jump button. Itâs the most important element to almost every platformer - so what would happen if it isnât there? The result was a game where you have to think about everything differently. The difficulty no longer comes from pressing jump at the right time in order to clear the gap, itâs now a question of which gap is the right one to clear - or how can I make it past this obstacle without the freedom to jump whenever I want? The original game was built for a large variety of platforms including the web, so simple graphics and small file size were a necessity. With this new game, we want to really up the quality and push the concept to its limits, with a much higher level count, new lighting systems and 3D graphics, and a fully-fledged story with 3D cutscenes. I started making games as a 13-year-old working from my bedroom, a year later I released my first popular web game Duck Life and created Wix Games the year after in 2010. Since then weâve had a number of hits and grown to a full-time team of 3.
Don't miss the launch discount! Wishlist your copy of Jumphobia: Homeward Bound today.