Mutropolis cover
Mutropolis screenshot
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Genre: Point-and-click, Puzzle, Adventure, Indie

Mutropolis

MAG 2020 - Mutropolis: New Demo out! - Fully voiced

Hello Martians!



To celebrate the start of the Steam Autumn sale, we are once again making the Mutropolis demo available on our Steam page for a limited time.

Download it here on the game page

This time around, however, there are some changes!


  • The demo is now fully voiced in English, featuring the talents of all our incredible voice actors whom you may have seen on our social media.
  • The new demo is now playable in multiple languages: English, Spanish, German, French, Italian, Japanese, Korean, Portuguese, Portuguese (BR) and Russian!

The demo joins Henry and the archaeological team early in the game as they begin their search for Mutropolis on Earth in the year 5000!

If you’ve played a previous version of the demo before, during another event, do please check it out again with the new voices. IT FEELS LIKE A WHOLE NEW GAME as characters come alive with incredible voice over!

Let us know what you think in the Steam Community or on social media:
Pirita Studio Twitter
Pirita Studio Facebook
Mutropolis @ Application Systems Discord



MUTROPOLIS IS AT MAG 2020



The good news doesn’t end here, Mutropolis is at MAG 2020!
The MAG online community convention unites those from the field of cosplay, games, fashion and art and will be presented entirely online from 27th – 29th November.

Take a look at the event, and join us for our livestream events found here.

We’re not alone, we’re also joined by other excellent Application Systems Heidelberg games:

Growbot - A point-and-click adventure about a robot saving her home from a dark crystalline force. Set upon a biopunk space station bursting with fantastic plants and aliens.
Store page here

Ghost on the Shore - An exploration game about emotional ties that transcend even death. Riley is faced with a headstrong ghost, urging her on an adventure across atmospheric shores, uncovering the island's tragic secret. Choices in dialogue shape the bond between the two, ultimately deciding Riley's fate.
Store page here

Rosewater - a thrilling Western adventure set in an alternate 19th century. Harley Leger and her ragtag posse embark on a harrowing journey across Western Vespuccia, encountering bandits, rebels, visionaries, eccentrics, and many more friends and foes on their quest for fame and riches.
Store page here

Haiki - Haiki is the BRUTAL precision platformer where decapitation is just the beginning! Dive head-first into four worlds of colour-switching, laser-dodging, lightning-fast action. Haiki is the platformer where you don't need a body to get ahead.
Store page here


About Mutropolis


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.

We are brodcasting: Mutropolis Dev insights & gameplay


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

THE STORY BEHIND MUTROPOLIS IN A FREE MINI-GAME



Mars, archaeology, ancient Egyptian gods, relics, spaceships, an abandoned earth, and geeky protagonists = a winning combination that puts a smile on our face. ♡
Mutropolis focuses on the concept of misinterpreting history; how human beings love to craft exciting theories about how people lived in ancient Rome, how the pyramids were built, or how soft the hair of the mammoths was (thanks to DNA we can confirm that it was VERY, VERY soft).
Mutropolis places us directly in the action. 3000 years into the future, to be precise. On a wild planet Earth abandoned by humanity, at a time when humans have happily settled on Mars after a mysterious cataclysm has devastated the Earth. Along with a group of archaeologists, the player will be able to investigate inconceivable relics, ancient graffiti, the mummified remains of Jimmy Hoffa, strange animals, and new languages based on the dead language of emoticons.
Your steps through Mutropolis will lead you to investigate a forgotten planet Earth, but the background story of Mutropolis goes much, much further.

WE ❤ MARS




Although the action takes place on Earth, Mars is a constant presence in the lives of our characters. Through their dialogues, belongings, and attitude we can find out about their lives on the Red Planet before they travelled to Earth.
Henry, our main character, grew up happily with his two Mothers in a modern farm near Mount Olympus. Cobra, the perpetually unpleasant partner of the group, became an archaeologist to escape the red planet along with her wealthy family. Meanwhile Totel, the old professor, had been looking for funding for decades for his most ambitious project: The search for ‘Mutropolis’.
Mars is present in the hearts of all the characters and is a protagonist in the story. A protagonist that, unfortunately, we don’t get to know.

In order to show a part of this small world that we had in our heads, we’ve decided to develop a short prequel for Mutropolis. Here we can set free all the crazy ideas in our heads that lay the foundation of the story we’ll tell in the final game.



MARS EPISODES


We call the mini-game ‘Mutropolis: Mars Episodes’. The goal was to develop several small stories, all of them set on Mars, that would tell small fragments of the life of our protagonists; about their rural life on Mars, about the society, and about how the team that will later accompany us in Mutropolis met.
And that's how we started to design a prequel! For the moment, we’ve focused on Totel's story. It seemed like the right place to start, since he’s the crazy scholar who started it all and brought the team together.



The game takes us to Mars, where Totel has to deliver a conference to raise funds for his long-awaited expedition to planet Earth. An influential group of scientists listen carefully (and with very little patience) to his arguments about the existence of the lost city.
This small adventure will allow players to dive a bit deeper into the world of Mutropolis, its history, its extravagance and its humour. We hope you enjoy it! It’s totally FREE and you can play now:

https://pirita-studio.itch.io/mars-episodes-1

Mutropolis live: Dev insights & gameplay

Mutropolis Live Stream (English)


Go to the store page during these times to chat/watch while the broadcast is running


About Mutropolis


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.

Dev insights & gameplay


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. We will answer questions in the chat.



https://store.steampowered.com/app/1037120/Mutropolis/

Mutropolis Quick Pitch

Wednesday, October 8




About Mutropolis


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.

Dev insights & gameplay


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. We will answer questions in the chat.



https://store.steampowered.com/app/1037120/Mutropolis/

Mutropolis live: Dev insights & gameplay

Wednesday, October 7




About Mutropolis


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.

Dev insights & gameplay


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. We will answer questions in the chat.



https://store.steampowered.com/app/1037120/Mutropolis/

PAX/EGX - Mutropolis: Dev insights & gameplay

About Mutropolis


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.

Dev insights & gameplay


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



https://store.steampowered.com/app/1037120/Mutropolis/

WORKING FROM ISOLATION: AUGUST 2020 DEVLOG



In the last few months, life seems to have paused. Keeping social distance and having our masks ready to go, our little world as indie developers seems smaller than ever.
But in the solitude of our 2-person studio, with twitter and Skype as our only contact with the rest of the indie community, we continue to work at Mutropolis. Which, at least, makes us happy.
And we have a few news to share with all of you, readers of isolation!


VOICE OVER, BABY!




We've finally started the voice-over of Mutropolis! We can't deny it' s one of the areas we've been waiting for with the most enthusiasm. It's exciting to give voices to your beloved characters and see them come to life.
And thanks to the support of our Publisher, Application Systems Heidelberg, and our voiceover director, Alasdair Beckett-King, it is now a reality. We're still in the early stages, but we already have a pretty good idea of what Mutropolis will sound like - and it's lovely!
The casting has been an incredibly exciting, yet bittersweet experience. Especially if you have a delicate soul and hate having to make transcendental decisions (like having to choose between two very talented actors!).
We couldn't be happier with the way things are going. We hope that in a very short time we can start showing Mutropolis full of voices and present our talented actors to you.

GAMESCOM ONLINE




No doubt more mixed feelings on this issue too! Pablo and I have been dreaming of going to Gamescom for years. We've come close to going on several occasions, but due to budget and/or schedule we hadn't been able to go. Ahem, yes. Mostly because of the budget.

But, thanks to ASH, this was our year! It breaks our hearts not to be able to physically attend the event, but we will try to enjoy the online format to the fullest.
Gamescom joins the list of events we've participated from the comfort of our homes, along with the Steam Summer Festival and EGX.
We're already working on what content we're going to show you. for more information, follow us on Twitter.


AND NOW, WHAT?




There are already fewer milestones to reach before the release of the game.
Last month we finished the English translation. As Spanish speakers, we had built the script of the game in Spanish. And while it's a pleasure to write in your native language, most players (obviously not Spanish speakers) would not be able to enjoy the nuances of the Spanish version. That's why ASH suggested that the English version of the game had to be more than just a hired translation. With the vital collaboration of Alasdair Beckett-King, we built an improved and fresh English version.
We are currently working on fixing some unexpected bugs in the game's menus (they are always unexpected!), adding new graphics and optimizing performance.
We still have to start recording the voices, translate Mutropolis to other languages and start a last round of beta-testing.
We hope to be able to give a release date soon!

Mutropolis live: Dev insights & gameplay

About Mutropolis


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.

Dev insights & gameplay


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. We will answer questions in the chat.

Join us on the store page to chat along a broadcast



https://store.steampowered.com/app/1037120/Mutropolis/

THE CHALLENGES OF DEVELOPING A VIDEO GAME

WE WERE SO YOUNG…



I am Bea, and together with Pablo, we are the developers of Mutropolis! It's been almost 5 years since these two naive devs opened their little Twitter account and set about working on the game. Back then, we had no dialogue, no characters and no story - just a couple of sketches and the crazy thought that we could do it all within a year and a half at most…

HA-HA-HA. I laugh at your optimism, me from the past.

Although we had a casual interest in learning the ropes regarding programming, we became very excited when we discovered that an adventure game could be created without any such skills or investing a lot of money. The games industry is spoiled with options for creating an adventure game using an engine that guides you through the process, such as Adventure Creator (for Unity) or Visonaire Studio. We chose the latter as we found it the most accessible.



A custom engine to build an adventure game! What a great idea. It was perfect for us, a couple of illustrators who couldn't recognise a line of code, even if it were put in a police lineup. Despite our lack of programming experience, we did have some experience in videogames and had worked on several projects before as graphic designers. But never on our own.

FIRST CONTACT WITH THE REAL WORLD



Our goal was to create the whole thing ourselves. Doing it this way, we would kept the costs under control, and any possible profits would be shared 50/50. We would work from the comfort of our home during our free time, and communication between us would be very easy.

Of course, Visionaire Studio would make things simpler, but it was still a challenge for two useless programmers.

When I mentioned about the programming earlier, perhaps I was not clear.
We didn't know how to program ANYTHING.

Despite the out-of-the-box tools at our disposal, it soon became clear we had potentially over-hyped our software. One of us was going to have to learn at least the basics of building a game using an engine. Which one of us would it be?
Pablo comes from a Fine Arts background and my own is in film and screenwriting. Neither of us seemed to have the right qualifications. With Pablo’s latent interest in programming piquing, he volunteered for the task (I dodged a bullet there).

We always thought that this might be the biggest challenge (and although we were correct, it didn't come alone). It took us a year to get comfortable with the engine and put together a decent demo.
Then we deleted the whole thing and started from scratch again. Fun!

NEW SKILLS FOR NON-STRATEGIC PEOPLE



Looking back, I honestly think we did the distribution of tasks on a whim. I got to animate the characters even though I had never done anything like that before in my entire life... instead of using Pablo, who had been doing pixel art animations for mobile games for years! But what the hell, I just wanted to learn how to animate. As for Pablo, the only one who already knew how to do it, he wanted to program! Maybe we weren't that practical, but we were able to enjoy the process.

Let’s not forget that Pablo was the Fine Arts graduate. My interest in drawing started as a hobby and ended up as a profession. I had no professional training, which made me very insecure from the very beginning.

I don't consider myself a great expert in drawing scenes. I've always specialized in creating characters and I was happy with that. But with Pablo overwhelmed with the titanic task of learning how to assemble the game, it was on me to take over the graphics of Mutropolis.



I postponed designing scenery and settings for as far as I could. I remember that at first, I went crazy drawing characters. I managed to get Pablo out of his programming bubble on occasion to help me do the scenery sketches. In return, I made a commitment to learn the engine as well to help him with the more mundane tasks (like setting up the technical scenes).

THE FINAL RESULT



In the end we got a very good balance. Pablo would draw for me on a sheet of paper the basic lines of the most difficult scenarios. Having a base, I was able to work from it. And vice versa, I was able to help him manage the engine and dedicate myself to setting up each scenario from scratch while he did the more complex programming.

The concept of the game was created by just the two of us. It was definitely one of the parts we enjoyed the most. We'd sit down and discuss what was going to happen in the plot and then I'd start writing like crazy, using my notebook full of ideas.

Eventually we began to realize that we were making the game entirely between the two of us, and fulfilling our original plan! Both of us doing art, writing, programming and whatever it took.

There are still times when I don't remember which one of us came up with an idea for the game, or who made the first sketch of that scenario or who made a joke that still makes me smile.

It is true that there are certain areas that have been exclusively authored by one of us. Pablo is 100% the creator of the game music, another skill he had to learn on the fly. It might be the only decision we made wisely, since at least he had some musical training. I devoted myself body-and-soul to learning how to animate and design the characters. The rest is a fog of authorship.



Five years ago, the mad idea of making a game between two people who only knew how to draw crossed our minds. In the process, we had to learn how to do everything else.

One last thing we didn't expect either, we were going to have to speak in public! A nightmare for an introvert. Not to mention for two!