A peaceful and colourful paper world is about to be torn apart as the evil Dark Shogun prepare to make their last stand in the final attempt to bring ruin to this tranquil kingdom. In their way are two plucky paper heroes, a boy and a girl. Play as the two characters separated into different dimensions as you flip between these worlds to battle the villainous Dark Shogun and his minions.


Step into a world that’s been fractured in two as you use your wits, agility and samurai sword to turn fearsome Japanese warriors into heaps of confetti. Summon the power of magical origami power-ups and allies to help defeat and overcome evil for ever.


Now released at Steam Early Access Bit.ly

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UPDATE #6 Coop Mode alpha

News

UPDATE #6 Coop Mode alpha is coming to this version

User Posted Image


Well, this time it took us a little bit longer than week, but the last modifications to the game as to be able to integrate a first version of the coop mode, were harder than initially we assumed. The main complexity was with the need to cope with the players selecting which are the characters they would like to integrate, plus some of the core functions that had several dependencies that were not working correctly when having the two players controlled simultaneously.

We have also performed some other slight modifications in the RPG mode of the game, as to bring it closer to the genre by making more visual the gain of experience that the player is having while defeating enemies, and at the same time depicting how much remains to upgrade the life/experience/energy ( in UDD all is depicted by the paper bar).

Added:

User Posted Image


  • The coop mode. Yes Finally the coop mode as a lot of players asked us, and that as promised, we have finally added to the game. We had to make some choices on how to set it up, and we have decided to go with a horizontal slit screen, as it allows for a more complete side view of the game level, which in UDD is critic. We have also decided to implement some new menus to allow the players to select who is Player One and Player Two and who controls each of the characters. The changes needed to make it work ( and it is still buggy) where complex, due to some of the mechanisms that we had implemented for the single player and specifically for the performance, like the level streaming, which had to modify to cope which characters that will now move separately when playing cooperatively. We are thinking also on the new possibilities of the mode by itself as to see if it can raise even more the fun level.

User Posted Image


  • As commented in the description of the game, one of the genres that we have blended in UDD, is the ARPG, and while playing the game over the last weeks to stabilize it and remove bugs, we have seen that we were missing a clearer indicator to the player, that his experience/energy was being raised while defeating the enemies or solving puzzles, and that after a certain level was reached, increase the level of the paper par, which allow to call more origamis or make them more powerfull. We have add a visual indicator in the Star of the game UI; that will be surrounded by a Blue Glow showing the current level of experience toward increase the life.


  • Roll Animation. With the same reasoning, and to increase the combat skills of Ryuu, we have added a roll animation, that allows to break a part from melees attacks with several enemies without taking too much injuries.

User Posted Image


  • Interactive elements of the environment. To increase the sense of immersion in the game, we have added some interactive elements that will will react to the player movement or attack. We are still testing the possibilities and for now we have add, some bamboos and grass.

Fixed:

  • Noria Animation- The Noria in the Princess side, wasn´t rotating when blocking the path of the princess.
  • Parallax Bushes assigned to the wrong dimensions,
  • Jump frame speed dependency. We thought that we had solved this problem, but apparently from some feedback that we have received,not yet totally, so we have been making some more adjustments as to be as consistent as possible.


  • Stealth paper consumption. We have also detected that the Stealth ability from Keiko was not consuming any paper. So we have fixed as to deplete the level of life based on the usage of the character special skills.
  • As well as many other small bugs...

And yes, Yet Another Performance. As always, performance is at the heart of our work, we have been improving the streaming mechanism that will disable all of the objects not visible, and now split per character as each character will move separately.

As always any feedback on the discussion board or by email is greatly welcomed as it allows us to keep improving the game and cleaning it from bugs that sometimes we were not able to spot correctly, or to check on fixes that failed to solve them. Also we are open to suggestions or requests that could help us make the game even better.

Thanks for playing our game and  Stay tuned...

Upside-Down Dimensions Devlog #5

Upside-Down Dimensions Devlog #5

News

A summary of the last developments in Upside-Down Dimensions and how we progress with bringing a great gameplay experience

Update #4 on steam early access

Update #4 on steam early access

News

Update #4 to Upside-Down Dimensions on steam early access has just been uploaded.

Update #3 to the game on Steam Early Access

Update #3 to the game on Steam Early Access

News

The hard work to make the game stable in steam continues, as we unravel new bugs an quest for the right solution to it.

Udpating Steam Early Access Build

Udpating Steam Early Access Build

News

Update 2 to the build in Steam Early Access has been released with new features and bug fixes.

Comments
Shadows234
Shadows234

Hello what is progress of the Wii U version of this game also do you have a release date?

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hydra-interactive Creator
hydra-interactive

We are aiming for Episode One coming in Q1 2016. And yes we are working on the Wii U too.
We will be trying to have it too in the 3DS but not yet for sure as time is putting some pressure on development and porting.

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Tattorack
Tattorack

So, how will you make the Unity engine work for the DS?

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hydra-interactive Creator
hydra-interactive

Sorry about the delay.
Since we don´t know if the Unity Engine, will be made available for the Unity. We are considering a port of the game, not of the engine, using a inhouse engine, depending on if players want it for Nintendo 3DS.
In the past, with another company, we have tried to port the Unity Code to another platform and it was a titanc work that needed a lot of resources.
So the best way, would be a port.

Reply Good karma+2 votes
hydra-interactive Creator
hydra-interactive

Yes all the images are from the game, and the same used to generate the gameplay video.
If you look at the video, you will see that the characters are in different planes/Dimensions of the game scenario, can only communicated through the use of the boxes.

Reply Good karma+2 votes
yone
yone

Too few shown. Are those images gameplay I mean, will this game be in third person camera or first? Also dimensions' change is intendeed to be from a character to another only or is it a 3d to 2d concept?

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Upside-Down Dimensions
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Windows, Mac, Linux, iOS, Android, Metro, XONE, PS4, PS3, WiiU, DS
Developer & Publisher
Hydra Interactive Entertainment
Engine
Unity
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Latest tweets from @upsidedown_game

We have just uploaded Update #7 to Steam #earlyaccess #gamedev #indiedev #indiegame #gaming #lowpoly #arpgT.co

Oct 17 2017

Bugs, Bugs, Bugs ... Uploading new update to steam early access.. try to terminate those nasty bugs. #gamedevT.co

Oct 17 2017

We have also updated our #Patreon, help us moving the game forward #gamedev #indiedev #indiegame #nowonpatreonT.co

Oct 11 2017

Just released Update 6 on Steam #EarlyAccess with the new coop mode, some bug fixing #gamedev #indiedev #indiegameT.co

Oct 11 2017

Well, the coop mode (beta) is ready and we are updating #earlyaccess with this new version. #gamedev #indiedevT.co

Oct 11 2017

Ufff, finally after some hardwork the coop mode is finally integrated in the new build. #gamedev #indiedevT.co

Oct 9 2017

Implementing the roll animation for @up_ronin samurai melee combat system. #gamedev #indiedev #indiegameT.co

Oct 4 2017

applying interaction and cut physics to #papercraft bamboos too. #gamedev #indiedev #lowpoly #indiegame #gameingT.co

Sep 30 2017

What a pleasure to moan #papercraft grass with an good old katana. #gamedev #indiedev #indiegame #gaming #arpgT.co

Sep 28 2017

Integrating some #papercraft animated grass to hide items and have player exploring. #gamedev #indiedev #arpgT.co

Sep 28 2017

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