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万物生
诞生于寂静,在记忆中寻找归属
《万物生》是一款 2D 解谜平台游戏,将冒险和探索元素交织在一个叙事丰富的水下世界中。游戏深入探讨了孤独、归属感的追求和环境保护等深刻主题,为玩家带来了情感丰富、发人深省的体验
《万物生》不仅仅是一款游戏,更是一场挑战性的情感之旅。
让玩家反思生命和生命之间相互联系的主题。
游戏的深度叙事与其引人注目的艺术风格和氛围相得益彰
音效设计,共同为玩家创造一个迷人的水下世界探索。
关于游戏

Level Overview
In this 2D indie game, players start as a basic form of a spirit with limited abilities,
such as moving and jumping, and no senses (additional skill sets). As they navigate
through the underwater landscape, they encounter various challenges and puzzles.
Solving these puzzles allows them to gradually regain their senses, each unlocking
new areas and gameplay mechanics. The game encourages exploration and inter-
action with the environment and NPCs, enriching the backstory and helping the
player piece together the whale’s memories. Players can also purchase decorations
with their collectibles during exploration. The journey through the game is linear
with branching elements based on player choices, affecting the game’s ending.
such as moving and jumping, and no senses (additional skill sets). As they navigate
through the underwater landscape, they encounter various challenges and puzzles.
Solving these puzzles allows them to gradually regain their senses, each unlocking
new areas and gameplay mechanics. The game encourages exploration and inter-
action with the environment and NPCs, enriching the backstory and helping the
player piece together the whale’s memories. Players can also purchase decorations
with their collectibles during exploration. The journey through the game is linear
with branching elements based on player choices, affecting the game’s ending.

Character concept
Character designs adopt a cute aesthetic to contrast with the often mysterious and
solemn underwater world. The main character, initially a formless spirit, gradu-
ally gains physical features and expressions that reflect the senses it regains. Other
characters, such as NPC sea creatures, should also follow the same style but de-
signed with distinctive traits to make them memorable and enhance their individual
stories.
solemn underwater world. The main character, initially a formless spirit, gradu-
ally gains physical features and expressions that reflect the senses it regains. Other
characters, such as NPC sea creatures, should also follow the same style but de-
signed with distinctive traits to make them memorable and enhance their individual
stories.

Publish Plan
Based on the publishing plan chart, our game’s business plan can be broken down
into several key phases:
• Development Phase
– Complete development of basic game flow
– White Box Test
• Pre-Promotion Phase
26
– Promotion through gamer communities such as Itch and Reddit to in-
crease wishlist numbers
– Game media advertisements
– Promotion video release
• Release Phase
– Free demo release around October
– Official release around November, priced at $10.99
– Participation in the Steam Festival of New Products in October
• Post-Release Updates
– DLCs priced at $1.99-$3.99, released 2-3 months after the main game
– Soundtrack priced at $1.99
– Localization updates
• Promotion Phase
– Engage with player groups and social platforms
– Offer new product discounts
– Media promotion
– Game KOL (Key Opinion Leaders) live streams and comments
Pricing and Pricing Analysis
• Main Game
– Price: $10.99
– Pricing Strategy: This price point is competitive within the indie game
market. It is positioned to attract price-sensitive yet quality-seeking play-
ers. Compared to similar indie games, this price is moderate, making it
accessible to a broader audience.
• DLCs and Soundtrack
– DLC Price: $1.99-$3.99
– Soundtrack Price: $1.99
– Pricing Strategy: The pricing for DLCs and the soundtrack is reasonable,
encouraging players to purchase additional content after experiencing the
main game. The affordable DLC prices can stimulate multiple purchases,
enhancing long-term player engagement.
into several key phases:
• Development Phase
– Complete development of basic game flow
– White Box Test
• Pre-Promotion Phase
26
– Promotion through gamer communities such as Itch and Reddit to in-
crease wishlist numbers
– Game media advertisements
– Promotion video release
• Release Phase
– Free demo release around October
– Official release around November, priced at $10.99
– Participation in the Steam Festival of New Products in October
• Post-Release Updates
– DLCs priced at $1.99-$3.99, released 2-3 months after the main game
– Soundtrack priced at $1.99
– Localization updates
• Promotion Phase
– Engage with player groups and social platforms
– Offer new product discounts
– Media promotion
– Game KOL (Key Opinion Leaders) live streams and comments
Pricing and Pricing Analysis
• Main Game
– Price: $10.99
– Pricing Strategy: This price point is competitive within the indie game
market. It is positioned to attract price-sensitive yet quality-seeking play-
ers. Compared to similar indie games, this price is moderate, making it
accessible to a broader audience.
• DLCs and Soundtrack
– DLC Price: $1.99-$3.99
– Soundtrack Price: $1.99
– Pricing Strategy: The pricing for DLCs and the soundtrack is reasonable,
encouraging players to purchase additional content after experiencing the
main game. The affordable DLC prices can stimulate multiple purchases,
enhancing long-term player engagement.

Voice Interactive door

Art concept
The backgrounds in the game currently vary greatly, from dark abyssal plains to
pixel wooden blocks, each crafted to reflect the diversity of each level. Meanwhile,
some of them are using tilemap to create the blocks and platforms, while some
others are applying pixel-drawn picture stitching. We the design team do hope
further improvements can be made in uniforming the artistic style to pixel, but
more deliberately drawn background and platforms.
pixel wooden blocks, each crafted to reflect the diversity of each level. Meanwhile,
some of them are using tilemap to create the blocks and platforms, while some
others are applying pixel-drawn picture stitching. We the design team do hope
further improvements can be made in uniforming the artistic style to pixel, but
more deliberately drawn background and platforms.

Movement Change
As player dive into the memories and act as the owner of the memories, they can not float and they will face some puzzles.

Voice interactive Fish platform

认识团队
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