
Stjärnljus says he and the team - who have worked on the game for 5 years - have taken real pains to balance the feeling of puzzles that take thought to solve, without feeling obtuse. The puzzles in my demo feel well-drawn and interesting, and while solutions aren’t immediately obvious, the key interactive elements always were. If a robot catches you, it’s an instant kill, but this feels far from trial-and-error. The second is more in-depth - you need to send Mui into a hole in the ground, alerting the enemy, allowing you first sneak past, then lure it under a bundle of logs and crush it by having Mui cut a rope. The first sees a robot patrolling, sending Lana and Mui scuttling through long grass to stealth past. These aren’t so much battles as heightened puzzles. The majority of my demo is about platformer puzzle solving - Lana uses Mui to attract an alien creature with a rock on its back, allowing her to cross an otherwise impassable gap, or helps disconnect an electrical connection, allowing Mui to cut a cord and create a means of getting atop a cliff.īut the invading robots do make appearances - and with them, wonderful stabs of orchestral soundtrack that fill the otherwise diegetic noise. That also makes its moments of actual threat feel genuinely frightening. The bond feels strong, even in the game’s earliest stages.

Lana chatters to Mui in an invented language (which Stjärnljus tells me has real meaning behind it - he hopes diehard fans will attempt to translate it after release) and Mui chirps back.

Where this could feel mournful, it’s clear developer Wishfully intends this to feel more like an adventure than a horror. Together, they traverse a planet invaded by robots for reasons unknown - leaving Lana the only human we see, at least in the early stages.
