Shape of the World

Shape of the World is first-person exploration game that grows around you. Without your presence, will the forest still come alive?

About Shape of the World

Shape of the World features a world that grows around you in a procedurally populated “walking simulator”. The world materializes as you willingly oscillate between the thrill of getting lost — scrambling through a dense forest — and the satisfaction of being found again — encountering a familiar landmark. Your presence is the driving force behind the evolving environment as you establish permanent monuments to mark your way. Without your presence, will the forest still come alive?


Trailer

Screenshots


About Hollow Tree Games

Stuart Maxwell, Lead Developer
Athomas Goldberg, Technical Artist
Brent Silk, Sound and Music
Heather Maxwell, Producer

Developer's Artistic Statement

Exploration is a part of many games but never the focus. Shape of the World is an attempt to put exploration first. For me, exploration is about intentionally getting lost; I love the moment when you discover an area you've never been, or when you realize you've lost which way is north. And only when you're lost can you experience the joy of being found. For this reason, Shape of the World is deliberately disorienting. You only see the forest when you get close, and it regrows in a new way each time you pass. It is your task to leave a trail of landmarks in order to retrace your steps, though they may be disguised in a new way upon your return.

Inspiration comes from the city I live in: Vancouver Canada. We are fortunate to be surrounded by old-growth forests, even in the city, where I can leave the noise behind and experience the quiet of nature. I want to capture that feeling in a video game; the journey is more important than the destination.found. For this reason, Shape of the World is deliberately disorienting. You only see the forest when you get close, and it regrows in a new way each time you pass. It is your task to leave a trail of landmarks in order to retrace your steps, though they may be disguised in a new way upon your return.

Inspiration comes from the city I live in: Vancouver Canada. We are fortunate to be surrounded by old-growth forests, even in the city, where I can leave the noise behind and experience the quiet of nature. I want to capture that feeling in a video game; the journey is more important than the destination.

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