Our three-man Rainbite studio down in little ol’ New Zealand is ready to release Reverie! After just over a year of development, we finally have a release date of 5th April!
If you haven’t heard of Reverie or just want some more information, the trailer will show you some great new gameplay, but if you can’t watch for whatever reason, here is a brief synopsis:
Reverie is an action adventure game set on a fictional island in New Zealand, inspired by the legend of Maui and the Giant Fish, where the demigod himself hauled up the North Island with a powerful fishhook.
With restless spirits threatening the safety of Toromi Island’s inhabitants, our plucky main character, Tai, must venture through dangerous dungeons and across a variety of environments to put the spirits to rest. All in a summer holiday!
Also, here’s a handy list of features:
- Battle your way through six dungeons.
- Use unique weapons and items to solve puzzles and defeat menacing bosses.
- Explore varied environments and find the secrets of Toromi Island.
- Collect hidden feathers from New Zealand’s many beautiful native birds.
- Enjoy a story inspired by a Māori legend.
Because the three of us were born, grew up, and still live in New Zealand, we really wanted to showcase the uniqueness of the land as well as bring out the true Kiwi nature. We’ve also hidden many references throughout the game inspired by New Zealand pop culture, including movies and toys. We don’t want to spoil them but be sure to let us know if you find any.
Reverie also includes Māori language and symbolism throughout. Many places have Māori names which all have deeper meanings behind them that relate to the world. For an easy example of this, we have named the town Harikoa, which means happiness or joy. This town is supposed to be a calm and relaxing place where you, the player, can chill out without any worries.
Every region you visit in Reverie should feel like a different experience from the last. We have unique music and colour schemes for every region on Toromi Island. Trying to fit many different environments into such a small island was a challenge, but with some careful planning, and accidental holistic design, I think we’ve managed it!
Since the story for Reverie is linear, the dungeon progression is also linear. Each dungeon is completed in a certain order, getting harder as you progress. Most dungeons have an item or environmental hazard introduced in them, which also delivers new mechanics to toy with. These mechanics are then expanded upon and pushed to their limit by the end of the dungeon. Some of them spill over into other dungeons to keep ramping up the intensity, but there is a focus on individual mechanics for each dungeon.
To make each dungeon feel even more unique, each one features a one-off set piece. This, in combination with distinctive colour schemes, makes each dungeon memorable and interesting. Here is a sneak peek at one of them:
Because you managed to get all the way down here, have some screenshots, on us:
See you at Toromi Island on 5th April!