
About Seeking Home
Seeking Home is a 2.5D cinematic puzzle-platformer set in the wilderness of Northern Sweden. Play as a cat trying to reunite with her lost human in a world where machines have taken over. Navigate your way through the terrain, explore objects and solve physics-based puzzles to identify your human's tracks and evade patrolling droids.
With an emphasis on visual storytelling, the narrative unfolds through atmosphere, movement and music.
Narrative
Viji the cat heads out in the northern wilderness to find
her kidnapped young owner. Through visual clues,
following his smell and curiosity, she makes her way
through forests and small-town ruins to reunite with him.
The full story that ultimately unfolds is what really
happened to the humans of the town of Sorsele, and
why. A finished game will hold multiple storylines,
interconnecting in the end. Details are uncovered
through the environment, flashbacks and perspective
shifts.


Core game loop
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Exploration: Navigate through hand crafted environments using your senses.
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Puzzle-Solving: Manipulate objects, find hidden triggers, deactivate traps, or create pathways.
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Encounter: Utilize stealth and evasion tactics to avoidenemy detection.
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Story Progression: Uncover pieces of the game's narrative.
Gameplay structure
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Explorative pacing with layered puzzles.
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Cinematic cutscenes integrated with real-time control.
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Tension without combat (low combat): The challenge comes from evasion, puzzle-solving and timing.

Pre-production progress
Concept and vision
The idea for Seeking Home took shape. Moodboards, style guide, narrative and characters were created and modeled. Our core game play mechanics were set. A level was built and assets and coding were being made. Experimentations with animations and sound started. Storyboards for cutscenes were created.
Prototyping
A playable prototype is being built to be used as proof of concept. Both internal and external testing is now taking place and feedback is being implemented. We are currently applying to events to seek investment and gain insights to get a better understanding of how our project is received and what can be improved.
Feedback implementation
Based on our insights from external sources and advice from experienced testers, we create a plan for how to polish our project.
Polishing
Once implemented, we better animations, camera, set dressing, mechanics and fix bugs. We also polish how we present our project and continuously update our progress via our socials.
Pitch
We pitch and repeat the process as many times as necessary to secure investment and eventually being able to create our full game.