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Dungeons of Hinterberg shows how all games can feel like ‘vacations’

Dungeons of Hinterberg shows how all games can feel like ‘vacations’

Escape to the Enchanting Dungeons of Hinterberg: A Vacation Adventure Like No Other

In a world where the lines between reality and fantasy blur, Microbird Games' debut title, "Dungeons of Hinterberg," offers a captivating twist on the traditional monster-hunting narrative. Defying the usual framework, this action-adventure game invites players to embark on a vacation-inspired journey, where the town of Hinterberg becomes the unexpected epicenter of a magical and monstrous safari zone.

Immerse Yourself in a Whimsical Swiss Getaway

Exploring the Charming Town of Hinterberg

Hinterberg, a quaint Swiss town, has become a magnet for international visitors, thanks to the recent appearance of mysterious dungeons that have transformed the region into a monster-laden safari zone. As the player character, Luisa, you'll find yourself among these curious travelers, each seeking their own unique adventure. The game's high-level loop seamlessly blends the relaxation of a vacation with the thrill of dynamic action, allowing you to wake up each morning, choose a region to explore, battle through the dungeons, and then return to Hinterberg to shop, socialize, and prepare for the next day's excursion.

Capturing the Essence of a "Temporary Home"

Microbird Games' cofounders, Regina Reisinger and Philipp Seifried, aimed to create a game that could serve as a "temporary home" for players, offering a digital vacation experience akin to the Persona series' exploration of urban Japan. Drawing inspiration from the small towns and landscapes of Switzerland, the team sought to capture the sensation of being both a local and a tourist, as they ventured out of Vienna on research trips.

Blending Swiss Culture and Persona-Inspired Gameplay

The game's unique blend of Swiss aesthetics and Persona-inspired gameplay mechanics creates a captivating experience. Players will unlock a variety of magical abilities as they explore different regions, each designed to interact with the puzzles and challenges of that specific area. From snowboarding down the slopes of the Kolmstein region to solving tourist-themed puzzles, the game rewards a sense of exploration and idle play, rather than relentless progression.

Overcoming the Challenges of a Small Development Team

Developing a game of this scale and ambition with a small team of just two people, Reisinger and Seifried, was no easy feat. However, their "generalist" design philosophy, where each team member wore multiple hats, allowed them to overcome the challenges of limited resources. Seifried, for example, not only wrote the game's story but also served as the lead programmer and designed the engine used for cutscenes. Reisinger, on the other hand, collaborated closely with the level designers, leveraging her artistic expertise to create efficient and versatile assets.

Embracing a Unique Art Style and Asset Management

Reisinger's art style, inspired by the clear lines and flat colors of French and European comics, as well as the visual flair of Sony Animation's Spider-Verse films, plays a crucial role in the game's overall aesthetic. By building assets in 3D without intensive concept art and minimizing the need for complex textures, the team was able to create a visually striking world that also allowed for easy integration of third-party assets.

Vacation-Themed Crunch: A Tolerable Compromise

While the development process was undoubtedly challenging, with Reisinger and Seifried working overtime, the vacation-themed setting of the game helped make the crunch more bearable. As Seifried noted, "If you're going to work overtime on your project, try and find a project where you work on a vacation [setting]. That place, over time, will feel a lot more pleasant than if you're doing a survival horror game."As Dungeons of Hinterberg prepares to launch, Reisinger and Seifried are already looking forward to their next project, where they hope to "crunch far less" and continue to push the boundaries of what a small team can achieve in the world of game development.

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