Trüberbrook coming to PC, Mac and Linux on 12th March, Nintendo Switch, “PS4” and Xbox One To Follow in April

Take a journey to the mysterious 1960s sci-fi world of Trüberbrook as the uniquely charming German adventure game is coming to PC digitally on March 12th.

In April, console players will start their journey to Trüberbrook as well, it will be available for purchasing digitally on PlayStation®4, Nintendo Switch and Xbox One on April 17th. Collectors who would like to buy the retail version, which includes a 24-page long travel guide, can purchase it two days later on April 19th.

With its superbly unique visual style, German charm, and a thrilling story of the likes of Twin Peaks and X-Files, Trüberbrook comes as a modern adventure game appealing to fans of the genre and everyone who like to see a fresh artistic experience. The game was crowdfunded and reached its goal on Kickstarter within only 30 hours, amassing over $200,000 in total.

Hand-crafted Scenery

One of Trüberbrook‘s most distinctive features is its unique visual style. The sceneries are purely handmade – ‘handmade’ as in: ‘Manufactured using real hands!’ And fingers. And glue. Look at what the developers made, piece by piece, by the sweat of our brows. Every little detail is custom-made:

07aTruberbrook_Modellbau_Cut

The models were digitized using a technique called photogrammetry and later simplified for real-time rendering. Every scene got an individual treatment and was staged with actual physical lighting. This allowed the developers to simulate different hours of the day or weather conditions. Even a change of seasons was possible just by redecorating those sets, for example with real tiny little snowflakes — no joke!

Every variation of the miniature models was photographed and got re-projected onto the digital model. Using various compositing workflows, the characters were integrated into the scenery with digital lighting and real-time shadows. This way, highly detailed low poly models developed that blend perfectly with the digital characters. Each level was finalized by adding effects like light reflections, particle effects and depth of field.

Written by
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