Manifold Garden (previously known as Relativity) is a game that re-imagines the laws of the universe.
Rediscover gravity and explore an Escher-esque world of impossible architecture. Witness infinity in first-person and master its rules to solve physics-defying puzzles. Cultivate a garden to open new paths forward, where an eternal expanse awaits.
Out now on:
Key Features- An expansive and visually striking world filled with mind-bending puzzles.
- Manipulate gravity to gain new perspectives and walk on any visible surface.
- Explore expansive architectural structures that repeat infinitely.
- Capture striking and beautiful images with Photo Mode.
Manifold Garden has been nominated for several awards, including “Best Debut” from the Game Developers Choice Awards and BAFTA Game Awards. It was selected as one of the New Yorker’s best games of 2019.
EDIT: Below is the original post written when I first started the devlog. I'm keeping it here as it is for archival purposes. Initially, the game was called Relativity.
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During Thanksgiving of 2012, I started working on a prototype that would eventually become
Relativity . Today being the (more or less) one year anniversary of the game's development, I thought it'd be appropriate to celebrate by starting a dev log here.
Relativity is a first-person exploration adventure puzzle game set in an Escher-esque world with six different gravity fields. By turning on and off different gravity fields, you can walk on any visible surface and view the world from different perspectives.
It's a mix of physics-based spatial puzzles (like in Portal), environmental/observation puzzles (like in Myst), and also more cryptic metapuzzles (like in Fez). M.C Escher's artwork is a huge inspiration for the game, so you can also expect lots of staircases, and plenty of mindbending visuals.
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BACKGROUNDI'm primarily an installation artist (you can see some of my work
here), so I initially approached game development from a contemporary art perspective. However, I had studied physics in school, and in addition to working in research labs, had also worked in an ad agency as well as an interaction design studio. So I had some programming experience, some design experience, some art experience, and wanted to bring everything together.
The first prototype of Relativity was originally meant to be a quick and dirty project to familiarize myself with Unity3D. I wrote the demo over the course of four days, and showed it to my roommate and a few friends. The feedback was pretty encouraging, so I decided to improve upon it and see what would happen.
Below is a screenshot from the first prototype. The mechanics wasn't that great, and I spent way too much time choosing textures. Eventually everything was rewritten, but this is where it all began...
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ART STYLEThe art style has gone through a number of pretty major changes, and even now, it's still very much a work-in-progress. I'm pretty much working on the game completely by myself (everything except music/sound), so it isn't really feasible for me to spend time making concept art. Instead, what I do is, I'll implement something quickly so that it's functional and I can test out the game mechanics, then I go through many rounds of iterations, each time adding small details trying to make it a little better. It's very much a "form follows function" approach to art.
Here you can see the progression of the art style over the course of 7 months:
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TECHNICALI'm using Unity3D to develop the game, and scripting with C#. I'm using
ProGrids and
ProBuilder for designing levels. Both are fantastic tools, and I highly recommend them.
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CURRENT STATE OF THE GAMERight now, I've got the core game mechanics of shifting gravity field written and pretty well polished. Aside from a few minor tweaks, I'd say it's pretty close to what I have in mind.
In the gif below, the player is shifting from the yellow gravity field to the blue gravity filed, and then back again. Notice how the boxes become active and inactive depending on which field you're in.
At this point, I have probably designed close to 80 puzzles. However, of those, only about 40 are good, and of those, only about 14 are well-designed and polished. I still need to do a lot of iterating on puzzles to make sure that they're challenging but not unreasonably difficult. There's about 3 hours of gameplay in the latest version of the game. I'm aiming for about 40-50 puzzles in the final version, with about 6 - 9 hours of gameplay time.
So far, I've done about 40+ playtest sessions, and the feedback has been very positive. After each session, I make sure to fix a few minor things that didn't work, and add a few minor things to improve gameplay. That's pretty much my workflow for development: iterate, playtest, repeat.
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ABOUT THIS DEV LOGI'm really looking forward to sharing updates and progress throughout development with you all, and receiving feedback from the community. I spent the last few days reading other dev logs, and have found it incredibly inspiring to see these projects develop and grow. Hopefully one day this log can serve as a resource for other indie developers as well.
I plan on posting here at least once or twice a week. In addition to regular screenshots and updates about new features or puzzles added, I'll also be talking about some of the more technical challenges of development, such as programming custom physics and working with shaders. I'm still learning a lot of this myself, and there are never enough tutorials out there...
BTW, if you do happen to be working with depth and normal textures in Unity3D, I just wrote up
this blog post about working with them that you might find useful.
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MORE INFOIf you're interested in the game, here are some other channels to stay up-to-date:
Website |
Twitter |
Facebook |
IndieDB---
Anyway, thank you for taking the time to read this first post! I look forward to hearing from you all.