FleshBound
<p class="bb_paragraph" ><i><strong>FleshBound</strong></i> is a fast paced and blood pumping demon-slaying speed running action platformer with a unique “splatterpunk” aesthetic. Traverse unique and dangerous environments by utilizing abilities like dash, wall-run and grapple. Explore the environment vertically through launchpads and see the world from a different perspective through the gravity inverters. Slay vile demons all along the way. </p><p class="bb_paragraph" >You play as Endo, a human incarcerated inside the fleshy walls of a living prison in hell, the Manifold. The sentence is harsh: be cocooned in place and slowly morph into a demon. One day a parasite attaches itself to Endo and begins communicating with him, offering a chance to escape his prison. Run!</p><h2 class="bb_tag" ><strong>Key Features</strong></h2><ul class="bb_ul"><li><p class="bb_paragraph" >15-20 minutes of playtime with high replayability</p></li><li><p class="bb_paragraph" >A first person action runner in an organic-looking hellscape environment</p></li><li><p class="bb_paragraph" >Dynamic traversal through grappling hook, wall run, jump pad, and gravity inversion mechanics</p></li><li><p class="bb_paragraph" >A minimalistic gameplay UI</p></li><li><p class="bb_paragraph" >A unique intense aesthetic inspired by punk, horror, comics, and older first person shooters</p></li><li><p class="bb_paragraph" >A high intensity industrial metal and techno soundtrack</p></li></ul><h2 class="bb_tag" ><strong>Where did the game come from?</strong></h2><p class="bb_paragraph" ><i>FleshBound</i> was developed during a 7 week project at FutureGames. Taking inspiration from games like <i>Mirror's Edge</i>, <i>Ghostrunner</i>, and <i>Doom</i>, we sought a fast, simple game loop where the challenge lies in mastering the balance between maintaining speed and control.</p><p class="bb_paragraph" >Leaning heavily on the design pillars of "Velocity, Visuals and Viscera", we quickly formulated the concept and with a visual style we can only describe as "Splatterpunk", the vision of the game was easily communicated both within the team and with external stakeholders.</p><p class="bb_paragraph" ></p><p class="bb_paragraph" ><span class="bb_img_ctn"><img class="bb_img" src="https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/3374390/extras/c3846dc349469507e441f67070f6a529.avif?t=1744658672" width=800 height=187 /></span></p><h2 class="bb_tag" ><strong>The Team</strong></h2><p class="bb_paragraph" ><i>See game website link for contact information.</i></p><p class="bb_paragraph" >Jan Björk - <i>Product Owner, Game Designer</i></p><p class="bb_paragraph" >Leo Dennett - <i>Lead Game Designer, Audio Design, Narrative, UI</i></p><p class="bb_paragraph" >Søren Agentoft - <i>Gameplay, Systems and Tech Design</i></p><p class="bb_paragraph" >Johan Lundgren - <i>Level Design</i></p><p class="bb_paragraph" >Elizabeth Cantrell - <i>UI Design</i></p><p class="bb_paragraph" >Jakob Segerdahl - <i>Art Lead, Character Art</i></p><p class="bb_paragraph" >Amanda Rylander - <i>Environment Art</i></p><p class="bb_paragraph" >Magnus Lööf - <i>Lead Programmer</i></p><p class="bb_paragraph" >Jonathan Ebsen Mäensivu - <i>Programmer</i></p><p class="bb_paragraph" >Filip Åkerlund - <i>Programmer</i></p><p class="bb_paragraph" >Adam Fakla - <i>Animation and Rigging</i></p><p class="bb_paragraph" >Hugo Berglund - <i>VFX</i></p><p class="bb_paragraph" ><i>Additional QA by </i>Tim Lindgren</p>