Mixed-reality indie game pushes boundaries of real-world play
A new independent mobile title is preparing to redefine mixed-reality entertainment by dissolving the conventional boundary between digital gameplay and physical surroundings. Rather than following the location-based mechanics popularised by titles such as Pokémon GO, this project introduces an approach that integrates a pixel-art protagonist directly into the player’s real-world environment. The central character, a pixel-based figure named Tim, exists within a fictional digital world yet experiences visions of a broader reality beyond the screen, driving the narrative premise.
The development team has opted to forgo widely used commercial engines in favour of a bespoke framework designed specifically for this experience. The game leverages smartphone camera technology to merge two-dimensional pixel visuals with the player’s immediate environment. Core mechanics require users to position Tim on real-world objects that meet particular colour conditions. Everyday items, such as a gaming controller or even a household pet, can become functional platforms if their colours align with the parameters of the level.
This interaction model forms the basis for puzzle-solving across the adventure. Certain levels demand that players search their surroundings for objects in specific hues to advance Tim past hazards in the virtual realm. These environmental scavenger-hunt elements support layered puzzles that bridge physical and digital logic, compelling players to engage with their surroundings in creative and unexpected ways.
In additional scenarios, the player must incorporate tangible objects into problem-solving sequences reminiscent of classic platform games. The interplay between real items and simulated physics introduces increasing complexity. The experience also features diverse pixel-based mechanics. For instance, blue pixels function as water that dynamically flows using particle-driven fluid simulation. A demonstrative early stage includes a placeholder art sequence in which the sky transforms into water, enabling Tim to escape an enclosed area. This fluid interaction mechanic signals an intention to blend retro visual style with modern computational techniques.
The technical direction is led by programmer Gustav Almström, who has architected the custom engine using C++. His system integrates multiple proprietary subsystems not ordinarily available in popular commercial engines. Almström’s design philosophy prioritises unrestricted creative flexibility by avoiding pre-built tools. According to the development notes, reliance on third-party engines may encourage creators to think within predefined structures, potentially narrowing conceptual scope. By generating an engine from the ground up, the team aims to enable experimental mechanics unconstrained by typical asset workflows, scripting frameworks, or physics modules.
The game’s mixed-reality pipeline extends beyond moment-to-moment play. Almström is building an in-real-life level editor, granting users the ability to construct stages by arranging enemies, characters, and objectives within physical spaces. Players can capture photographs or videos of these environments, producing level components that can be switched interactively during play. This multi-media integration suggests potential for community-driven creativity and personalised gameplay, encouraging users to design puzzles rooted in their own surroundings.
Visual art for the project is created by Olof Nilsson, while audio composition and sound design are provided by Dennis Qvarfordt. Collectively, the team’s approach exemplifies a philosophy grounded in bespoke technical solutions, stylistic individuality, and immersive mixed-reality experimentation. The resulting product aims to deliver a novel synthesis of nostalgic aesthetics and physical-world engagement, offering a distinctive alternative to mainstream augmented-reality formats.
As the game approaches release, anticipation centres on its unique blend of handcrafted engine technology, real-world interaction, and pixel-driven visual identity. The project signals a broader trend within independent development toward custom toolsets and experimental forms of player immersion, reinforcing the potential for small teams to pioneer new interactive models outside traditional industry frameworks.








