Googy Studios Wishlist on Steam

You're an 8-bit character adrift in a 3D world dissolving under its own weight.

Metroidvania · In development · Berlin

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You don't belong here — but somehow it works.

In this metroidvania adventure, explore unknown realms after leaving the comfort of your own familiar game. Be the very definition of what works even when it's not supposed to, as you uncover one piece after another. It's a bit like reverse-engineering a game you want to explore from every angle — differently each time.

Premise

You don't belong here. Nothing about you fits — not your flat little body, not the way you move, not the rules you grew up with. The reality you've fallen into is coming apart at the seams anyway: textures dissolve, geometry fractures, the world itself glitches. It's a visual language for what it feels like not to belong, and to have to figure yourself out anyway.

That tension — belonging through not belonging — is the emotional core of the game: growing up, and finding yourself dropped into a reality you were never quite comfortable with, and having to adapt anyway.

Feel what it's like not to belong — one art style at a time

Moves

Each ability is a negotiation with a dimension you weren't built for

A spinning 3D axis gizmo
Run animationRun
Double jump animationDouble jump
Dash animationDash
Throw animationThrow
Spin animationSpin
Flip animationFlip

Unique selling points

Game-dev concepts, turned into mechanics

Losing health degrades your resolution

The character running at full resolution The same run cycle at half resolution At a quarter resolution Reduced to a handful of coloured blocks

Enemies lose their geometry

An enemy at full detail The same enemy reduced to flat polygons

Your hitbox slips loose from your sprite

The character inside its hitbox
Hitbox
The character with its hitbox slipped off to one side
Hitbox

LODs, hitboxes, UVs, wireframes — the language of making games becomes the language of playing this one.

Core gameplay

Exploration

A side-scrolling path through handcrafted 3D environments — cave, workshop, factory, temple and more — built with hidden routes, collectibles and people to meet. Progress is gated behind new abilities and art styles, so you're pulled back and forth across the map as the world opens up.

Combat

Real-time and hitbox-driven. Damage isn't cosmetic: enemies visibly degrade as you hit them, dropping detail and moving more erratically, and you do the same as your health drops. The more the world hurts you, the less whole you look.

A focused run

About two and a half hours, no padding, designed to be explored again — faster and deeper each time. The people you meet speak in warped rendering jargon, turning the language of game development into the voice of the world talking back at you.

Damage is visible — the mesh gives up
A world built from cardboard cut-outs and felt-tip drawings

Screenshots

Play it

Get on the playtest

Playtests run through Steam. Write to us or say hello in the Discord and we'll put you on the list.

Request access Join the Discord

“Nothing in the first few minutes prepares players for what's really waiting for them.” Markus Riexinger, nd — translated from German
“Who knew a Steam playtest would make me want to reevaluate my entire life?” Dwayne Jenkins, Glizzy
The design is phenomenal and kept my curiosity going. Eliad K., playtester
Ironically cohesive despite the mishmash of styles — a Portal vibe, where nothing is as it seems. Shuo Z., playtester

The studio

Daniel Sgan-Cohen

Googy Studios

An indie studio in Berlin, founded by Daniel Sgan-Cohen — 3D artist, game artist, animator and illustrator, BA (Hons.) Game Arts & Animation, SAE Institute Berlin. You Don't Belong Here began as his bachelor project and is now the studio's first title, with the team growing around it — modestly, and on purpose.

The game comes out of his own experience of leaving home and finding his footing in an unfamiliar culture.

What exists today is the fundamentals. The demo is a complete short run through the world: the core loop, the style shifting, the combat, the first abilities. It is not the finished game we're aiming at.

From here the work is expansion — more levels and routes built around their own art styles, deeper abilities and combat that play with the game's own machinery, a richer script and world, and the polish pass. That's what we're raising funding for.

Developer
Googy Studios
Publisher
Googy Studios
Based in
Berlin, Germany
Engine
Unreal Engine
Platforms
PC (Steam) · consoles planned
Playtime
About 2–2.5 hours
Release
To be announced

Press & business

Press kit

Fact sheet, descriptions, logos and screenshots.

Download (PDF)

Press & partnerships

Contact@googystudios.com
LinkedIn

Community

Development updates and playtest invites go out in the Discord.

Join the Discord