About

What is Vectronom?

Vectronom is a rhythm-based 3D platformer played in isometric view. Obstacles in the levels change in sync with the music, forcing players to memorize patterns and solve environment-specific riddles while moving to the beat of the music.

Why Isometric?

The game is actually orthographic, not isometric; go figure.

Why am I a cube?

Don’t be a square.

What’s up with the background?

That’s the metronome, which indicates the main count and bpm. If you feel it’s too much to handle or you just don’t like it, you will be able to disable it in the options.

What’s up with the music?

Level design and music composition happen simultaneously, with each influencing the other in the process of creating the game.

It’s important that the architecture and spirit of each level is not only represented visually, but also through music. The patterns the player must learn in order to advance are unique expressions of the music, performed by a dancing cube controlled by a (hopefully) dancing player.

On which platform will I find this game?

Our main focus is to release the game for PC, OSX (and possibly Linux) via Steam and itch. Given that half of our team are console peasants we hope to create some porting for consoles in the future.

How do I play this?

You play with the arrow keys (WASD). We recommend headphones or speakers when playing, the key is to dance as much as possible to follow the beat seamlessly.

What about mobile?

Currently we are running some experiments to find the best way to translate the beat movement and control juiciness into the mobile realm. The priority will always be to make a game that feels good no matter where you play it.

I want to listen to the music, where can I?

We plan to release the demo soundtrack before the release of the game, so stay tuned.

Until then, listen to music done inhouse for previous prototypes and random experiments:

Bandcamp

Soundcloud

Will I want to speed run it?

We are all big fans of speedrunning and it would be a dream come true if you would attempt it. We plan to build in features to make it easier to achieve.

When is it coming out?

Early 2019