We’re happy to announce that the game reached 10.000 wishlists in 2 week! After the initial announcement, the public response has been overwhelming.
Here meanwhile a First small gameplay preview of the game:
The game will feature even a Coop mode on release and we’ll soon show it in our next update, so stay tuned!
Add to your Wishlist and follow if you want to support the release!
Hello my friends! In this blog post, I’d like to share the journey behind our latest game, set to launch this September after five years of development!
The development of the game began in 2020. At the time, the world was entering a period of great uncertainty, but for us, it marked the beginning of a journey. We wanted to craft a unique gameplay experience centered around the concept of Time—not just as a narrative device, but as the very foundation of the game’s mechanics. We aimed to build a world where time could be bent by the player, all while delivering a story that felt immersive.
From the start, the scale of the project felt overwhelming. We were just a small, passionate team of five developers—each wearing multiple hats—juggling everything from design and programming to writing and art. Creating a world that spanned multiple timelines, each with its own rules, logic, and visual identity, was no easy feat. We knew we were aiming too high for our resources—but the challenge fueled our motivation.
Our biggest design challenge was coherence. We needed to ensure that the transition between timelines wasn’t just a gimmick, but a core part of the gameplay and story. Every object, character, and environment had to respond meaningfully to the change of time. Creating systems that allowed the protagonist, Mai, to influence both the past and the present—resulting in ripple effects across the world—was incredibly complex from both a technical and narrative perspective.
And yet, with time, iteration, and an unwavering passion for innovation, the game began to take shape. We crafted environments that changed dynamically depending on the era, puzzles that challenged players’ perception of causality, and a progression system that rewarded experimentation. Mai’s journey through time became more than a plot device—it became the heart of the entire experience.
We truly believe that what we’ve created is something special: an engaging adventure that invites players not just to explore a world, but to reshape it.
INSPIRATIONANDCURIOSITIES
The inspiration and core idea for the game stem from classic titles of the past—especially the Zelda series—but also from more modern games like Journey and Nier Automata. We set out to blend various gameplay styles to craft a unique world with original, never-before-seen mechanics.
The story revolves around the connections between past, present, and future, and how each can influence the others.
In addition to the main protagonist, players will also take control of a second character, unveiling new layers of the narrative from an alternate perspective.
The protagonist, Mai, will be guided on her journey by an ancient, long-forgotten civilization—a reminder of how vital the past can be, even when it is often overlooked.
After five years of development, we truly believe the result is something special—an experience that will keep players engaged for countless hours!
Discover a possible future where humanity is nearly extinct, following the Last Great War — the most devastating of all. The ability to alter the flow of time may be the only way to change the fate of the world.
This is a game where Time itself takes center stage, blurring the line between illusion and reality — and revealing how it can be shaped and reshaped.
The main story offers around 20 hours of gameplay, but due to the complexity of puzzles and challenges, the actual playtime will depend on each player’s skills. If things get tough, players can team up with friends thanks to the Coop Mode.
Beyond the main adventure, the game also includes optional challenges and side dungeons designed to test even the most experienced players. And there’s more — several free DLCs are already in development, bringing new story chapters and dungeons to expand your journey even further!
Today, we unveiled the launch trailer for Mai: Child of Ages, our upcoming action-adventure game coming to Nintendo Switch, PS4/PS5, Xbox and Steam this September!
Join Mai on her journey through a fractured world as she uncovers her true identity and confronts mysterious beings threatening the balance of the universe.
Venture through past and future, exploring ancient dungeons, and uncover the bond that ties Mai to the enigmatic figure who will guide her throughout the adventure, teaching her the mastery of the arcane Uroboro Stone.
The game blends precision platforming, dynamic hack-and-slash combat, and metroidvania-style progression in a rich, time-bending adventure.
The development of the game began in 2020. Our vision was to create a unique gameplay experience, with Time as the core mechanic and a story that deeply immerses the players in the game world.
In the beginning, the complexity and scale of the project felt overwhelming, especially for a small team of just five developers. But we were driven by the desire to explore new ideas and craft something truly original.
Building a believable world where the protagonist, Mai, could move between past and present, shaping both realities, was our greatest challenge. Yet we’re confident that the mechanics have evolved into something truly captivating.
In the latest trailer, you’ll catch a glimpse of vast environments, time-warping puzzles, and the emotional journey that awaits Mai across the ages.
The story revolves around the connections between past, present, and future, and how each can influence the others.
In addition to the main protagonist, players will also take control of a second character, unveiling new layers of the narrative from an alternate perspective.
The protagonist, Mai, will be guided on her journey by an ancient, long-forgotten civilization—a reminder of how vital the past can be, even when it is often overlooked.
The main story offers around 20 hours of gameplay, but due to the complexity of puzzles and challenges, the actual playtime will depend on each player’s skills. If things get tough, players can team up with friends thanks to the Coop Mode,already included in the main game.
Hello my friends! In this blog post I would like to write about the development and the post-release of our latest game, “Suicide Guy VR Deluxe” (PSVR2). What went wrong and what went right? Is it worth to develop for PlayStation VR2? Here you’ll find the answers!
I can start by saying that it is certainly a new platform on which it is commercially worth developing, since in just a month we already passed the 10.000 units sold of our VR game, and went on top 20 (PSVR2) games on the store for few days. (The launch during the Christmas period and the few titles present on the store, certainly helped sales)
Regarding costs and development times, however, has been very complex, given that it took much longer than expected for the launch (about 8 months of development, while we had only predicted 3). The game (non Deluxe edition) has been already released on PSVR1 a few years ago and the port for PSVR2 required changing a lot of things which initially we didn’t expect.
For example, we had to improve many aspects of the game such as the frame rate and the quality of interactions in order for the title to be accepted for publication on the PlayStation Store.
The game has already been released on all major VR stores like Steam and Oculus Store. It is certainly the store where it has performed best in terms of sales numbers so far, but also the most difficult to publish on.
Another very interesting aspect is the community, with so many active players interested in trying new game experiences for PSVR2. In fact, we have had a large amount of players writing to us for feedback and improvements to the game and who keep asking us for updates on the game.
Thanks to this, we are continuing to work on new patches for the game (released the first one a few days ago) to fix bugs and new additional content.
Regarding the difference between PSVR1 and PSVR2: development on the PlayStation VR2 is certainly slightly more simplified if your game has complex object interaction mechanics and you also have the advantage of having more memory resources being playable on PS5.
In conclusion it was definitely worth the effort and we will see what the future of VR holds: If the game will continue to sell well and if we are lucky enough to also have a PSVR3 headset sooner or later!
We’ll continue to keep you updated on the development and store performance of the game which hasn’t actually ended yet.
Experience it and find out the new custom levels that take full advantage of Virtual Reality. Will your heart be able to take all these deaths at once?
A first person puzzle game like no other where you’ll have to find the way out of your own dreams using objects and tools that you’ll obtain during the nap.
Play this super immersive experience with your PSVR2 Device.
Features:
- New awesome levels that take full advantage of VR devices
- Full body locomotion in Virtual Reality
- Total physics control of all items
- New incredible moves: be able to pick up items, throw them, activate mechanisms and even burp.
- Driving System redesigned for VR
- Teleport movement style extra option (if your stomach can’t take it)
- An important mission to accomplish (again)
What Does the new Deluxe edition includes?
- Graphics and performance improvements
- Fully adapted for PlayStation VR2 devices
- Improved comfort for VR
WARNING: this game is VR only In addition, PlayStation VR2 Device is required.
In this blog post I would like to write about the importance of building a solid team from the start of your journey and how this helped us to publish new games every year without interruptions during the last 10 years.
The fundamental aspect for our company is that in the last 10 years the core team has never changed and that all the new members added and trained to work on the new games have never been replaced.
Another key element that I think led to our company success is that we tend to place more importance on the well-being of individual team members than on the projects themselves.
Of course that doesn’t mean that we neglect our projects, but if there are any difficulties during development, we try to meet the needs of the team.
Time in game development is also a fundamental aspect: being able to release a new game in a short time is essential in today’s market. If you keep changing team members, I think it’s impossible to meet the games release times given that even new members will have to adapt to the company’s workflow and obtain all the necessary skills for every new project.
As an example, one of our most successful games of the past year “Suicide Guy VR” for PlayStation VR, had a development time of just 6 months. This wouldn’t have been possible without a solid team that worked already on the non VR edition.
the short development time certainly helped the game to be released in the best period and able to sell tens of thousands of copies in few months.
In short, the secret key is: bringing together an amazing group of people towards a common goal. This of course takes time but in the long term is totally worth it.
I hope this blog post will help you building a better team! For more infos you can visit our website with all our games at: www.chubbypixel.com
Hello my friends! In this blog post I would like to write about our game development journey experience during the last 10 years in the gaming field started with small games projects developed by just 2 person to a company with over 15 developers involved! For more infos you can visit our website with all our games at: www.chubbypixel.com
Our first game Woodle Tree Adventures released in 2013 for PC was quite a successful release, especially after the console release few years later.
In the meantime we continued to develop B2B games (Business to Business) for many companies and brands. Only after a few years we’ve been able to start to develop onlyB2C (Business to Consumer) and to expand the team only through this business.
In 2016 we decided to expand the team thanks to successful games like Suicide Guy, Suicide Guy: Sleepin’ Deeply and Woodle Tree 2: Deluxe released for all consoles and PC
After the incredible and unexpected success of our new games, we decided to continuously expand the team and move the first steps into the Virtual Reality field, releasing our first VR game Suicide Guy VR for PlayStation VR, Steam and Oculus in 2020. Despite the niche market, the game was a great success and helped us to continue our Journey
In 2020 and 2021 we started to develop and convert our games for the Mobile market(iOS and Android). Since the games were already very famous, this helped a lot the mobile releases, with thousands of copies sold in the first weeks.
The team is now complete and we’re focusing on our next adventure game releasing it soon and a new PlayStation VR2 game, stay tuned! Thank you for the attention, I hope this post can help other developers to find their way too!
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