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Steam News25 June 20251y ago

Why Sci-Fi? Why Puzzles? Why Thriller? Why this style?

As we get deeper into development on Project Enceladus, we wanted to take a step back and share something a bit more personal: Why this game? Why this genre mix? Why this tone? The answer is layered.

In this update5

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Full Project Enceladus update

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What changed

0 fixes0 additions3 changes0 removals
  • Gameplay
  • UI and audio
changedWhy Sci-Fi?Stories that asked uncomfortable questions: What happens when technology outpaces humanity’s ethics? How far would we push science in the name of survival? Can progress and morality coexist?
changedWhy Puzzle-Platformer?Games like Portal and Q.U.B.E. 2 were huge inspirations. Not just for their puzzle design, but for how they told story through environment, voice, and pacing.
changedWhy Puzzle-Platformer?And from a design perspective: We love how puzzle mechanics let us blend gameplay and narrative — making each room, each space, each object… part of the story .

Project Enceladus changes

changedStories that asked uncomfortable questions: What happens when technology outpaces humanity’s ethics? How far would we push science in the name of survival? Can progress and morality coexist?
changedGames like Portal and Q.U.B.E. 2 were huge inspirations. Not just for their puzzle design, but for how they told story through environment, voice, and pacing.
changedAnd from a design perspective: We love how puzzle mechanics let us blend gameplay and narrative — making each room, each space, each object… part of the story .

As we get deeper into development on Project Enceladus, we wanted to take a step back and share something a bit more personal: Why this game? Why this genre mix? Why this tone?

The answer is layered. Like the game itself.

Why Sci-Fi?

For many of us on the team, sci-fi wasn’t just a genre we liked — it’s something that shaped how we see storytelling and creativity. We grew up watching, playing, and reading science fiction that wasn’t about laser guns or space battles… but about ideas.

Stories that asked uncomfortable questions: What happens when technology outpaces humanity’s ethics? How far would we push science in the name of survival? Can progress and morality coexist?

Games like SOMA, movies like Arrival, or even classics like 2001: A Space Odyssey showed us how deeply sci-fi can tap into human emotion — and into fear. Not fear of monsters… but fear of isolation, of the unknown, and of our own decisions.

Why Puzzle-Platformer?

We’ve always loved puzzle-platformers because they force you to engage with a space, not just run through it. You’re not just a player with a gun or a quest marker — you’re an active participant, testing and understanding the environment.

Games like Portal and Q.U.B.E. 2 were huge inspirations. Not just for their puzzle design, but for how they told story through environment, voice, and pacing.

There’s something special about solving a problem with your own reasoning, not just following instructions. It creates a personal connection between the player and the world.

And from a design perspective: We love how puzzle mechanics let us blend gameplay and narrative — making each room, each space, each object… part of the story.

Why Thriller?

Let’s be honest — nothing pulls you into a narrative like tension and mystery. A sci-fi setting filled with clean corridors and logical puzzles is one thing… But when you start to sense that something is off, that the place you’re in has a darker history… that’s when immersion really kicks in.

Thrillers thrive on uncertainty. On half-answers. On making you question your next step.

Our goal isn’t jumpscares or cheap shocks. It’s that slow-building, creeping realization that maybe you’re not just solving puzzles… Maybe you’re uncovering something you weren’t meant to find.

And as the story unfolds across the chapters, the tone will shift — gradually, but noticeably. What starts as clean and sterile will become more surreal… and more unsettling.

Why Science?

A more personal note here: Many of us on the team have a genuine love for science, math, and problem solving. And it felt natural to build a game where those things weren’t just “hidden under the hood” — but part of the experience.

When we design puzzles, we think in logic gates, spatial constraints, cause and effect. The kinds of things that engineers, mathematicians, and even philosophers grapple with in the real world.

In many ways, Project Enceladus is our way of celebrating how elegant problem-solving can feel… even in the middle of a narrative about psychological breakdown and ethical collapse.

And Finally… Why This Tone?

Because for us, the most memorable stories are the ones that leave a mark. That linger in your head after the credits roll. That make you question the choices you made.

We didn’t want to build a world that was "just another puzzle game"… We wanted one that felt lived-in, broken, beautiful… and dangerous in ways that don’t rely on combat.

A story that feels personal, emotional, and human — even while set light-years away from home.

Thanks for following our journey. We can’t wait to show you more.

– The Dev Team

Source

Steam News / 25 June 2025

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