Based in Dresden, Germany
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Still in early alpha stage, NOWHERE aims to be a holistic first person experience set within a mystic cosmos, focusing on emergent player-driven storytelling, strong social AI and high replayability through the use of procedural content, combining gameplay elements of exploration, survival, strategy, communication and adventure. Our story arc aims to explore human topics such as family, science, religion, politics, culture and history as well as shed light on existential themes such as fate, choice and free will, seen through the unfamiliar lens of individuals in a post humanist, post singularian alien society. NOWHERE was born out of a personal desire to make sense of the human condition through the pursuit of new experiences. We believe that games can relate wisdom; we are convinced that playing games can lead to new perspectives and better life decisions in a fun way. With NOWHERE we aim to contribute to this line of thought.
Where did the idea for NOWHERE come from? It’s kind of a melting pot of multiple influences, as it took almost two years tofigure out an idea exciting enough to keep them going. The psychedelic setting is a tribute to the goa / psy-trance scene and their parties. They have a great sense of what’s mysterious and cool, and Leonard wanted to pass that feeling on to a new audience. The concept for the gameplay originated from a key moment while playing GTA IV five years ago, when he wondered if it were possible to rig this kind of open world game in such a way that the player could experience the consequences of his actions. Back then Sylvia and Leonard had a lot of things already sketched out, but gave up on it because we thought it would be too hard to do, mostly because they didn’t have the resources to model an entire town. They came back to this idea last January; suddenly, with their procedural approach and the alien world setting the concept appeared doable. Minecraft has also been a great influence. It’s a game in which every element has a function and nothing is a set piece. They definitely want to follow and encourage that mode of thinking.
Logo & Icon
Awards & Recognition
- " Virgin Media Game Space, September 2013" NOWHERE was one of the games/alphas you could play in London.
- "Hold Onto Your Brains As A Wild NOWHERE Trailer Has Appeared"
- Christ Priestman, Indie Statik
- "Nowhere Might Be The Most Ambitious Pitch"
- Jim Rossignol, Rock, Paper, Shotgun
- "It's a game called Nowhere, and it might very well be one of the most interesting takes on life we've seen in a long time ..."
- Perry Vandell, PC Gamer
- "I Don't Know What The Heck I Just Watched, But It Still Looks Cool"
- Patricia Hernandez , Kotaku
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duangle is a timey wimey wibbly wobbly two-headed independent game studio located in Dresden, Germany, planet Earth. Leonard Ritter is probably more known by his electronic music act alias paniq and in charge of half of everything. The other half is dominion to Sylvia Ritter, who also happens to paint amazing cerebral landscapes. The duo is not only best friends, but also married, which makes duangle a family-owned business. People dig mission statements, so here is ours: Our mission is the creative development, realization and exploitation of our own entertainment concepts for electronic media, preferrably computers and game consoles. We also offer consulting and realization services for games programming, cross-platform compatibility, logo design, concept art, sound design and music composition.
More information on Duangle, our logo & relevant media are available here.
Programmer & Designer, duangle
Co-Designer & Concept Artist , duangle