Explore a Land in Silence
Pure Prism presents a Land Forgotten: Lighthaven.
The long-decayed world suspiciously teems with
mechanical, hostile life. In every blade of grass, in every
crumbling edifice, the mysteries of an empire within the forest
hang tantalizingly out-of-reach. With a diverse set of biomes and an exploration-first design, you'll plunge into twisting wilds and towering cities, your very form itself shrouded in mystery.
Uncover a Fractured Past
With a dark and brooding storyline, everything in Lighthaven serves as a clue to the past.
Wind your way through hidden corridors and overgrown paths: explore beyond this fallen civilization's boundaries.
Secrets long-kept do not part easily from their shrouds of mystery...
Nature vs. Machine
Long after the last soul, a Silent Struggle still rages. Deadly forests and treacherous mechanical ruins stand as enemies, their Light refusing to mix.
Equally hostile to themselves and to trespassers, you'll forge your own path through hazards to these region's cores.
What great calamity of old could create
such tension... such power?
Crafted by Hand
Every asset and room is drawn, animated, and lit in
exquisite detail, bringing a dream-like aura to Lighthaven.
Wander, get lost, rediscover your path.
An upgradable system of pipes and vessels storing a refined, orange light. This odd substance is your source of life, but it can be sacrificed to perform acts of Power against foes. A wise and balanced use of this energy should see your survival.
Energy Ampules
Luck Duct
Searing, cobalt-blue light is contained within this robust quartz vial. Gathered from the misdeeds of others, Luck is used to exert a will upon enemies.
Little is known of Luck, other than its great elusiveness and power. The gathering mechanism built into your hardened plates is of archaic craftsmanship.
Program Lamps
Your operating system includes a set of automatic actions that can be performed against foes or in harmony with the environment. These lamps illuminate when ready to use.
Phosphor Display
A variety of info can be displayed in high quality on this readout pane. In the example, the current enemy is pictured. Certain modules can enhance the data displayed here and add info like
an enemy’s health, waypoint headings,
and other useful tidbits.
Groundbreaking Gameplay
With a goal of creative yet intuitive gameplay,
Pure Prism introduces never-seen-before mechanics
to the Top-Down genre.
Pipe Grind
Criss-crossing the paths of Lighthaven lie networks
of ancient energy pipes.
Thanks to their still-robust construction, a quick jump and hop sends you coasting.
Jumping between pipes is also possible, allowing for fun
and rapid movement.
Enemy Pogo
The seemingly harmless Jump can become a potent weapon.
Allowing for attacks from above, jumping and then striking downwards with the Staff propels your form further upwards.
Bouncing atop a single foe or flying midair to strike another are both possible with the Pogo, adding another dimension to combat.
Scarf Slash
Your signature Scarf (used to connect to computer networks)
is a great way to attack from afar.
After a short windup, the Scarf is propelled like a high-tech lasso,
snaring enemies.
Once attached, pull and swing yourself forward to strike...
or to escape!
The Scarf is also used to swing from lamp posts and trees allowing for slick aerial acrobatics.
Staff Attack
Your stalwart companion,
an oddly-formed staff, offers more than a simple slash.
With two ends, the Staff can jab with both sides while being swung.
Its glowing eye can be charged to perform a devastating smash.
Parrying and blocking are both possible— the latter working every time but knocking you back.
Parrying is harder to master, but knocks the enemy back instead.
Mantle
As ubiquitous as jumping, the Mantle allows you to quickly skirt over the tops of objects.
Mantling can be performed on enemies too, and with a well-timed jump, you can leap off the backs of foes for advantageous attack angles!
FAQ
When Will the Game
Be Ready?
I hope to have a Kickstarter ready Summer 2024.
As the sole creator of Pure Prism, there's a ton of work to crank through.
I have a rigorous schedule, yet the fact remains that there are only 24 hours in a day!
What Are Your Goals
for Pure Prism?
To create a mysterious and haunting
story experience are at the top of my list.
Lore is revealed slowly to build anticipation.
The story is "shown, not told" through
art and dialogue, allowing you to
piece it all together yourself!
It's more rewarding and exciting to be
invested in your adventure.
What Are Your Thoughts
on Gameplay?
Silky and entertaining gameplay is necessary to keep players having fun and engaged. With the
2D Metroidvania genre, there's a constant need to jump around and navigate tricky terrain.
The top-down genre however can be
a lot more simple, and that's an issue.
I've designed Pure Prism's movement system to create constant "activity for the hands."
The idea is to get everyone pressing buttons and doing tricks while they walk around the world,
just like in a Metroidvania.
What Are Your Inspirations?
The concepts from Hollow Knight have contributed a great deal to my game. The idea of conveying mystery slowly and subtly along with a
purpose-driven use of design and boggling attention to detail took a big part in inspiring me to begin my project.
The Mother series blew me away with its ability to induce emotions in the player. The order of events, the contrast between them, and the
delivery of a story are all critical.
What About the Music?
I'll be working closely with a composer to create an original soundtrack for Pure Prism.
Music is incredibly important to properly expressing the story and atmosphere of a game.
I prefer to create everything myself to be certain of cohesion between parts, but when it comes to music, I'll be leaving it to the pros.
How Do I Stay Up to Date?
Please do make use of the buttons on the left to receive updates by email and to view
Pure Prism's Instagram.
Any Other Questions?
Click the Learn More button to reach out.
I'm happy to respond to questions, comments, or anything else you'd like to share.
Isn't It Too Much Work for
One Person?
I truly love what I do... making a game is like playing a game for me.
There's no way I'd ever give this up.
© 2023 Oliver Kehm Games