City of Murals is a 3D platformer inside a 3D metroidvania inside a rogue-lite. It features a unique visual style, tons of movement controls, real exploration, and "fuck around and find out" combat.
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Release Date:
Aug 16, 2023
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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I’m hoping to turn this into a really great game. The best way to do that is through player feedback and continued development. I’ve been plugging away at this game since 2012 when I first started sketching out level designs and since then it's gone through a number of different iterations to get better. I first uploaded the game to itch.io in 2018 and I generally make a new build every month or two. Some builds come in quicker because there are bug fixes. Some builds take longer as they have bigger, broader changes to the game which also usually introduces new bugs. There have been 34 updates to the game through itch.io since 2018.

I do have cancer and I’m currently in chemotherapy. Part of me wanting to do Early Access is just me wanting to make sure the game is out in some form in case things take a turn for the worst health-wise. Aside from that, I’d just like to keep working on the game and make it as good as it possibly can be.”

Approximately how long will this game be in Early Access?

“I’m anticipating around a year and a half, although it could be longer if more development is needed to improve the game.”

How is the full version planned to differ from the Early Access version?

“I’m interested in adding new enemies and improving combat, adding some new levels, adding better controller support, lots of bug fixes, a smoother learning process in the beginning, improved randomization and upgrades, graphical updates, and hopefully some optimization and better framerates as well.

In the near term, the bugs and controller support appear to be bigger issues for people and will need to be addressed. The onboarding process also appears to be a big issue for people so I’ll be looking to address that sooner rather than later as well.

In the longer term, gameplay-wise, I’d like to increase the number of temporary upgrades to increase variability with each run, have players try out different upgrades or strategies they might not otherwise, and I’d really like to give players that feeling of, “just one more run.” The game is more of a 3D metroidvania at the moment with lighter rogue-lite elements. I’d like to beef up the rogue-lite elements a bit more and have this feel more like a rogue-vania.

In terms of combat, with the help of some developers from the Philadelphia Gaming Community, we’ve been fleshing out some more bullet-hell like enemies in the vein of something like Returnal. I’d like to continue trying to push that as well as just add more enemy variety. One of the things I found impressive about Elden Ring was the large number of different enemies that you would encounter.

Working on the graphics for the game is where I feel most at home so I’m always trying to improve the loading screens, effects, UI, textures, models, accessories, skins, etc. I would describe my art tendencies as colorful maximalism. I’m usually looking to push as much color as possible while still keeping things cohesive. There may be times though where I push things too far and need a little reigning in.

Sometimes new features may look unpolished, but over time they improve bit by bit.”

What is the current state of the Early Access version?

“The game has a beginning, middle, and end and there are about 40 different levels in the game. There are definitely some bugs and there is only partial controller support. A controller works alright on the player, but starts to get buggy with some of the user interface elements particularly with the shops. The game plays better with a mouse and keyboard at the moment.

I’m obviously biased but I think the game is at its best once you get about an hour or two in, start getting to some of the forests, and are able to start exploring there, hopefully somewhat comfortably thanks to some upgrades. The game gets compared to Risk of Rain 2 a lot in playtests. To me, the game is more of a 3D metroidvania. There are lots of pickups that you’ll need movement abilities to get, there are plenty of secrets to find, and there are different pathways to take to explore, provided you’ve found enough keys to unlock the doors you want to open. In the forests, near ruins, the combat may feel more arena-like, similar to what you might find in Risk of Rain 2.

The game is very exploration heavy. One of my goals is to provide so many different pathways that you let go of that feeling you may get in some games where you feel the need to check every corner. That being said, they’re are plenty of rewards for exploring. Much of the level design and movement abilities are vertical as well, which can be a challenge for new players as most players are more familiar with horizontal level designs. I’m also much more partial to minimal in-game UI elements especially when it comes to exploration so you won’t see waypoints, mini-maps, or more of an “Ubisoft” model in terms of UI for exploration. This makes exploration in the game more challenging and it has a steeper learning curve. My goal is to try to find a sweet spot between minimal UI and easily understanding where you need to go.”

Will the game be priced differently during and after Early Access?

“Yes, the game will go up in price once it leaves early access.”

How are you planning on involving the Community in your development process?

“My goal is to get as many people as possible to finish and enjoy the game. Getting player feedback in order to make that happen is something I’m familiar with and looking for. If issues arise I’ll do what I can to prioritize those issues and address them. The solutions provided may not always be exactly what players want, but I’ll always look to address issues and improve the game for people.

In terms of communication on updates, my plan is to do more video content as I think it will be easier and faster to explain what’s new and how things got to where they are. I’ll upload those videos to Youtube and link them to the store and/or the community forum. In the interest of keeping communication open and putting out regular updates, these videos will most likely be light on editing. I also have a Discord server for the game and most of the standard social media channels where updates get posted and people can reach out for help or to talk about the game.”
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About This Game

City of Murals is a cute and gross, action-platformer, rogue-lite.

PREMISE


The world is competing to see who can live the longest.
Alien technology discoveries help yield a longer life, but the time it takes to make those discoveries also takes much of your life. You have a timer of when you'll die but if you get to some ancient tech your lifeline will be extended, perhaps even for hundreds of years.

FEATURES


  • Explore and survive a cute and creepy world with non-violent and violent guns



  • Find special traversal abilities like dash , jetpack , glider and grappling hook



  • Befriend and battle weird and interesting creatures

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS *: Windows 7 64-bit | Windows 8 64-bit | Windows 10 64-bit
    • Processor: Intel Core i3-2100 | AMD FX-6300
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 760 | AMD Radeon HD 7950
    • DirectX: Version 11
    • Storage: 11 GB available space
    • Additional Notes: These specifications are subject to change.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS *: Windows 7 64-bit | Windows 8 64-bit | Windows 10 64-bit
    • Processor: Intel Core i5-2500K | AMD Ryzen 5 1400
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 970 | AMD Radeon RX 570
    • DirectX: Version 11
    • Storage: 11 GB available space
    • Additional Notes: These specifications are subject to change.
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.

What Curators Say

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