The action platformer with crafting for people who don't like crafting!Randomly-generated level compositions, a unique sci-fi setting, and some decision-based narrative fluff.
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Release Date:
Aug 21, 2015

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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?

“Every time I watch someone playing a game I learn something new. Better games are only recognized as such after being subjected to, and refined by, the crucible of play. Therefore developing a community around individual games as they mature can only ever be a good thing for development. As a feedback mechanism, exposure is vital to attaining an entertaining, cohesive game experience.”

Approximately how long will this game be in Early Access?

“This is difficult to answer as I cannot currently afford to develop games full-time. I do however pour my other waking-hours into it like a demon. I can reveal that the large building blocks are in place, and as such adding content takes a much shorter relative time. An estimate of many months, maybe up to a year, would be needed to add a suitable amount of content to occupy players. I would ideally like to continuously add content, narrative threads, tools, enemies, boss-fights, etc. for as long as players feel that it is actually adding to the experience.”

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

“The full version will contain enough narrative threads, levels, tool combinations, etc. to constitute relatively unique journeys for each play-through.”

What is the current state of the Early Access version?

“It is a 'feature-complete' vertical-slice demo of the game consisting of an extensive tutorial, a few levels, a scattering of boss fights, a handful of narrative threads, a few characters, and enough tools to make those levels interesting.”

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

“The price will likely increase, but only marginally, upon full-release. This is merely to reflect the state of the game at that time.”

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

“I routinely update feedback forms over at for players to categorically convey their experience back to me. The steam community hub shall undoubtedly also form a large part of the feedback process. I have thus far read every single player comment and email, and intend to try, insofar as is reasonable, to continue to do so. I love hearing player's ideas for potential tools, characters, etc. as they often reflect their own individual experiences with the game in a meaningful way. I plan on initiating open discussions and/or AMA threads sporadically, and have previously assisted in contests for custom content for the game, and may do so again.”
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About This Game

To play the game 'straight' you would reach each successive exit until you surmount a final challenge. Action-driven puzzle elements encourage exploration and backtracking, and could lead you to alternative routes, or simply spice up the game world based on your choices.

Tools and 'Crafting'
Tools are strewn across the levels, and are sometimes tied to narrative outcomes. Activate two tools simultaneously to 'combine' them at the touch of a button, on-the-fly, to maintain the momentum of play.

For example: while wielding a pole, activate your spring as well to instantly have a pogo stick, then also activate a spike to have a pogo-drill that destroys terrain as you bounce.

Food works in much the same way. For example: combine a sprig of death-fern with a haunch of fresh meat for a somewhat... nourishing morsel.

Player-Driven Endings
Uncover narrative threads that mutate the game world and on occasion lead you to alternative routes.

For example: you may choose to help a creature. They may lay an egg. The egg may hatch. The hatchling may follow you. A few events down the line and this creature could influence a unique ending for you. It may simply add flavour to the usual route. The point is that you make action-based decisions that mutate the game world.


  • Randomly generated levels
  • Combine tools for varied on-use effects and movement styles
  • Action-driven narrative choice
  • Real-time 2D shadows make the experience much more tactical (which is a lot more important than it sounds)
  • Extensive tutorial
  • Playable with an X-Box gamepad (Recommended actually)

Design Goals
  • Ultimate replay value.
  • Loads of possible equipment combinations.
  • To utilise the core mechanics of picking up, dropping, combining, storing, using, and consuming tools for as many aspects of play as possible, to prevent a disjointed experience.
  • Multiple methods for tackling multiple potential goals. To an extent, you loosely define these goals yourself.
  • Through mastery of the game's mechanics and equipment combinations, moment-to-moment gameplay decisions and goals shift from simple wanderlust to deliberate strategy.

System Requirements

SteamOS + Linux
    • OS *: Windows XP+
    • Processor: Intel Pentium 4 or equivalent
    • Memory: 512 MB RAM
    • Graphics: DirectX 9.0c+ Compliant Graphics Device
    • DirectX: Version 9.0c
    • Storage: 250 MB available space
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
    • OS: MAC OS 10.7+
    • Processor: Intel Pentium 4 or equivalent
    • Memory: 512 MB RAM
    • Graphics: DirectX 9.0c+ Compliant Graphics Device
    • Storage: 250 MB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    • OS: Ubuntu 12.04+
    • Processor: Intel Pentium 4 or equivalent
    • Memory: 512 MB RAM
    • Graphics: DirectX 9.0c+ Compliant Graphics Device
    • Storage: 250 MB available space

What Curators Say

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