Upside-Down Dimensions is a highly visual game that combines action, hack n slash, RPG, stealth, platform and puzzles to create a unique and amazing gameplay experience. Play as two characters separated into different dimensions. Flip between these worlds to stop the nefarious Dark Shogun.
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Release Date:
Aug 9, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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?

“Upside-Down Dimensions is an innovative and original game that blends different genres of games into a unique flavor of game that connects with players. The unique combination of mechanics increases the complexity of the development, both from an art, programming and design which makes the need for iteration with players important to right calibration and adjustments of all the elements of the game, as to maximize the fun factor to be delivered to the player.

By going to early-access, we think that we are creating a unique opportunity to make the final adjustments to core mechanics and visual qualities, as well as finish the remaining content needed to complete the overall game. The contact with the steam community feedback will be valuable to collect all the information needed to make changes to the game, and validate them back between new releases of the build.”

Approximately how long will this game be in Early Access?

“We are planning to be on steam early access for a minimum duration of 6 months and a maximum of 12 months, as to make the adjustments to the game based on the community feedback and consolidate them back into the game content and possible new content to be created as to cope with the adjustments.”

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

“During Early access we would like to refine the main mechanics of the game with the help of the community as to have all main components correctly integrated and calibrated in the game to provide to players the best gameplay experience. During development, he have had to take design decisions that we want to test and change if necessary as to have the game fulfill its potential based on the steam community feedback.

We would like also to increase the length of game to include at least one new level that depicts how evil is ravishing and corrupting the once colourful world of papercraft into burned down filled with fire and ashes level, where the player will have to navigate it, using the power of the wind and special origami wings that will help move up to the end of the game.

To implement this vision we will would need to implement some new elements for the levels, at least 5 new enemies ( that are already concerted and designed) and increase the behaviors of the existing ones (in current build) to fill the new world with the same challenges and gameplay.

We will also probably address a MAC and Linux Version to better match the diversity of players in Steam.”

What is the current state of the Early Access version?

“Release Candidate with 4 hours of game gameplay and 80% of the game mechanics fully playable with the existence of some bugs. The levels are not yet fully balanced from a term of level design and we are constantly refine it to improve the fun factor of the game.

The current game is around 50% of the game that we would like to achieve through Early Access.”

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

“We have no plans to increase the price after launch at this time, but the full release price will not be lower than the price during Early Access.”

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

“The objective of the Early Access is to listen to the community as to refine the main game mechanics, level design and overall story for the game.

We are planning to release a bi-weekly build with the comments of the community integrated as to make the game evolve in the direction that the majority of the community will help to mark.”
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Recent updates View all (15)

March 23

UPDATE #13: Combat, controls and camera improvements

Again a long period of time between updates, as we were trying to fine tune a couple of elements of the game that we thought needed more improvement, mainly with the camera, the combat and the overall visibility of the characters while playing, controls and animations.


  • New Jump Animations. The animations that were being played while jumping or jump running where not taking in account the last modifications that we performed on the jump function, causing a rather strange effect of freezing and sliding when ending the jumps.

  • Controls optimization. The controls used for the combos where failing randomly to detect a sequence of keys that could generate a combo, and from time to time, the controls where freezing any combat strike. We have improved the overall system to try to achieve a more fault-tolerant system.

  • Characters visibility. The depth of the level is limited and because of its construction and level items, when the player was fighting or moving behind and object, the lack of visibility was causing problems in actually controlling the characters. We have implemented a transparency function as used in some strategies games, that causes objects between the player and the camera to become slightly transparent.

  • New game Over screen. We have implemented a new game over screen that we think just looks cooler than the old one.

    • Camera optimization. We have make some adjustments on the camera focus, that now lets some empty space to the right of the game character as to allow a better visibility on the challenges to come.

    • Combat optimization.

      As with the camera management, the combat system is a recurring action that we have been performing in the game as to try to have the best possible experience. In this case, we have tried to have the game character to keep as close as possible to the enemies and that to keep a better orientation toward the enemies. We have also increased the stunning state of some of the enemies as to give the player a little edge on attacking and defeating the enemy.

    The game has now a steady frame rate and improvements in this section are becoming harder and harder to achieve, but we will keep fine tuning the game in the next releases.

    Our next actions will be now focused to the sound manager, that is lagging behind in the overall stability that we have been introducing into the game. So we will try to integrate a more flexible system that will allow us to control the mood of the system, the narrating voices and the overall sound effects of the game.

    Upside-Down Forums

    Thanks for playing our game and Stay tuned...
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February 2

UPDATE #12b: fix loading bug

We have just discovered that there was a file corruption in the uploading process for Update 12, that was causing the game to get stuck on the loading scene. We have uploaded a new build that should correct that problem.
Sorry about the inconvenience and we will keep working toward a release candidate stable version.
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“One of the best indie creations to come along this year”
Gavin Sheehan, Bleeding Cool

About This Game

A peaceful and colourful paper world is about to be torn apart. Hordes of evil are preparing to make their last stand, in one final battle to bring ruin to this paper kingdom. In their way are two heroes, a boy and a girl. Follow them in their epic journey to defeat evil once and for all.

Upside-Down Dimensions is a highly visual game that combines action, hack n slash, RPG, stealth, platform and puzzles to create a unique and amazing gameplay experience. Play as two characters separated into different dimensions. Flip between these worlds to stop the nefarious Dark Shogun.

Help the characters finding their way across the puzzles of ancient times, that will lead them to summon the Golden Origami Dragon, the only magical creature with enough power to defeat once and for all the evil presence.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows, 7,8,10
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: 512mb
    • DirectX: Version 10
    • Storage: 500 MB available space
    • Additional Notes: Xbox compatible gamepad
    • OS: windows 10
    • Processor: i7
    • Memory: 8 GB RAM
    • Graphics: 1gb
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Additional Notes: Xbox compatible gamepad
    • OS: 10.9
    • Processor: x86, x64, universal
    • Memory: 4 GB RAM
    • Graphics: 512mb
    • Storage: 500 MB available space
    • OS: Ubuntu 10.10, Fedora 12,
    • Processor: x86, x64
    • Memory: 4 GB RAM
    • Graphics: 512mb
    • Storage: 500 MB available space
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