The Game Developer Network

GaMaYo 25 Showcase Bound By Point Reverie

At WX, Wakefield over 60 games will be demoing, along with 400+ developers, game industry publishers, investors and platforms in attendance for GaMaYo 25! Join us on the 13th of November for a day full of demos and round tables.

This event is brought to you by Game Republic along with their Official Partners Barclays Games and CreativeXsolla and Red Kite Games, with event sponsors Plus Accounting, Escape TechnologyHP and AMD.

Today we are looking at ‘Bound’ which is confirmed to be at the event, from Point Reverie!

 

 

 

Bound by Point Reverie

 

What would be your description of your game?

 

Bound is a 3D platformer-adventure game about running from anxiety. It takes place in a world where people live in imaginary spaces shaped by collective escapism. You play as Inna as they travel across the world of Sopor in search of home. Along the way, you will meet old friends, collect mysterious items, and traverse surreal environments. Avoid your anxiety and see where it gets you.

Since the last time we saw Bound at GaMaYo, the game has received some pretty big updates. This demo will include an all-new area which teases some of the story content in Bound, to give a fuller picture of the game’s adventure structure!

How did development start? (Were there any key inspirations or ideas that drove you?)

 

Bound started out as a pole-vaulting 3D platformer inspired by modern takes on the genre like Pseudoregalia and Penny’s Big Breakaway. Its distinct, atmospheric setting of Sopor — a megastructure housing pocket worlds formed around shared ideas — was a focus from the beginning.

As development began, that initial concept evolved, honing in on Sopor (and the exploration of it) as a way of exploring anxiety. As such, Quinn’s own experiences with anxiety also serve as a reference point for the game. In its current form, ‘bound’ follows the anxious Inna’s journey across Sopor. They travel through ‘Imaginaries,’ spaces shaped by a shared desire to flee certain anxieties, as well as ‘the Concrete’, the connective tissue between Imaginaries.

Tell us about the team behind the game!

 

Bound is a solo-project developed by Quinn McMahon. Quinn does a bit of everything, and has created each aspect of ‘bound’ by hand — from its models to its music and sfx to its programming and everything in between. Quinn has been enamoured with video games since he first held a Leapster L-Max back around 2007. He holds a particular reverence for the Wii era of games, and is heavily inspired by rose-tinted memories of childhood.

What kind of experiences do you hope to bring players?

 

Bound aims to explore themes of anxiety through every aspect of its design, to create an experience that resonates with those who struggle with anxiety, and provides a new perspective for those who may not. ‘bound’ is made for casual video game players, so people who aren’t as familiar with 3D platformers can still enjoy the experience.

In 10 words or less, highlight the appeal of the game!

 

Bound through manifestations of anxiety.

Any links to access/wishlist the game?

 

Not at the moment, development underway!

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