Details
DeveloperCara Roja Studio
PublisherCara Roja Studio
FreeNo
Required ageNone
An atmospheric 2D platformer where how Echo feels is how the game plays. Ignore his state and he slows down, jumps lower, and the world grows dark. Meditate, transform creatures instead of defeating them, and find out who Echo is.
Dig Out is an atmospheric 2D platformer where how Echo feels is how the game plays.Echo wakes up in the middle of something he can't name. The journey is finding out who he is while crossing what he feels. The game never explains this. It makes you feel it.
The body tells the storyEcho carries the Essences: his mood, his vitality, his awareness. They drain with time and with every creature that touches him. As they fall, he slows down, his jumps shrink and the world grows dark. When Echo says he can barely breathe, your controls already agree with him.
Every creature is a feeling with rulesEight enemies, each one an emotional pressure turned into a rule of movement. One blurs what you can see. One makes you heavier. One follows you through walls and never gives up. One appears and vanishes, and you can't tell what's real. One attacks from afar. One grows more dangerous the better you're doing. One pulls you back while you try to move forward. One splits apart and surrounds you.
Solving isn't destroyingNothing here is defeated. Alternate two buttons and a creature is transformed, at a cost paid in Essences. What troubles Echo doesn't disappear, it changes shape, and acting always costs something.
Two voicesEcho feels. Augur knows: calm, dry, sometimes cruel. Memory fragments scattered across the levels open their conversations, one layer at a time. You will not always agree with him.
You can feel it in your handsOn DualSense, every creature has its own tactile signature. One makes the controller go completely dead for a second. The classical soundtrack follows the pulse of your Essences: as Echo falters, so does the music.
Atmospheric 2D platformer where the character's state changes how you move, jump and see
8 enemies, each with its own behavior, emotional pressure and haptic signature
Five acts of philosophical narrative told through dialogue and memory fragments
Surrealist art inspired by Dalí, De Chirico and Ernst
A decision at the midpoint that changes how the rest of the journey is lived
"When there's no way out, the way out is within."
Show raw AppDetails
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"detailed_description": "<h2 class=\"bb_tag\" ><strong>Dig Out is an atmospheric 2D platformer where how Echo feels is how the game plays.</strong></h2><p class=\"bb_paragraph\" >Echo wakes up in the middle of something he can't name. The journey is finding out who he is while crossing what he feels. The game never explains this. It makes you feel it.</p><h2 class=\"bb_tag\" ><strong>The body tells the story</strong></h2><p class=\"bb_paragraph\" >Echo carries the Essences: his mood, his vitality, his awareness. They drain with time and with every creature that touches him. As they fall, he slows down, his jumps shrink and the world grows dark. When Echo says he can barely breathe, your controls already agree with him.</p><h2 class=\"bb_tag\" ><strong>Every creature is a feeling with rules</strong></h2><p class=\"bb_paragraph\" >Eight enemies, each one an emotional pressure turned into a rule of movement. One blurs what you can see. One makes you heavier. One follows you through walls and never gives up. One appears and vanishes, and you can't tell what's real. One attacks from afar. One grows more dangerous the better you're doing. One pulls you back while you try to move forward. One splits apart and surrounds you.</p><h2 class=\"bb_tag\" ><strong>Solving isn't destroying</strong></h2><p class=\"bb_paragraph\" >Nothing here is defeated. Alternate two buttons and a creature is transformed, at a cost paid in Essences. What troubles Echo doesn't disappear, it changes shape, and acting always costs something.</p><h2 class=\"bb_tag\" ><strong>Two voices</strong></h2><p class=\"bb_paragraph\" >Echo feels. Augur knows: calm, dry, sometimes cruel. Memory fragments scattered across the levels open their conversations, one layer at a time. You will not always agree with him.</p><h2 class=\"bb_tag\" ><strong>You can feel it in your hands</strong></h2><p class=\"bb_paragraph\" >On DualSense, every creature has its own tactile signature. One makes the controller go completely dead for a second. The classical soundtrack follows the pulse of your Essences: as Echo falters, so does the music.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" >Atmospheric 2D platformer where the character's state changes how you move, jump and see</p></li><li><p class=\"bb_paragraph\" >8 enemies, each with its own behavior, emotional pressure and haptic signature</p></li><li><p class=\"bb_paragraph\" >Five acts of philosophical narrative told through dialogue and memory fragments</p></li><li><p class=\"bb_paragraph\" >Surrealist art inspired by Dalí, De Chirico and Ernst</p></li><li><p class=\"bb_paragraph\" >A decision at the midpoint that changes how the rest of the journey is lived</p></li></ul><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><i>"When there's no way out, the way out is within."</i></p>",
"about_the_game": "<h2 class=\"bb_tag\" ><strong>Dig Out is an atmospheric 2D platformer where how Echo feels is how the game plays.</strong></h2><p class=\"bb_paragraph\" >Echo wakes up in the middle of something he can't name. The journey is finding out who he is while crossing what he feels. The game never explains this. It makes you feel it.</p><h2 class=\"bb_tag\" ><strong>The body tells the story</strong></h2><p class=\"bb_paragraph\" >Echo carries the Essences: his mood, his vitality, his awareness. They drain with time and with every creature that touches him. As they fall, he slows down, his jumps shrink and the world grows dark. When Echo says he can barely breathe, your controls already agree with him.</p><h2 class=\"bb_tag\" ><strong>Every creature is a feeling with rules</strong></h2><p class=\"bb_paragraph\" >Eight enemies, each one an emotional pressure turned into a rule of movement. One blurs what you can see. One makes you heavier. One follows you through walls and never gives up. One appears and vanishes, and you can't tell what's real. One attacks from afar. One grows more dangerous the better you're doing. One pulls you back while you try to move forward. One splits apart and surrounds you.</p><h2 class=\"bb_tag\" ><strong>Solving isn't destroying</strong></h2><p class=\"bb_paragraph\" >Nothing here is defeated. Alternate two buttons and a creature is transformed, at a cost paid in Essences. What troubles Echo doesn't disappear, it changes shape, and acting always costs something.</p><h2 class=\"bb_tag\" ><strong>Two voices</strong></h2><p class=\"bb_paragraph\" >Echo feels. Augur knows: calm, dry, sometimes cruel. Memory fragments scattered across the levels open their conversations, one layer at a time. You will not always agree with him.</p><h2 class=\"bb_tag\" ><strong>You can feel it in your hands</strong></h2><p class=\"bb_paragraph\" >On DualSense, every creature has its own tactile signature. One makes the controller go completely dead for a second. The classical soundtrack follows the pulse of your Essences: as Echo falters, so does the music.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" >Atmospheric 2D platformer where the character's state changes how you move, jump and see</p></li><li><p class=\"bb_paragraph\" >8 enemies, each with its own behavior, emotional pressure and haptic signature</p></li><li><p class=\"bb_paragraph\" >Five acts of philosophical narrative told through dialogue and memory fragments</p></li><li><p class=\"bb_paragraph\" >Surrealist art inspired by Dalí, De Chirico and Ernst</p></li><li><p class=\"bb_paragraph\" >A decision at the midpoint that changes how the rest of the journey is lived</p></li></ul><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><i>"When there's no way out, the way out is within."</i></p>",
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