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The Journey of AutUmn - A classic point-and-click adventure game with completely hand-painted graphics. The player controls an android that crashes during its mission through a variety of lovingly designed environments and solves classic inventory puzzles.
Our android starts his mission as a nameless, remote-controlled worker. He is supposed to collect information about a planet for his builders, the goal is the planned recolonization of the planet. He is commanded by an AI named AC-0209.
Thanks to an accident the remote control breaks and the android is able to make free decisions. Now he is no longer an empty shell for AC-0209, but its partner, which the AI absolutely does not please. Especially since the AI has no body of its own and is carried around by the android in a "multifunctional tool".
Now they try to complete the mission despite the adverse circumstances.
On his journey, the android encounters bizarre creatures such as moth cats, broccoli animals, flying stream rays, gigantic tentacle plants and other AIs that have remained on the planet for centuries without a task or purpose, which has made them, well, possibly a bit strange.
Little by little, the android learns about the history of the planet and its builders, and what it would mean if they were to take possession of it again.
The little android with the big head has to decide, does he want to be a tool of the builders or an independent individual?
An almost classic point&click adventure
Classic inventory puzzles, exploration, somehow quirky side characters? At this point, the comparison with popular classics like Monkey Island or Grim Fandango usually comes up, but we deliberately don't want to do that. Because although we have many elements of games from the good old Lucas Arts era, such as long puzzle chains or even the one or other quirky character (quirky characters on a deserted planet, how is that supposed to work? Be curious), we also find elements of modern adventure games, such as the lively environments of the Amanita Games works (e.g. Machinarium) or comfort functions, such as a hotspot display or optional help functions.
And no, there won't be any dead ends or player deaths either.
But enough of the comparisons, because our project also has one or two ideas of its own up its sleeve, which can be seen in our feature list:
1. Extract Release
2. Launch The Game
3. Play!
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