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KUU

KUU

by Unknown

Price N/A
Avg Players 0
Released To be announced
AtmosphericChoices MatterIdlerManagement
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Latest updates

KUU nominated for IndieCade 2025 in Visual Design

172 days ago
Some excellent news today! KUU has been chosen as an IndieCade 2025 selection and nominated for their Visual Design Award. There are some great looking games in this year’s line up, and it’s an honor to be included. Thank you IndieCade! https://clan.fastly.steamstatic.com/images/45367533/16c5fe693432949bccac90e55ffcc61b718990ed.png

New free game: BACKPACKWARD

267 days ago
We have a new sad story for you. You’ve lost your stupid job at the Jack of All Fruits smoothie bar. Your friends and family have had it with your anger management issues. Your only hope is that your backpack appears to be a portal to medieval times. Play BACKPACKWARD for free as part of the 31st Annual IFComp. There's lots of great interactive fiction this year, and you can cast your vote if you play at least 5. See if you can make life rule again: https://ifcomp.org/ballot#entry-3192 https://clan.fastly.steamstatic.com/images/45367533/2e563afd74cd2ea3ade56ec32987b6e752fd11de.jpg

KUU dev talk at NarraScope

354 days ago
This weekend Zach Dodson will be talking about books, narrative games, and the hybrid space in between, informed by the development of Kuu, Interactive Tragedy's next game. There are many great talks at Narrascope this coming weekend. Tune in! Hyperprint: From Novels to Games and Back AgainZach DodsonSunday 3:15 pm–3:45 pm (US Eastern)(Room: URBN-125) (remote presentation)How can digital storytelling change the printed book? KUU, my current work-in-progress, bridges the worlds of interactive narrative and hybrid book design, through a recursive creative process and a smuggling of technique: Twine and Ink for novel drafting and scanned print pages as a video game. I’ll explore the strange loop of developing an interactive game and a print novel simultaneously, focusing on how narrative structures, reader/player agency, and design constraints can be deployed across formats. Building on my illuminated novel Bats of the Republic (Doubleday, 2015)—which featured diagrams, maps, easter eggs, and a sealed envelope containing Möbius loop of text—I’ve discovered that working to maximise the affordances of different media can create a narrative ecosystem that thrives. I’ll reveal drafting and development insights, including how the physical constraints of book design can inform digital interactivity, and how branching narrative design can inspire innovative print layouts.\

Posts come from Steam's official announcements feed.

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