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Project Perianth

@projectperianth.bsky.social

We are a private indie game studio based in Sweden! This is where we will be posting all kinds of progress and news about out current game called Perianth: remenissions, we hope you will find it interesting! ^^

6 Followers  |  6 Following  |  18 Posts  |  Joined: 13.09.2025  |  1.5144

Latest posts by projectperianth.bsky.social on Bluesky

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Slowly but surely! All models Simon have worked on are now imported to the engine and optimized for the walkable v0.0.1 demo! Over 100 3D assets have been created in the last year by him for the game. About 200 more statics and 4 npc's will have to be made before the final product though.

26.09.2025 19:40 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Been working toward a first walkable! we are all very new to some areas of game developement, I studied as a designer, barely touched 3d before this project, one programmer is a systemdev and the other just recently started their journey. But we have some animation in as well as animated flora!

24.09.2025 23:11 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Perianth is a 3D puzzle Platformer inspired by 6th gen console games. You play as Iko, a shut-in with mental health issues represented in the levels you play through the game. How you navigate and the choices you make in their memories will lead to several endings. some better, some worse.

14.09.2025 01:48 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Finally there's an idle sitting animation and an eyelid rubbing animation that will play when you interact with an NPC or create pillars. The face will swap textures to other facial expressions in instances such as this, here the eyes will be closed and mouth sighing.

14.09.2025 01:11 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Next up is ledgegrabbing and activator interaction. The ledgegrab jumpoff animation had to be positionzeroed later. It felt strange having to use an object for the character to be compared to haha. The ledgegrab will work essentially like in rayman.

14.09.2025 01:08 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Character animations are also well underway, feeling particularly proud of this personally as this project is the first time I've touched blender, not to even mention 3d animation haha! for a first time I feel it all came out decently enough :) more will be posted! here is idle, jump, walk and run.

14.09.2025 01:06 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I have been working on most of the basic level assets aside from the fleshy environment details. Things are well underway for our first walkable proof of concept demo when it comes to the graphical part of it. In true 5th/6th gen fashion these blocks will be meshblended together to form the level.

14.09.2025 00:52 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

And depending on that choice the level will be brighter, lush more open and solve puzzles by using your shadow. or it could be fleshy, darker and you will have to drain yourself to use light and require more platforming and navigation through the use of pillars you can extend from the level geometry

14.09.2025 00:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

During the levels Iko will be asking themselves what happened at certain points, and based on that answer the level will change structure and play out differently ahead and the characters mental health will be affected. If You find mementos in other level you unlock new alternatives at these spots.

14.09.2025 00:39 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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The levels in the game will be represented by overgrown brutalistic impressions of the characters memories with impossible/cryptic geometry. It will play out like caves, some more abstract and some more representative of real world places. Filled with clutter that represents where it took place.

14.09.2025 00:36 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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This is the final character design turnaround that i settled on before starting to model the main character of Iko. I wanted to go for a casual, cute but worn look. The character is a shut in so i wanted it all to reflect that. I wanted to go for a more androgynous design compared to the OG

14.09.2025 00:21 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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So, About the game itself and works like it! It will be a surrealistic 3D puzzle platformer. The graphics will be very "6th-gen esque", If you are familliar with games like Yume Nikki, Fragile Dreams, Stray and Little Nightmares you can imagine it as a combination of those gameplay-vibe wise.

14.09.2025 00:14 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Ludwig Conradsohn Hard surfaces 3D Artist

Finally we have Ludwig/Luddepudde as a graphical advisor who is wayyyy more experienced than me(simon), he is not working so much hands on during the project but will do some shader work later on as i am the worst at that along with programming haha!
His artstation: www.artstation.com/luddepudde

13.09.2025 23:59 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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eerieauraa Listen to eerieauraa | SoundCloud is an audio platform that lets you listen to what you love and share the sounds you create.

For sound and music we have Eerieauraa/Macymagiska as our lead musician for the game! have a look at his soundcloud: soundcloud.com/eerieauraa
He is also acompanied by William/Balalajka for music and sound effects :)

13.09.2025 23:57 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The team behind the game currently consists of me and 6 other people.
Sebastian L/DrSlowfox and Sebastian O/Zebylon are the main programmers accompanied by Petri L/Caffeinated as an advisor! SL is currently studying game programming at university and SO studied gamedev with me back in the day

13.09.2025 23:54 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Hello everyone! I just thought that I as the project lead should introduce myself ๏ฟฃแ—œ๏ฟฃ; My name is Simon and i usually go by the alias of Zimonov online! i'm the lead designer, 3d artist and illustrator for the game. This game has been on my mind since about 2020.
my art:
vxtwitter.com/Zimonov1

13.09.2025 23:50 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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This is the newer of the concept arts that moreso solidified the characters of Iko and Kumo, the dynamic between their personalities and one of the more vivid paths in the game compared to the more desolate path of the previous concept art. This was also done with watercolors rather than digitally.

13.09.2025 23:43 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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This was the first concept art for the game, quite a lot of the direction has changed since then, but some of the concepts remain for the game and the artistic direction is still fairly on point!

13.09.2025 23:40 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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