In Badland: Game of the Year Edition you control a flying creature, Clony, through a beautiful forest with an ominous undertone, discovering an astonishing number of imaginative traps, puzzles and obstacles on your way to finding out just what is going on.
Originally released in 2013 on iPad, Badland: Game of the Year Edition builds on the atmospheric, hand-painted graphics of the original with enhanced full-HD visuals. We’ve focused on delivering the best gameplay possible, expanding the controls to fit naturally with the analog stick and triggers. You also have a lot more freedom with those controls – you can now fly backwards as well as manage the speed of your flying, a change which required us to carefully modify every level in the game to accommodate.
BADLAND: Game of the Year Edition is redesigned for the consoles and Steam and builds on the beautiful, hand-painted graphics of the original with enhanced Full-HD visuals. The controls have been expanded for the analog stick and triggers, a change that each level of the game has been carefully tuned to accommodate. The Game of Year Edition features over 4 times more content than the original did when it was launched. It has over 15 hours and 100 levels of single-player story content and 100 co-op and 27 multiplayer deathmatch stages in an up-to-four-person local multiplayer mode.
It also has a platinum trophy and supports cross-buy and cross-play functionality. So not only can you keep your progress going on your Vita after playing on PS4, for instance, but you also only need to pay for Badland once to get it across all platforms.
“It’s such a relief to finally be able to say ‘yes’ when fans ask if we’re ever bringing BADLAND to Steam and consoles,” said Frogmind CEO Johannes Vuorinen, one of the game’s two original creators. “BADLAND was designed as a console-quality tablet experience, and we’re working with our partners to take it even further, for a product that looks and feels very much at home both on consoles and Steam. As a small tight-knit studio committed to high production values, we’re certainly attempting to ‘punch above our weight’ and push what is possible in terms of independent publishing."
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