Amanita Design confirms Machinarium 2, seventeen years after the original
Czech studio Amanita Design has confirmed development of Machinarium 2, first announced during the Triple-i Initiative. The game targets PC and Mac, with a planned Steam release in 2027 but no exact date yet. It is the kind of news that makes you happy if you like small teams with strong artistic choices.
The story picks up right after the city of Machinarium is abandoned. The robots Josef and Berta crash into an arid zone and discover a valley where two mechanical tribes live: the Elektrona monastery, perched on the cliffs, and the city of Oilton below. A lack of energy affects both factions and drives the narrative.
In terms of design, the new thing is solo co-op: you can switch between Josef and Berta at any time to combine their abilities and solve puzzles. The studio keeps the formula of the first game, with no text on screen, and dialogue handled through animated speech bubbles, symbols and gestures. The game is built for a controller, with the robots moved directly, while mouse controls remain available.
The environments are still hand-drawn, with Renaissance landscape painting cited as an inspiration, and the music is again by Tomáš Dvořák (Floex). Studio head Jakub Dvorský explains the return pragmatically: we are not getting younger, so if a Machinarium 2 is ever going to happen, now is the right time. That candor resonates with me, and I am curious to see how a small team evolves such a singular formula.
Source: Gamekult
The story picks up right after the city of Machinarium is abandoned. The robots Josef and Berta crash into an arid zone and discover a valley where two mechanical tribes live: the Elektrona monastery, perched on the cliffs, and the city of Oilton below. A lack of energy affects both factions and drives the narrative.
In terms of design, the new thing is solo co-op: you can switch between Josef and Berta at any time to combine their abilities and solve puzzles. The studio keeps the formula of the first game, with no text on screen, and dialogue handled through animated speech bubbles, symbols and gestures. The game is built for a controller, with the robots moved directly, while mouse controls remain available.
The environments are still hand-drawn, with Renaissance landscape painting cited as an inspiration, and the music is again by Tomáš Dvořák (Floex). Studio head Jakub Dvorský explains the return pragmatically: we are not getting younger, so if a Machinarium 2 is ever going to happen, now is the right time. That candor resonates with me, and I am curious to see how a small team evolves such a singular formula.
Source: Gamekult
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