Trüberbrook in arrivo su iOS e Android
Headup announces the award-winning mystery
adventure „Trüberbrook” for Android and iOS
Also, the double winner of 2019’s German Computer Games
Awards (DCP) celebrates its first birthday today!
March 12, 2020 – In collaboration with the German production company btf, and exactly one year after its launch on PC and consoles, Headup announces the mobile version of the atmospheric mystery adventure Trüberbrook. Truber-what? Well, imagine “Twin Peaks” meeting “The X-Files”, but in rural cold-war Germany. The release for Android and iOS will happen in Summer 2020. An exact date is still to be announced.
Trüberbrook is a two-time winner of last year’s prestigious German Computer Games Awards (DCP). After its nominations in four categories, it first received the ‘Best Staging’ award, and was also crowned with ‘Best German Game 2019’. Dubbed by professional speakers like Justin Beard and famous German actors Jan Böhmermann, Nora Tschirner, and Dirk von Lowtzow, both the German as well as English version features high-quality and fun voice acting.
During the estimated gameplay length of 5 to 8 hours, the player takes the role of young American physicist Hans Tannhauser who, while actually on a holiday, dives into the everyday life of the mysterious village of Trüberbrook – just to find out he didn’t get there by accident. He’s here to save the world!
Trüberbrook was released exactly one year ago for Windows, Mac, Linux, and a bit later for Nintendo Switch, PlayStation®4 and Xbox One. The game was co-funded by the German organisation Medienboard Berlin-Brandenburg and by a successful Kickstarter campaign.
Speaking of the PC version: Currently, you’ll find Trüberbrook on Steam with a huge discount of 50%!
Brilliant eye candy achieved by complex technical effort
Trüberbrook was produced by German-based production studio btf (bildundtonfabrik), mostly known for their current Netflix series “How to Sell Drugs Online (Fast)” and the German late night show “Neo Magazin Royale” with Jan Böhmermann.
The developers achieved the game’s unique look through a complex and lengthy process: In the beginning they built all scenes in extremely detailed miniature models – all by hand and with masses of elbow grease and glue! To give the game its realistic look, they illuminated each scene in a cinematic way with real film-equipment lighting in different moods. These scenes were then subsequently digitized through photogrammetry and refined. Afterwards, the digitized world got further enriched by reflections, real-time shadowing, particle effects, and depth of view.
Giants at work… Just imaging how tiny all the small cables are: