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There's Nothing Underground›Events›One problem, many (many) solutions
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One problem, many (many) solutions

There's Nothing Underground · published 19 months ago

All eventsPlayers around this dateRead on Steam

If you saw our trailer, you know we say "one problem, many (many) solutions". One of the core ideas of There's Nothing Underground is that there can be puzzles and obstacles that have many possible solutions, possibly one we didn't even think about. The key to that concept is gadgets.

Gadgets are the tools that the player has to interact with the world of TNU. When we design a gadget we try to think of how clearly it presents itself (as we don't want tutorials or text descriptions), how fun it is to use and how it will interact with everything else. And when we mean everything, we mean everything.

Let's take our trusty hookshot. It's a staple of videogames: always fun, always useful. But so, how would a hookshot work in our game? When we design a gadget we try to give it as many uses as possible. So, in this case, we want the hookshot to be useful both to pull the player to something and to pull something to the player.

If you shoot the hookshot to something unmovable, the hookshot will pull our Gustav to it. This is useful to bridge gaps, gain elevation and so on. But if you shoot this gadget onto something movable, then that thing will be pulled towards you. This means anything movable, including platforms without gravity and such.

But there's more: the hookshot will leave its arrow planted into its target. So we made it so the player can use it as a platform to stand on.

Finally, the hookshot looks like it should damage what it hits. And so it can also be used as a projectile, to damage plants, barrels or vines.

And of course, our promise is that everything works with everything, which means that if you shoot a hookshot through an antigravity field you will see it twist its trajectory. Even when the effect is subtle like in this case, we believe putting effort into this details pays off.

As a designer, making sure that every tool the player can use has as many uses as possible is very, very hard. But it also, in our opinion, makes the game so much more creative and interesting.

So, as usual, keep following us for more news, announcements and info and don't forget to wishlist etc. etc.

Till the next time!

More from There's Nothing Underground

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Major update12 Feb 2026Post Launch Fixes and ImprovementsAfter launching There's Nothing Underground there has been a bunch of work we did, improving localization, fixing bugs and adding small feature. We have now cross platform saves between PC and Steam Deck, new settings to remove controller vibration and more. The work on There's Nothing Underground is now done. We might add new content in the future if the demand arises. Also, keep an eye for a…Announcement24 Nov 2025Release date, new trailer, new demo!December 12th! That's when There's Nothing Underground will be released. We are incredibly happy about how this game turned out and we can't wait for people to play it. Speaking of which, new demo is out . It's a small selection of levels from the first run but it should give you a feel for how our open ended creative puzzles work. Check it out! Finally, new trailer featuring new music. You can…Community10 Jul 2025New look!Game development is rarely linear. You chip away at a big block of marble and you're sure there's a statue somewhere in there. Sometimes a big chunk of marble falls off and all of a sudden everything looks different. Out of the convoluted metaphor - I swear it made more sense in my head - we started looking at improving the visuals of TNU and we ended up drastically changing the look of the gam…