
October 1998. A small fjord town in the Democratic People’s Kingdom of Kalmar, emptied overnight. For weeks the television has shown nothing but static, and your grandfather went next door and never came back.
Take a flashlight out into the cold. Scavenge the empty houses, read the newspapers, notes and diaries people left behind, and find out what happened. You may not be as alone as you think.
Why we’re making it
Ever since we were kids, we’ve imagined how awesome the world around us would feel if it existed in a video game: the roads we walked, the houses we knew, the mountains above the town.
That’s the idea behind Kolver. It imagines our hometown in a different setting, and lets the player explore it, uncover its mysteries and feel the place: the fog over the fjord, the quiet streets, the dark coming early.
What inspires it
The games that stayed with us are the ones that let you get lost in a place: open worlds to explore, worlds built with care, environments you can feel, and stories you uncover rather than being told.
- ARMA 2
- DayZ
- Unturned
- S.T.A.L.K.E.R.
- Half-Life
- Pathologic
- Eidolon
- PSX




Where it’s at
Kolver is very early in development, and it’s open for playtesting in the browser. Things will break, and much will change.
We’d love to hear from you: what you enjoyed, what felt wrong, and every bug you run into. It all helps us make the game as good as we can.
Follow the progress on the devblog.
