Everything is squishy and malleable in Semblance, letting players slam themselves against platforms and the ground in order to change its shape. In doing so, they’ll be able to create their own paths through the game’s dangers.
Players act as a tiny blob, moving across the soft landscapes. Players can do a dash or slam to move faster in whatever direction they like, and should they hit ground or a platform, they’ll leave a dent at their impact site. In doing this in specific places and ways, players will be able to bend platforms to reach higher places, fold the earth to get hazards out of the way, and generally change the world to suit their needs.
It won’t be long before machines and thorns start to ruin their fun. Some hazards will kill the blob and send him back to the last checkpoint, requiring players create paths around them with dashes and slams. They’ll also come across machines that will keep them from deforming certain pieces of the land, and players will have to work around them (or mess with the devices in clever ways) to escape each area.
Other challenges will be coming in the following months as development continues on Semblance. Players can expect to explore its soft, squishy world in full some time this year.