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Status Updates

2017-01-18: title added to greenlight with the title of 'Solo'
2017-01-24: status changed from 'Waiting' to 'Greenlit'
2018-03-06: status changed from 'Greenlit' to 'Released'

Solo is a personal experience for lovers of puzzle and narratively creative indie games. Solo is an exploration game in which a sailor is traveling through a vast archipelago, solving puzzles, and wondering about love.

Solo is a game about love.

About love as fuel, the force that drive us.

It is a universal feeling, but each of us experiences it in a different way. Individually, love holds different meanings depending on a variety of factors such as: culture, gender, sexuality or traumas. That's why Solo will explore this theme in an introspective way, to have the players identify and reflect on their own versions of love.


The game starts when the sailor embarks on a journey to find love. The adventure begins by setting the sailor’s gender, and the gender they wish to love in game.

At the beginning, the game will make a brief profile to the player with the following question:

· Confess, sailor. In which way does love wrap your existence?

- I've never had love, never shared it in a couple.
- I currently share my life with someone.
- I had love, but not anymore.

Based on the player's answer to this question, the game will switch the content, adapting the narrative to their experiences based on what we call 'The Three States of Love':

Solo, In-Couple & Heartbroken.


As the players gets in to the adventure, the sailor will travel through different archipelagos, trying to fix them as he or she fixes perceptions of love.

Each island on the archipelago will present unique puzzles with different questions. The Sleeping Totems will guide the player through introspective thoughts about love. Those questions change depending on the player's state.


Besides questions, Solo includes letters from the sailor's lover or ideas about love.

Those letters adapt to the player's feelings, based on answers to the Sleeping Totems' questions.

If the player is in the Solo state, the letters will come from a hypothetical love. Those in the In-Couple state, will get letters from their actual partner. Those in the Heartbroken state, will get letters from ex-partners.


While traveling through the islands, the sailor will find ghosts representing these different states: the hypothetical love, the actual partner or the former partner.

This ghost will appear in different situations; running away, leading the player towards the puzzles or just trying to pick some fruit from an apple tree.


The Guardians are the keepers of the imaginary universe of love, binding this world together. They are neutral beings that watch over couples.

They help couples articulate thoughts they don't usually dare to speak.

They offer hints about the metaphor of this world as a paradise that represents the player's relationships.


The world is divided in to archipelagos, and each archipelago is formed by small islands.

Each island represents a unique puzzle the sailor will have to solve before getting to the Sleeping Totems and awakening them.


Since love has no unique solution, we wanted to create a dynamic system where each player can build and create their own system to overcome the puzzles symbolising the open spectre of perspectives that love can have for each one of us.

This system is based on the simple concept of using boxes, each with different properties and behaviors, so the players can combine them to create their own paths to goals on each island.



At the beginning of each island, the sailor will reflect on a thought about love that will become the main mechanic for each archipelago. Examples; wind as the passage of time, magnets as the attraction between two different people, water as tears of the loved one, fire as passion and destruction...

Solo is set in a dreamlike world full of islands and encourages the players to love their surroundings and feel comfortable as they stop to play with the flowers and can almost feel the wind on their faces.


Besides solving puzzles and tackling questions about love, we want to create a living world which players spend time roaming around, enjoying and taking care of nature, and thinking about ideas presented in the game.

Solo will be a meditative experience without any rush or anxieties.

The sailor could sit on a bench and just start thinking and contemplating the islands, taking care of animals, feeding and petting them, watering plants or taking pictures and capturing the moment with his old camera.


We are still young to have had deep love experiences but... hey, almost everyone has loved someone at some point in his or her life, right?

Some of us struggle everytime we find ourselves in a situation with love or whatever you may call those feelings. We just don't get it.

What's the right thing to do? How should I feel? Does the other person feels the same? There are a lot of questions to be asked but... it seems like we never get to understand what it means.

That's why we want to explore ourselves through this game and through this media. This is the way we communicate our doubts and concerns.

It is deeply introspective to get a better understanding of what love means for each of us.

Team Gotham


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