You are a robot vacuum.
That’s the premise of Rumu, a point-and-click game developed by Aussie indie studio Robot House. Emerge an intimate, dollhouse-like smart home, a person control RUMU, a robot vacuum which becomes self-aware.
Guiding RUMU on its journey is usually Sabrina, the home’s artificial cleverness, a cast of semi-intelligent products, and Ada, the cat. Some thing draws RUMU away from cleaning up right after its owners David and Cecily, leading to it exploring the house, plus examining the question of life by itself.
“The question the overall game keeps asking you is if it’s directly to give something feelings, to give some thing emotions, ” Rumu’s gamerunner Number one ally McLean explained to Mashable. Â
“Is it a burden or is it the privilege? There are multiple situations through the entire game where you are given a choice, which teaches a lot about yourself. “
Taking inspiration from games such as Firewatch and films like Ex Machina and Westworld, Rumu functions an adorable little robot which could easily fit in Pixar’s repertoire, an una Wall-E, but the story takes a good arguably more serious bent as you find out the truth about RUMU’s family.
“When we first frequency Rumu… there was a lot more comedy inside it than there is now, ” McLean said. “It was this branching narrative where this robot vacuum cleaner was trying to subvert what the proprietors of the house wanted, challenging its cleansing mechanics and warring with the kitty. “
“There are still elements of that will in this, but as we worked with somebody like Dan McMahon (the game’s writer, who is also behind L. A. Noire), who could inform the best version of the story, this became a lot more about the relationship in between RUMU and Sabrina. Â
“That complex dynamic between them is really the way you learn about the story of the family. “
An early version from the game displayed at PAX Quotes, set for release by the end from the year on Steam. Much of Rumu‘s gameplay is puzzle oriented, yet it’s the story McLean hopes stays with players.
“People are likely to take lots of different things from the story, there are things that left unsaid or even are open to interpretation. Ultimately, it might be great if the narrative stays with individuals, ” she said.