A downloadable game for Windows

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!!Open beta is on!!

Check out the devlog for V0.9 for details and how you can shape the future of Evaporated.
The above link also lists reported things and stuff I'm planning on adding in.

mission: eat the sun

You are the peak of aestheticism, the illustrious Evaporated water bottle. For some reason, you have awoken with self-awareness and the ability to attach things to you if you have attained enough mass.

On top of that, you heard a voice. It told you that the Sun is very tasty (allegedly) and should be eaten. You feel compelled to listen, and so you set out to eat it.

And he will be delicious (if the voice speaks true).

...? what

Evaporated is a game that sets out to answer this question: What happens when you take Katamari Damacy and slap a Vaporwave theme on top of it, fill it up with dangerous levels of post-irony, and finally replaces the spherical Katamari with that of a water bottle?

The answer? Nonsense, probably.

one big open area

Evaporated features one big open area with a total of 5 major distinct zones that either play with your nostalgia or heavily feature Vaporwave imagery -- from the chill Lagoon to the vibing Greek Zone, all the way to the LAN Party.

That doesn't even mention the minor zones or other random interesting things to uncover.

Take a hold of your destiny. Become Evaporated.

Controls, and so on

The controls are listed in-game on the table where you start in the form of a "popup window" to your right. It might be easy to miss, or you might be using a device where you want to remap the controls. As such, the controls are below:

  • Move forwards/backwards: W/S
  • Rotate camera: A/D
  • 'Jump': Space. (It's pretty weak, but perfect for climbing or wiggling out tight spots!)
  • Zoom in/out camera: Arrow up/Arrow down
  • Interact: E

If there's demand for controller input I will add it, though.

Download

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Click download now to get access to the following files:

Evaporated_V0_9.zip 168 MB

Development log

Comments

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Frustrating, but fun!

Feels like the game could have used some more polish, given how easy it is to get stuck.


Usually jumping tends to get you unstuck, but I do agree that at smaller sizes the code that checks if you're airborne or not is a bit overzealous with thinking you're 'airborne'. I'll adjust it further.


Playing on a ROG Ally, I had to map the controls, and the only gameplay controls I found and used were WASD to move. I bet there are other controls that could make things go a bit more smoothly.

But I think this game is awesome!  Very nice, I definitely enjoyed it.

Thank you for checking it out! :)

There is a popup window by the table you start on. I do realize that while it might be 'cute' to have it in-universe like that it's not ideal when you need to actually map the controls. I will make sure to make the controls more obvious, perhaps by adding it on Itch or on the main menu. Or both.