UDD Devlog It has been while we didn´t had time to upload new material, but closing more than one game at the time has its drawbacks. In the fine tune process, we have seen that during the combat we needed to close on the characters as to be able...
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What is Upside-Down Dimensions?
Upside-Down Dimensions is an unique and original game set in a colorful world of papercraft and origami.
Upside-Down Dimensions Introduction
A peaceful and colourful paper world is about to be torn apart. Hordes of evil are preparing to make their last stand, in one final battle to bring ruin to this paper kingdom. In their way are two heroes, a boy and a girl. Follow them in their epic journey to defeat evil once and for all.
Upside-Down Description
Upside-Down Dimensions is a highly visual game that combines action, hack n slash, RPG, stealth, platform and puzzles to create a unique and amazing gameplay experience. Play as two characters separated into different dimensions. Flip between these worlds to stop the nefarious Dark Shogun.
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Blending Genres
RPG
Explore an wonderful and dangerous world of paper while expanding your abilities

Hack´n´slash
Fast-pace melee combats with combos and keychained combats

Puzzle
Interconnected puzzles based on the two characters

Stealth
Take advantage of your surroundins to avoid being seen by the enemies

What the press is saying?

Coming soon.
Our Blog
Devlog: Implementing the Yamawaro
Devlog Most of things are becoming stable and we are moving toward implementing a fine tuning some elements that were pending, like the Yamawaro midboss enemy ( you can n which has a particular attack that is to run to the player and then jump from the distance...
Read MoreCharacter tilting while rotating
Character Tilting in Unity Taking advantages of the rework done on the movement code, and since we have made it much more easier, we have been able to rebuilt the character tilting when turning around. Even so, with the algorithm were are able to have a much...
Read MorePolishing the Game User Interface
During the last weeks, we had disabled the game User Interface as to be able to focus on the key mechanics that were working on. Now that most of the things starts to be where we wanted them to be, we have reactivated the UI and implement some smaller tweaks...
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