Today, publishers Grey Box and Six Foot and developer Tequila Works announced that the highly-anticipated puzzle adventure game, Rime, is finally set to release both at retail and digitally on May 26, 2017 for PS4, Xbox One, and PC.
The game is also in development for the Switch, but this version won’t arrive until sometime later this summer according to the new press release. Additionally, it will cost $39.99 USD on the Switch, $10 more than it costs on the other platforms ($29.99 USD).
For those that don’t know, Rime was first revealed back in 2013. Before this it was known as Echoes of Siren, and was initially green-lit by Microsoft, but later was rejected. Funding of the game was later Obtained by Sony, who made it an exclusive PS4 release. However, in 2016 Tequilla Works re-acquired the rights to the IP, in a rather mysterious break-up, and announced the game would be multi-platform and be published by the above listed publishers.
Here’s an official overview of the title:
RiME is a single-player puzzle adventure game about discovery, experienced through the eyes of a young boy who awakens on a mysterious island after shipwrecking off its coast. Players must navigate the island’s secrets by making use of light, sound, perspective and even time. Inspired by the rugged, sunbaked terrain of the Mediterranean coast, RiME paints its breathtaking world with a fusion of vibrant colours and moving musical undertones to set the stage for the deeply personal journey that awaits within.
“When we had our big re-reveal of Rime at the beginning of the year, the response was amazing. Our puzzle adventure game, inspired by the Mediterranean Sea and watercolor paintings, really struck a chord with a lot of people. And for all the people working on the project, it was the first time that the reality of the situation hit — after nearly four years in development, Rime is close to being released.”
“Our goal with Rime was not only to create an enchanting and engaging adventure, but to craft a game where you see the world through the eyes of a child. We decided to move in this direction because there’s something so universal about it; after all, we were all children at some point.”