Hover – Revolt of Gamers

In Hover: Revolt of Gamers you play a trendy alien free-runner in a totalitarian society where gaming itself HAS BEEN BANNED!  For shame.  Wouldn’t it be great if we could play our way out of this mess?  Yes?  Fusty Game are on it.

Billed as an ‘Open world futuristic freerun / parkour game’, this game looks like a cross between Mega-City 1 and Tony Hawks’ skate city.

Hover: Street level
No gaming, no dancing and definitely no Kevin Bacon.

The feel is undeniably fun, with cel-shaded, colourful graphics, seamless interaction between the action, puzzles and dialogue.  The city is large and diverse, thanks to a stretch goal on kickstarter being reached, it has just doubled in size with ghettos, sewers and upmarket areas all planned for the final game.

Hover: Level design
Fifth Element Meets Samurai Jack. Whassat!

One of the many cool features of Hover is going to be the seamless switching between single and multiplayer, taking place during real-time action and enabling organic game-play scenarios where you can choose to ally or confound other players.  I particularly like this feature as it is truly next-gen and any removal of the menu screens is a welcome one for a truly immersive VR experience.

Hover: Multiplayer Co-op
“Stay on target”, “I can’t hold it!”

Given one of the muses for this game was Dice’s Mirror’s Edge, expect vertiginous drops, stomach-churning loops and sweaty palms – this game is vertical!

It reminds me of the dream-like roof-top chase scenes from ‘Crouching Tiger’ and that can only be a good thing.

Hover: Leap tall buildings in a single bound.
Crouching Tiger, Leaping Watabax.

The game is due for release in early 2015 and if the current state of the prototype is anything to go by, this will be an incredibly feature-rich experience with sub-games, puzzles and many variations on the game mechanics, including character customisations, multiplayer and cooperative elements.

Hover: Character Customisation
Whut new things do you have fur me t’day?

You’ll be chasing confiscated game cubes, saving citizens from persecution and infiltrating drone-central to override their systems and stick it to the man.  There is clearly quite a lot of work to do to fit this all in, but the animations already look fluid and I can see this working really well with head-tracking, allowing a much deeper immersion and hopefully presence.  I’m not so sure I want presence while running along a wall 200m up, but it’ll be interesting to find out!  If all else fails, I can use the time-shifting feature to try again.

You know what is the most impressive things about this game so far?  The developer team at Fusty Game 3 people got this prototype running in 4 months.  That’s insane.  Kudos to Marine, Pierre and Charles.  I’m sure we’ll be hearing much more from them.

Hover: Team memebers Marine, Pierre and Charles
Ah-Ha! They LIVE in Hover-land, so that’s why it only took 4 months, they filmed it.


Go ahead and follow them on Kickstarter, you can bag yourself an early copy and much more interesting stuff by helping out with their project.


Toby Worth

Toby Worth

Project Lead at VR-Gaming
I'm an incorrigible space cadet and a proper Knerd (crusading nerd).
Really enjoying things now the 21st century is getting into full-swing.As a self-appointed evangelist of ideas that are ahead of their time I will happily talk at you over ale.
Toby Worth

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