May 25 2014 - Solus receives funding from Nordic Game Program - Solus received 55 000 USD from the Nordic Game Program, allowing us to continue our development.

April 26 2014 - The Solus Project - an Unreal Engine 4 tutorial and learning project, has had its first release.

March 18 2014 - A video of the Swedish Game Awards presentation of how Unreal Engine 4 is put to use in Solus was released.

January 18 2014 - Epic Games posted a feature about the development of Solus on the website.

Blueprint is the game-changer for me. It goes far beyond Kismet in Unreal Engine 3 and is incredibly powerful. I am a designer and artist, and for the first time in my career, Blueprint allows me to make entire prototypes and games without requiring me to touch a line of code. Never have I come across any other visual scripting tool or editor that comes within a thousand miles of the power of Blueprint.

November 15 2013 - Solus initial announcement.



Solus is a single player exploration and survival game, experienced in first person and developed in Unreal Engine 4. It is set on a mysterious and uninhabited alien planet.

With Earth on the brink of destruction you are sent to explore a distant planet. After 20 years of space travel you arrive but experience a catastrophic landing.

With your team members dead and your equipment destroyed you have no ways of communicating with - or receiving help from an earth that might no longer exist...You are completely and utterly alone.


Explore Survive through exploration. Unlock the strange planet's underlying secrets. Are you sure you are the first one here?

Scavenge Aid your survival and rebuild a communication device through the scavenging of useful items you come across.

Survive The planet is hostile to your presence. The planet is your enemy. Survive tornadoes, storms, volcanoes, meteors, lighting, extreme temperature changes and so on.

Features and Development

Immersion Strong focus on atmosphere and immersion. The planet is to be captivatingly beautiful, but its dangers very real.

Oculus Rift Supported for total immersion.

Atmosphere Fully dynamic atmosphere. Temperature changes. Day and night. Tides. Winds. Dynamic weather. Disasters.

Extendibility Extremely modular workflow within the game will allow anyone to easily create levels and areas to explore.

The Ball Spiritual successor to The Ball. Same universe, same atmosphere.

The Planet

The planet has a suitable atmosphere and houses large quantities of water, but is barren and mostly made up of rocks and desert.

It is circled by two moons, one large and one small with the big moon affecting the tide.

One sun.

Days are hot (40C and above). Nights are cold (-35C and below). Vegetation is red.

Large number of caverns present. Different types of caverns depending on the depth you're at. Normal stone caverns at the top, ice in the middle, and lava at the bottom.
Teotl Logo
Teotl is an indie studio that was founded in 2010 and is located in Sweden. It released the Ball on PC in 2010 and followed up with Unmechanical on PC and iOS in 2012.

The studio has to date sold over 350 000 copies of its two games. The Ball won the PC Gamer USA Action / Adventure Game of the Year award. Unmechanical was awarded Best Artistic Achievement at the Nordic Game Conference.


Solus has thus far been made on a part-time basis, in just four months time. What you see above is the result of three people, having worked on average only 2.5 days a week for four months. In the mean time the team has grown some.

Solus is the brainchild of Sjoerd "Hourences" De Jong. As a one-man army he crafted the vision for the game and created most of the game and its looks thus far. Sjoerd has over ten years experience in the industry and has previously worked for a range of large and small studios. He currently works at the game development education FutureGames.

Currently also involved are Rama, who is our ridiculously fast programmer. James Butcher, who is involved as an Environment/Prop artist and currently works as a game development educator at Staffordshire University. Wiktor Ohman who is a 3D Artist and currently works at Quixel. Mario Marquardt, who does level design. Dan Shannon, level design. Kevin Cytatzky, level design. And Bianca Savazzi who helps out with scripting.