genre: Indie release: 5. December 2014.
Drop by and take in the sights of this lush First-Person Explorer. It’s not all rest and relaxation, though, as you’ll help a lonely video game character face it’s problems. It’ll present you with some odd questions and then ask you to respond. It’s up to you to decide what answers to provide, if any at all. Will you change it’s outlook, or will it change yours?

exploring, relaxing, and thinking

jumping, shooting, crafting, survival, Nazis, zombies, space marines, fetch quests, high scores, multiplayer, or micro-transactions

Here's what people have been saying about ULTRAWORLD:

"The colourful, lo-fi environments are so captivating." - PCGamer
"Crawling inside this video game is strangely peaceful" - Kotaku
"There are few higher fidelity places to relax." - Rock, Paper, Shotgun

ULTRAWORLD is the product of one artist, James Beech. A former AAA game industry veteran, (six years between Sony and Crytek), James left his job so that he could pursue his artistic ambitions. The first result of this is ULTRAWORLD: a work intended to help define video games as an artistic medium. Yes, that sounds pretentious, but hey, don’t walk away just yet. ULTRAWORLD’s story was written in a way that could only exist in this format, and none other. This could never be a book, a movie, or a play; it could only be a video game. ULTRAWORLD also serves as the ultimate virtual vacation spot; a place where one can go and relax.

So accordingly, there are two ways to play:
Story Mode, which has you interacting with the aforementioned lonely video game character; this is the meat of the game.
Vacation Mode, which lets you roam free, camera in hand. All areas are open to explore, so enjoy the vacation!
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