We are so proud to annouce Rumu won an AGDA, Australian Game Developer Award! More information on the AGDA's Update 2.2.0 New Features: Skippable Dialogue for Second Play Skippable Dialogue for Secondary Characters when not crucial moments (Holding Space bar default) Checkpoint s
We are so proud to annouce Rumu won an AGDA, Australian Game Developer Award!
We are very happy to announce the Official Rumu Soundtrack is now available on Steam! Rumu Soundtrack on the Steam Store New Game Price We have adjusted the game price this week after almost 10 months since our initial launch. Thank you for everyone who supported us at our initia
We are very happy to announce the Official Rumu Soundtrack is now available on Steam!
Rumu Soundtrack on the Steam Store
New Game Price
We have adjusted the game price this week after almost 10 months since our initial launch. Thank you for everyone who supported us at our initial launch price, you made all this possible and allowed us to be able to support the game for Version 2.0 release!
After much discussion and listening to all your feedback we believe we have found a price that better suits the game play experience time and allows for more players to enjoy our game!!
This is also all made possible the release of the Deluxe Bundle package with Rumu and the official Rumu Soundtrack
Thanks to everyone for your support and feedback for the game so far.
We are only a very small indie team here in Sydney Australia and hearing and seeing feedback on the game has been so heartwarming! <3
Today we push our major revision in the game engine to the public which solves most of the performance problems and visual fidelity issues faced with our initial release as well as new support for SteamOS / Linux. This patch includes over 1704 code commits and changes since our l
Today we push our major revision in the game engine to the public which solves most of the performance problems and visual fidelity issues faced with our initial release as well as new support for SteamOS / Linux.
This patch includes over 1704 code commits and changes since our last patch over the last seven months.
New Features
SteamOS and Linux Support
Full P3 Wide Color Gamut Support on macOS in full Retina Display
Full RGB Hardware Integration and now working as originally designed (thanks to Razer Inc.) - Sabrina will now take control of your RGB Peripheral devices and talk through it like she does to the strip lighting in the game
Changed Renderer from Deferred to Forward. Allows for full Multisample Anti-Aliasing support and better performance
New Anti-Aliasing techniques (MSAA, TAA, CTAA, SMAA). By default all the aliasing mess should now be cleaned up
Added more Smart Device Interactions
A completely redeveloped post processing system for Bloom and Color Grading to bring the game to more computers without compromising on visual fidelity
Baked Lightmaps and Shadows. Lighting is now as we originally planned for release with baked shadows to allow the same visual look across all devices despite graphics settings changes
New Loading Screen System that gives feedback about loading progress
New Detective Mode highlight
Rumu can now spin when Sabrina is talking when she has restricted your movement (unless it’s a sensitive moment)
Full Game Controller Support
Added new Graphics options and settings
New Light Shaft system for Volumetrics
Now supports massively high resolution displays
Fixes and Updates
This release fixes countless bugs here are a few major ones
All Achievements can be unlocked. Fixed a few issues where in some cases a few achievements could not be unlocked unless doing multiple playthroughs
Interaction design and sequence fixes
All rooms in the game has had multiple fidelity passes with numerous changes for each
Fixed shader performances issues
Camera zoom speed and rotations now slightly slower
Adjusted timing of Sabrina Dialogue for more emotional dramatic effect
Steam API Updated with Steam Controller support
Rumu Vacuum engine has been enhanced with new suction power, can now vacuum up generated Ice
Fixed Mirror not showing Rumu’s face for some players
Fixed Player Movement Stutters and issues
Fixed Dream White Room fidelity and collectables
Fixed issues in tutorial
Detective Vision now highlights and highlights objects as Rumu’s vision expands into the scene
Fixed Painting interaction problems
Resolved Sound Effects cache problems, no more stutters
Watering plants, all issues have been resolved
Reduced Rumu movement bump sounds in emotional moments
We hope as many people as possible can now enjoy the game without having to worry about performance or loss in visual fidelity!
We are proud to annouce that the Rumu will be featured as a part of UnderSCORE , an Australian Video Game Symphony this weekend in Melbourne Australia. In this one and only event The Crescendo Orchestra will perform with live symphonic renditions of celebrated Australian video ga
We are proud to annouce that the Rumu will be featured as a part of UnderSCORE, an Australian Video Game Symphony this weekend in Melbourne Australia.
In this one and only event The Crescendo Orchestra will perform with live symphonic renditions of celebrated Australian video game scores, against a cinematic backdrop of the accompanying game-play; including Rumu and other amazing locally Australian developed games such as Florence, Hollow Knight, Hand of Fate
This Saturday September 1st 2018, from 7:30 PM - 9:30 PM (Doors open 6:30pm) at the Alex Theatre (135 Fitzroy Street, St Kilda, Melbourne)
Tickets can be purchased online at: TicketTek Use the following code for a discount: LIVESCORE
Lunar New Year Sale + Mac Release Hi all! We’re stoked to release Rumu for Mac users, as well as offer the first ever discount at a hefty 25% off. Below are the recommended specs for Mac. RECOMMENDED MAC SPECS: Requires a 64-bit processor and operating system OS: OSX 10.13 (64-bi
Lunar New Year Sale + Mac Release
Hi all!
We’re stoked to release Rumu for Mac users, as well as offer the first ever discount at a hefty 25% off. Below are the recommended specs for Mac.
RECOMMENDED MAC SPECS: Requires a 64-bit processor and operating system OS: OSX 10.13 (64-bit) or newer Processor: 2.6 GHz or equivalent Memory: 8 GB RAM Graphics: Metal Compatible Hardware or Hardware with OpenGL 4.1 - (AMD Radeon R9 M370X, NVIDIA GeForce GT 750M, Intel Iris Plus Graphics, AMD FirePro D700, Radeon Pro Vega 65) or better Storage: 1 GB available space Additional Notes: MacBook Pro (2017), iMac Pro (2017), iMac (Retina 5K, 27-inch, 2017), Mac Pro (Late 2013)
Thank you for all of the incredible support so far. We’re currently working on localising Rumu for multiple languages, as well as exploring further platform porting opportunities. You’ll be the first to know when they’re ready!
Lunar New Year Sale + Mac Release Hi all! We’re stoked to release Rumu for Mac users, as well as offer the first ever discount at a hefty 25% off. Below are the recommended specs for Mac. RECOMMENDED MAC SPECS: Requires a 64-bit processor and operating system OS: OSX 10.13 (64-bi
Lunar New Year Sale + Mac Release
Hi all!
We’re stoked to release Rumu for Mac users, as well as offer the first ever discount at a hefty 25% off. Below are the recommended specs for Mac.
RECOMMENDED MAC SPECS: Requires a 64-bit processor and operating system OS: OSX 10.13 (64-bit) or newer Processor: 2.6 GHz or equivalent Memory: 8 GB RAM Graphics: Metal Compatible Hardware or Hardware with OpenGL 4.1 - (AMD Radeon R9 M370X, NVIDIA GeForce GT 750M, Intel Iris Plus Graphics, AMD FirePro D700, Radeon Pro Vega 65) or better Storage: 1 GB available space Additional Notes: MacBook Pro (2017), iMac Pro (2017), iMac (Retina 5K, 27-inch, 2017), Mac Pro (Late 2013)
Thank you for all of the incredible support so far. We’re currently working on localising Rumu for multiple languages, as well as exploring further platform porting opportunities. You’ll be the first to know when they’re ready!
Hi all! Thanks for your support and feedback so far. We’ve been hard at work on some (secret) next steps for Rumu, and in the meantime with your help we’ve also made some huge optimisations and have resolved issues some users were experiencing. We'd also like to put the call out
Hi all! Thanks for your support and feedback so far. We’ve been hard at work on some (secret) next steps for Rumu, and in the meantime with your help we’ve also made some huge optimisations and have resolved issues some users were experiencing.
We'd also like to put the call out to the community for anyone interested in testing Rumu on Mac! We'd be happy to add you to the test branch.
Please take a look at the patch notes below, and don’t hesitate to let us know if we can help you out:
New Features
Steam Cloud Integration
Controller Support (Steam Controller, Xbox One and Xbox 360 Controllers) (Beta)
RGB Support for Corsair Cue Devices
RGB Support for SteelSeries GameSense Devices (Beta)
Support for Alternate Vulkan Renderer (-force-vulkan on steam launch options)
Translations Engine
We have been working on a Translation Switching Engine for Subtitles and In Game UI.
This Update (1.2.5) does not include any alternate languages as yet, however we are excited to announce this is coming very soon and will be launching a seperate update
Bug Fixes
Fixed the Blinky Blue Pathing Line. No Longer Blinks
Fixed Achievement for ‘Menace to Society’ (Master Bedroom was missing)
Fixed Achievement Tracking for Secret Achievement, ‘You Blade Runner’
Fixed Day 2 progression issue in Cloakroom when lights go out.
Fixed Double Cat Day 8 White Room. There can only be one, Ada
Fixed Steam issues
Fixed Game Settings and Graphics Settings not being saved
Reset Room in Main Lab now resets HazChem for a few cases where it would be thrown off the map
Fixed Issues with Ants in Vents
Fixed Issues with Achievement Saving / Loading
Fixed Issues with Plant Watering
Optimizations
Fixed Temporary Render Texture Buffer not being released on some frames that degraded performance overtime
Optimised Memory Allocations
Optimised Physics
Blur Menus no longer used for Low / Medium, Switched to Semi-Transparent for Optimisation
Low and Medium Graphics Further Optimised
Post Processing Further Optimised (AA, AO, Volumetrics)
Hi all! Thanks for your support and feedback so far. We’ve been hard at work on some (secret) next steps for Rumu, and in the meantime with your help we’ve also made some huge optimisations and have resolved issues some users were experiencing. We'd also like to put the call out
Hi all! Thanks for your support and feedback so far. We’ve been hard at work on some (secret) next steps for Rumu, and in the meantime with your help we’ve also made some huge optimisations and have resolved issues some users were experiencing.
We'd also like to put the call out to the community for anyone interested in testing Rumu on Mac! We'd be happy to add you to the test branch.
Please take a look at the patch notes below, and don’t hesitate to let us know if we can help you out:
New Features
Steam Cloud Integration
Controller Support (Steam Controller, Xbox One and Xbox 360 Controllers) (Beta)
RGB Support for Corsair Cue Devices
RGB Support for SteelSeries GameSense Devices (Beta)
Support for Alternate Vulkan Renderer (-force-vulkan on steam launch options)
Translations Engine
We have been working on a Translation Switching Engine for Subtitles and In Game UI.
This Update (1.2.5) does not include any alternate languages as yet, however we are excited to announce this is coming very soon and will be launching a seperate update
Bug Fixes
Fixed the Blinky Blue Pathing Line. No Longer Blinks
Fixed Achievement for ‘Menace to Society’ (Master Bedroom was missing)
Fixed Achievement Tracking for Secret Achievement, ‘You Blade Runner’
Fixed Day 2 progression issue in Cloakroom when lights go out.
Fixed Double Cat Day 8 White Room. There can only be one, Ada
Fixed Steam issues
Fixed Game Settings and Graphics Settings not being saved
Reset Room in Main Lab now resets HazChem for a few cases where it would be thrown off the map
Fixed Issues with Ants in Vents
Fixed Issues with Achievement Saving / Loading
Fixed Issues with Plant Watering
Optimizations
Fixed Temporary Render Texture Buffer not being released on some frames that degraded performance overtime
Optimised Memory Allocations
Optimised Physics
Blur Menus no longer used for Low / Medium, Switched to Semi-Transparent for Optimisation
Low and Medium Graphics Further Optimised
Post Processing Further Optimised (AA, AO, Volumetrics)
Rumu felt very low-key at first. It's a game about being a sentient vacuum cleaner, a robot whose job is to trundle across floors dealing with little household accidents. But as the household AI Sabrina fills you in on more and more of the details beyond your tiny world, as you s
Rumu felt very low-key at first. It's a game about being a sentient vacuum cleaner, a robot whose job is to trundle across floors dealing with little household accidents. But as the household AI Sabrina fills you in on more and more of the details beyond your tiny world, as you start to learn about your absent owners David and Cecily, a sense of guilt and dread builds up. Something's wrong here, and it's not the toast on the floor.
Rumu might not have been on your radar, but it’s definitely worth checking out. This is the first feature-length title developed by Sydney studio Robot House, one that caught our eye at PAX Australia this year. I checked in with gamerunner Ally McLean and game director Dane Maddams to ask them about the launch and their future plans.
PC Gamer: How's it feel for both of you now that Rumu has finally released?
Ally McLean: It's been a real rollercoaster for us. Rumu has been such a passion project for everyone on the team—from the executive level down to the contractors who worked on some of the 2D art. It's been such a labor of love and so we weren’t quite sure what to expect when we released it. We knew we had a lot of support. We knew a lot of people responded really well to it when we announced it. But I don't think we were prepared for just the outpouring of emotion that people had for it. Watching people stream it on launch day and seeing people cry...
Dane Maddams: Yeah, a lot of people cried. Ugly cried too. It was something that we knew because we kinda did when we played it, but we didn't expect the level of emotion in the response. It’s our baby and we're so closely tied to it so that’s expected for us, but when it happened like that it was all the more special.
What were the main goals you wanted to achieve with Rumu?
DM: Structurally, we initially discussed the idea from the outset of it being influenced by a lot of the games that we’ve played that we were passionate about—from the point-and-click adventures of the early days, all the way through to recent indie successes that are very narrative-driven.
AM: Kind of like Gone Home and Firewatch.
A big part of the design thought for us was believing your audience is smart, believing that players are smart and that they ll figure things out.
Ally McLean
DM: We started to realize that Rumu set out its own destiny in front of us as a story-driven, narrative game. Initially, we knew how we wanted to tell the story but we didn't know how to best experiment with a lot of different structural mechanisms like puzzles or push-and-pull mechanics. At a certain point through finalizing the story, it told us what it wanted to be.
AM: That's a huge testament as well to Dan McMahon. His script was really so beautiful and he really crafted the characters in collaboration with the whole team. He came in house and worked with us all one-on-one to create something that gelled really cohesively with the way we wanted to tell the story.
Did it change much from the original vision? Did feedback from PAX Aus or other events shape how the game ended up looking?
AM: Not so much with the story. The vision of the story was quite clear by the time we announced it and showed it at PAX. But we definitely really benefited from playtest sessions and PAX was incredibly valuable for us. Being able to see an audience of people drawn to indie sections and are really passionate about the same things as us come and play the game and go in blind, we learned a lot about the way people approach the game. We learned where they might need a little more or a little less prompting.
A big part of the design thought for us was believing your audience is smart, believing that players are smart and that they’ll figure things out. You don’t need to specifically tell them what’s going on. Shows like PAX were really encouraging for that. We found a lot of people were figuring out the gameplay things out themselves but also came away from it with their own theories and guessing what the story could be.
DM: One thing I think Ally and Adam [Matthews, design lead] did an incredible job of presenting at PAX as well was having thoughtful and considerate conversations with people that played the game and finding what boxes are ticked, how it spoke to them and where they encountered issues. A lot of that initial playtesting and responses has been directly implemented into the game.
Were you wanting to make a branching storyline with varied opportunities for players or was it more about maintaining momentum?
AM: When we first pitched Rumu, it had a huge, sprawling, branching narrative. I think—as all indie pitches are when they first pitch something—we were overly ambitious. But when we brought Dan on, he really convinced us that the most important thing was to tell the best version of the story. That’s really what I think we’ve strived to do in the choices that you make in the game as it is.
Rumu was really the spirit of what Robot House wants to create, distilled right down. This is something that looks different, plays different, it surprises people and it has a lot of heart.
Ally McLean
It all reveals the same narrative to you but it can be revealed in many different ways and through many different lenses depending on your playstyle. If you’re more suspicious and inquisitive, then you might inspect every item. You might get more insight early on to David and Cecily’s relationship. You might trigger some responses from Sabrina that you usually might not get until later in the game. Ultimately, it’s the same narrative, but it will be revealed to you in different ways.
DM: We did a lot of playthroughs and one of the things that we focused on was having individual playstyles and potentially different areas of exploration that you may not follow if you answer a certain thing in a certain way. The decision was made that we’d follow one storyline and branches of it, within reason, but do it really well versus spreading ourselves across many different narratives and not be able to focus and give it the love and attention that each of them deserve.
Now that Rumu has released, is the studio likely to work on additional content updates and tweaks for support post-release or do you feel it is out in its entirety now?
AM: One of the things we’ve been really blown away by is the sense of community around the game. It’s just a positive, supportive community. We want to be here to support those players in the best way that we can. The reality is that we are a small team and what we get to do in the future really depends on how well the game is received right now. In an ideal world, we would love to be able to create more content or something new within the same realm. But it does depend on the reality of how the game performs, and it is performing well.
As far as Robot House goes, has working on Rumu influenced what the studio wants to work on? What direction do you think you’re heading in the coming months and years?
AM: Not that I can speak on behalf of everyone that works at the studio, but I think Rumu was really the spirit of what Robot House wants to create, distilled right down. This is something that looks different, plays different, it surprises people and it has a lot of heart. I think that is the trajectory we want to stay on.
Hey all, Thanks so much for your support so far - We’ve gathered a lot of feedback, and with your help have resolved a few key issues. Please take a look at the patch notes below Gameplay Added a Journal hotkey. By default this is ‘J’ “Reset Room” now puts ‘PUSH’ objects back in
Hey all,
Thanks so much for your support so far - We’ve gathered a lot of feedback, and with your help have resolved a few key issues. Please take a look at the patch notes below
Gameplay
Added a Journal hotkey. By default this is ‘J’
“Reset Room” now puts ‘PUSH’ objects back in their starting positions in addition to Rumu.
Bugfixes
Fixed Achievement Tracking for various achievements.
Fixed Camera Bug in Day 5 testing sequence where camera would focus on the edge of a room instead of on Rumu.
Fixed issue where collected items in Rumu’s Dream would not load correctly if the game was closed and reopened.
Fixed issue where some subtitles would not show.
Fixed issue with end game sequence.
Resolved many little power-routing bugs (Mostly visual).
Fixed ESC Key after Day 2 for RGB Devices.
Updated Razer Chroma SDK.
Optimizations
Isolated and fixed memory bandwidth issues associated with too many large textures
Optimised Rumu’s Face and refresh rate (Hz) depending on Graphics Settings.
Hey all, Thanks so much for your support so far - We’ve gathered a lot of feedback, and with your help have resolved a few key issues. Please take a look at the patch notes below Gameplay Added a Journal hotkey. By default this is ‘J’ “Reset Room” now puts ‘PUSH’ objects back in
Hey all,
Thanks so much for your support so far - We’ve gathered a lot of feedback, and with your help have resolved a few key issues. Please take a look at the patch notes below
Gameplay
Added a Journal hotkey. By default this is ‘J’
“Reset Room” now puts ‘PUSH’ objects back in their starting positions in addition to Rumu.
Bugfixes
Fixed Achievement Tracking for various achievements.
Fixed Camera Bug in Day 5 testing sequence where camera would focus on the edge of a room instead of on Rumu.
Fixed issue where collected items in Rumu’s Dream would not load correctly if the game was closed and reopened.
Fixed issue where some subtitles would not show.
Fixed issue with end game sequence.
Resolved many little power-routing bugs (Mostly visual).
Fixed ESC Key after Day 2 for RGB Devices.
Updated Razer Chroma SDK.
Optimizations
Isolated and fixed memory bandwidth issues associated with too many large textures
Optimised Rumu’s Face and refresh rate (Hz) depending on Graphics Settings.
Hello all! Firstly, thank you so much for all of your support of Rumu at launch! We've been overwhelmed by the love. We've just updated the game with a few fixes! In this update: - Wide and Ultrawide Screen Support (and Other Resolution Fixes) - General Navigation Fixes - Infogra
Hello all!
Firstly, thank you so much for all of your support of Rumu at launch! We've been overwhelmed by the love.
We've just updated the game with a few fixes!
In this update: - Wide and Ultrawide Screen Support (and Other Resolution Fixes) - General Navigation Fixes - Infographics being occluded by walls / objects - Reset Room Fixes (Rumu will no longer fly into Space) - Cat and Chicken Animation Fixes - Sabrina's Room Fix: Double click fix - Graphics Optimization - New Game after end or selecting in menu fixed - Cursor Pointer optimiziations - Fixed Vent Collision issues - Tutorial bug fixes
Hello all! Firstly, thank you so much for all of your support of Rumu at launch! We've been overwhelmed by the love. We've just updated the game with a few fixes! In this update: - Wide and Ultrawide Screen Support (and Other Resolution Fixes) - General Navigation Fixes - Infogra
Hello all!
Firstly, thank you so much for all of your support of Rumu at launch! We've been overwhelmed by the love.
We've just updated the game with a few fixes!
In this update: - Wide and Ultrawide Screen Support (and Other Resolution Fixes) - General Navigation Fixes - Infographics being occluded by walls / objects - Reset Room Fixes (Rumu will no longer fly into Space) - Cat and Chicken Animation Fixes - Sabrina's Room Fix: Double click fix - Graphics Optimization - New Game after end or selecting in menu fixed - Cursor Pointer optimiziations - Fixed Vent Collision issues - Tutorial bug fixes
Hi all! We're so excited for launch, and to bring Rumu into your lives! Less than 2 days to go! Until then, we've uploaded some desktop and phone wallpapers to our blog should you like to use them. See you on launch day!
Hi all!
We're so excited for launch, and to bring Rumu into your lives! Less than 2 days to go!
Until then, we've uploaded some desktop and phone wallpapers to our blog should you like to use them.
Hi all! We're so excited for launch, and to bring Rumu into your lives! Less than 2 days to go! Until then, we've uploaded some desktop and phone wallpapers to our blog should you like to use them. See you on launch day!
Hi all!
We're so excited for launch, and to bring Rumu into your lives! Less than 2 days to go!
Until then, we've uploaded some desktop and phone wallpapers to our blog should you like to use them.
Hi all! Following our release date announce, we wanted to share our price point for launch next week: Rumu will be $19.99 USD We're also stoked to open our official merch store! After PAX Aus, we had loads of requests from people to purchase Rumu shirts (in particular, Rumu in Sp
Hi all!
Following our release date announce, we wanted to share our price point for launch next week:
Rumu will be $19.99 USD
We're also stoked to open our official merch store! After PAX Aus, we had loads of requests from people to purchase Rumu shirts (in particular, Rumu in Space shirts). We've made it happen, and you can get them right now!
Hi all! Following our release date announce, we wanted to share our price point for launch next week: Rumu will be $19.99 USD We're also stoked to open our official merch store! After PAX Aus, we had loads of requests from people to purchase Rumu shirts (in particular, Rumu in Sp
Hi all!
Following our release date announce, we wanted to share our price point for launch next week:
Rumu will be $19.99 USD
We're also stoked to open our official merch store! After PAX Aus, we had loads of requests from people to purchase Rumu shirts (in particular, Rumu in Space shirts). We've made it happen, and you can get them right now!
Hello Steam friends! The Rumu team is thrilled to finally cross the threshold from "Late 2017" into a release date. We can't wait for you all to meet Rumu NEXT WEEK ! We wanted to take this opportunity to introduce ourselves, the team who will be here for you on the Steam back en
Hello Steam friends!
The Rumu team is thrilled to finally cross the threshold from "Late 2017" into a release date.
We can't wait for you all to meet Rumu NEXT WEEK!
We wanted to take this opportunity to introduce ourselves, the team who will be here for you on the Steam back end during and post-launch. We'll be here for any questions, concerns or comments you have to share with us. We want your experience with Rumu to be the best, most heartbreaking, most adorable experience it can be.
We also offer our services as an emotional support group should you need it after you finish the game...
See you soon!
Ally - Gamerunner Adam - Lead Design Dan - Senior Programmer Alex - Game Designer
Hello Steam friends! The Rumu team is thrilled to finally cross the threshold from "Late 2017" into a release date. We can't wait for you all to meet Rumu NEXT WEEK ! We wanted to take this opportunity to introduce ourselves, the team who will be here for you on the Steam back en
Hello Steam friends!
The Rumu team is thrilled to finally cross the threshold from "Late 2017" into a release date.
We can't wait for you all to meet Rumu NEXT WEEK!
We wanted to take this opportunity to introduce ourselves, the team who will be here for you on the Steam back end during and post-launch. We'll be here for any questions, concerns or comments you have to share with us. We want your experience with Rumu to be the best, most heartbreaking, most adorable experience it can be.
We also offer our services as an emotional support group should you need it after you finish the game...
See you soon!
Ally - Gamerunner Adam - Lead Design Dan - Senior Programmer Alex - Game Designer
Announced in October, Rumu is a point-and-click adventure starring a sentient vacuum cleaner, set in an eerily abandoned sci-fi Smart Home. If that's not a perfect elevator pitch, I don't know what is. There's also a cat in it. Oh, and it's releasing next week, on December 13. Fo
Announced in October, Rumu is a point-and-click adventure starring a sentient vacuum cleaner, set in an eerily abandoned sci-fi Smart Home. If that's not a perfect elevator pitch, I don't know what is. There's also a cat in it. Oh, and it's releasing next week, on December 13.
For a detailed rundown of what it's all about, I spoke with the game's lead designer at PAX in October (the game also ranked among the most promising we saw at that convention). But if you didn't read that or don't want to, Rumu stars a vacuum cleaner by that name, navigating an isometrically-viewed Smart Home "littered with semi-intelligent devices to hack into and get to know".
"When something draws you away from your home maintenance duties and into the hidden passageways and long forgotten rooms of the house, you’ll be faced with challenging moral dilemmas forcing you beyond your programming to uncover the truth about the love and loss of your elusive family," so says the Steam description. It also has a cat in it.