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The 2D puzzle platformer Eonheart, which stands out with its pixel art, is an indie title born from a university graduation project

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/954/G095476/20251018007/

Deputy Editor-in-Chief: Noguchi | 2025/10/18 08:39 (UTC)

At the game event “gamescom asia × Thailand Game Show 2025,” held in Bangkok, Thailand from October 16 to 19, 2025, the 2D puzzle platformer Eonheart attracted significant attention.

Thumbnail image for Gallery No.003 / The pixel-art style of the indie title “Eonheart,” a 2D puzzle platformer born from a university graduation project

Developed by AeraDev, a team of engineering students from a Thai university, Eonheart began as a graduation project centered around two key members: a creator and an artist/designer. Development has continued after graduation, with the game scheduled for release on Steam between Q1 and Q2 2026. At the event, game designer Rada Wimolkhajornkitti demonstrated the title with live gameplay.

The standout feature of Eonheart is its core concept: “a platformer where players can create their own platforms.” While traditional platformers require jumping across pre-placed platforms and blocks, in this game, players use a mysterious wrench to generate blocks and platforms themselves.

Thumbnail image for Gallery No.002 / The pixel-art style of the indie title “Eonheart,” a 2D puzzle platformer born from a university graduation project

Using Super Mario as an example, Wimolkhajornkitti explained that while conventional platformers involve leaping across predefined platforms, Eonheart allows players not only to use preset platforms but also to build their own.

Players place blocks with a left-click and activate them with a right-click. However, there is a limit to the number of blocks they can carry at once, requiring repeated cycles of placing, retrieving, and re-placing—this resource management adds depth to the puzzle-solving experience.

The demo showcased gameplay from early to mid-game stages. Initially, only one basic block type is available, allowing players to become familiar with the game mechanics. According to Wimolkhajornkitti, puzzles start simple but grow increasingly complex as more block types are unlocked over time.

Thumbnail image for Gallery No.005 / The pixel-art style of the indie title “Eonheart,” a 2D puzzle platformer born from a university graduation project

A notable design element is the restriction on where blocks can be placed. Blocks cannot be placed on gray tiles, making this a key puzzle component. The game also uses a room-based system with each screen divided into independent rooms, allowing players to reset and retry challenges easily.

The block retrieval system is unique: holding down the right mouse button collects all blocks at once, but only if they are touching the ground—otherwise, collection fails. Wimolkhajornkitti emphasized that this mechanic lies at the heart of the game: even multiple placed blocks cannot be retrieved unless they touch the ground. Blocks can only be collected after interacting with terrain created by the development team.

This constraint adds a subtle but precise challenge to the puzzles. During the demo, it was evident that while in mid-air, blocks merely follow the player; collection is finalized only upon landing on solid ground.

Thumbnail image for Gallery No.006 / The pixel-art style of the indie title “Eonheart,” a 2D puzzle platformer born from a university graduation project

The game also features enemy characters. Slime-like foes can be defeated by hitting them with blocks, and a dedicated tutorial room is provided to teach this mechanic. A color-coded system emphasizes clarity: yellow objects are destructible by blocks, while red ones cannot be destroyed. Action elements include turret-like enemies that fire fireballs.

In what Wimolkhajornkitti calls the “first proper puzzle room,” players must descend downward but only have two blocks at their disposal. The design teaches players not to touch falling blocks—while the blocks are safe, touching them results in failure.

Thumbnail image for Gallery No.007 / The pixel-art style of the indie title “Eonheart,” a 2D puzzle platformer born from a university graduation project

The demo featured one boss, though the final version will include five bosses and over 150 puzzle rooms. The first boss resembles a larger version of standard enemies and charges directly at the player.

Players must dodge attacks to survive and wait for openings to counterattack. The boss changes from red to yellow—only during this moment is it vulnerable. With new attack patterns in each phase, Wimolkhajornkitti noted that first-time players will likely need three or four attempts before defeating the boss.

Thumbnail image for Gallery No.004 / The pixel-art style of the indie title “Eonheart,” a 2D puzzle platformer born from a university graduation project

As phases progress, the color of needles emerging from the ceiling changes. Starting yellow and turning red, players must skillfully use blocks to avoid the red needles while fighting. During the demo, Wimolkhajornkitti demonstrated expertly reading and countering the boss’s attack patterns, but checkpoints are placed at phase transitions—allowing players to resume from there instead of restarting entirely.

Defeating the first boss grants access to a second block type. This new block moves horizontally and can be used to shift other gravity-affected blocks sideways. As more mechanics become available—such as stopping mid-air or halting one’s own movement—the puzzles grow increasingly complex with each additional block acquired.

The story is set in “Eonheart,” an ancient, long-forgotten mechanical complex beneath the futuristic city of IonoPolis. Once responsible for sustaining the entire city, it has now been erased from history. The player takes on the role of a fallen engineer attempting to find a way back to the surface.

Thumbnail image for Gallery No.008 / The pixel-art style of the indie title “Eonheart,” a 2D puzzle platformer born from a university graduation project

The graphics use a nostalgic pixel-art style, described by Wimolkhajornkitti as “a truly old-school aesthetic,” evoking strong retro 2D platformer vibes. Diverse areas with unique atmospheres include the machine-filled Outer Hull, the scorching conveyor line The Foundry, and the enigmatic experimental Greenhouse—each offering hidden secrets to uncover.

At the event, many attendees played the demo, showing interest in the game’s distinctive block-generation system and gradually escalating puzzle design. Despite originating as a university graduation project, Eonheart demonstrates solid game design and thoughtful mechanics that challenge players’ thinking. During the demo, Wimolkhajornkitti chuckled, saying, “It might look easy because I’ve played it thousands of times—but for new players, it’s actually quite challenging.”

Born from Thailand’s indie gaming scene, Eonheart combines nostalgic pixel art with innovative block-generation mechanics—making it a title to watch for fans of puzzle platformers. The release in 2026 is eagerly anticipated.

Left: Game designer Rada Wimolkhajornkitti. Right: Another team member Pochara Luangruangwech Thumbnail image for Gallery No.001 / The pixel-art style of the indie title “Eonheart,” a 2D puzzle platformer born from a university graduation project

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