A promising new surface
The backgrounds were reworked with Gemini, with promising results. The aim is to explore more detail without losing the handmade strangeness of the original rooms.
The Neverhood / A visual experiment
The same wonderfully strange world. A different kind of detail. An unfinished look at what an HD Neverhood could feel like.
Play with Original and HD views. Room packs load as you explore; videos and assets without a verified HD binding stay original.
Checking the demo...
No import needed. Game downloads begin only when you press Play. Save, load or quit through Menu / Esc. You can also bring your own copy.
Shared with the main page in this browser. Use Menu / Esc during play to save or load. Clearing site data removes saves; export important progress to keep another copy.
Import ScummVM saves such as neverhood.000, or a ZIP exported here. Original Windows .sav files are not supported.
Checking saved games...
No save files selected.
Before an import changes your saves, a backup is kept in this browser. The latest three backups are retained. Download important backups to keep them elsewhere. To use an exported ZIP in native ScummVM, extract it into your ScummVM save folder. Back up that folder first and review any filename conflicts.
01 / Look a little closer
Move your mouse across the image, drag on touch,
or use the slider below.
Comparison previews are not available yet. You can still play the demo when it is ready.
02 / From the workbench
A few different tools, a lot of experiments, and plenty still to work out.
The backgrounds were reworked with Gemini, with promising results. The aim is to explore more detail without losing the handmade strangeness of the original rooms.
Sprites use RealESRNet_x4plus at 4×. Upscaling frame by frame is not optimal: textures can flicker between frames. A future animation or video temporal upscale could add detail with better consistency and reduced texture flicker.
The cursor was sculpted and rebuilt in Blender, then rendered into sprite phases. Only some states are covered; other states use the native cursor.
ScummVM's WebAssembly build runs the original game logic; a JavaScript rendering proxy supplies the HD visuals. Animation currently has slight stutters. GPU-side optimization or native HD asset support in ScummVM are possible future work, not proven fixes.
A little patience...
Starting the demo...