Somewhere Else
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Somewhere Else is a co-op adventure for two, where every puzzle needs both of you.
A monkey who never thinks twice and a little robot who thinks about everything. Chimp and Chip are lost in a strange and beautiful world, far from home, and the only way back is together.
- Two players only, on one sofa or online
- Six places to explore, each with its own puzzles and secrets
- Free demo on Steam right now
- Release on Steam in February 2027
Made for two
Somewhere Else is co-op only. There's no single-player mode, so you'll need someone to play with: a friend, your partner, someone from your family. Play on the same sofa with two controllers, or online with Steam Remote Play Together. One copy is enough for both of you.
No puzzle can be solved alone. Chimp and Chip each have their own abilities, and you only get through by using them together. You shoot lasers at enemies, blast meteors out of the sky, climb invisible stairs, play notes on singing mushrooms, pull levers and ropes together, race each other for bananas and take on a boss. And in the jungle it never stops raining, so Chimp holds his umbrella over Chip. Sometimes Chip just rides on top of it.
Six places
Space and the jungle are in the free demo. Magical stone ruins, a tech factory, a circus and a lab are already built, and we're finishing the puzzles and the story in them now. Each place has its own enemies, its own puzzles and its own secrets.


The rooms behind the doors
Somewhere Else looks like a game about two friends lost in a colourful world, and most of the time it is. But there are hidden rooms you can walk right past. In each one there's an animal with a number instead of a name: a sheep, a frog, a mouse and a beagle. You can help them leave, but only together. Whether you find them is up to you.
Where the game is right now
The demo is finished. It's free on Steam, takes a bit over an hour and covers the first two places: space and the jungle. It's the best way to see what you'd be backing.
More than half of the full game is done. Every place in the game is already built and the whole map is there. What we're doing now is finishing the puzzles, the dialogue and the sounds, polishing a few ideas and minigames, and tying the story and the abilities together so that everything makes sense. We're aiming for February 2027.
Other ways to help
Not everyone can back a campaign, and not everyone has a second player around. Both are completely fine. There are three things that help us nearly as much and cost nothing.
Wishlist it on Steam. This is the big one. Wishlists are how Steam decides whether to show a game to anyone at launch. For a small game with no marketing budget that number is everything, and it costs you one click.
store.steampowered.com/app/5242590/Somewhere_Else
Follow us. Both accounts ended up with a lot of underscores, sorry.
Instagram: ___somewhere__else___
TikTok: @_somewhere_else_
Tell one person. Ideally someone who has a person to play games with. So far that has worked better for us than anything else we've tried.
And if you are backing, please wishlist it as well. It's the one thing on this list that keeps helping after the campaign closes.
Where the €5,000 goes
No publisher and no investor, so this is the whole list.
Promotion, €3,000
This is most of it, and it's the part we really can't do on our own. A small co-op game lives or dies on whether people find it.
It pays for ads on TikTok, Instagram and Facebook, a proper trailer for festivals, and keys for streamers, YouTubers and press who play co-op games. It also means we can show the game at online festivals like Steam Next Fest properly, instead of putting it up and hoping someone notices.
One proper computer, €1,550
We make the whole game on two laptops. One is really old, and the other can't run the game at full quality and record it at the same time. When we tried to record our trailer at a high resolution, the game slowed down so badly that we gave up and recorded it smaller. Building the game takes ages, and anything heavy means leaving it running overnight and hoping.
One desktop computer fixes most of that. Better trailers and screenshots, faster builds, and finally a way to check how the game runs on the kind of PC most of you will play it on.
Gamefound fees, €450
Gamefound's commission and the card processing come off before the money reaches us, so they're in the table. Leaving them out would make the other numbers look bigger than they are.
None of the €5,000 goes to us as wages. We've paid for this game out of our own salaries so far, and that stays the same.
Music of its own and translations are things we really want, but they cost more than this goal can cover. So they're the stretch goals, and everything above €5,000 goes there.
Why back it now
The early bird is €12, which is less than the game will cost at launch. It won't come back after the campaign, and we're not planning a bigger discount in the first year.
From €45 up you get into the beta a month before release, and you can tell us what's wrong while we can still fix it. Being this small has one real advantage: when you tell us something, we can actually do something about it.
The stretch goals decide real things. Whether the rabbit is there on day one, whether the game gets music nobody else has, whether it ships in German or Japanese, whether it comes to PlayStation.
And it helps more now than it would later. Promotion only works before a game comes out. Every wishlist before February decides how many people Steam shows the game to on release day, and that's exactly what this money is for.
Who we are
We're Milecode, Marija and Marko, a couple from Varaždin, Croatia. We both love co-op games. Playing them together is our favourite way to spend an evening, and at some point we wanted to make one of our own.
Marija Popović · Ideas, puzzles and design
Marko Miletić · Programming
Marija is a cook by trade, but this is what she really wants to do. She's the creative one. Every day she thinks of something new for the game: new places, puzzles, ideas, and pictures she keeps reworking until they're right.
Marko is a programmer. He loves the technical side, and he's the one who looks at Marija's ideas and works out whether they can actually be built. She's the dreamer and he's the sensible one. Most of the time it works.
We also have a beagle called Billy. He's the reason there's a beagle behind one of the secret doors. Beagles are the dogs labs have used for years, and with Billy asleep next to us while we worked, leaving that out didn't feel right.
We both have day jobs, so the game gets made in the evenings and on weekends, on two laptops. We've been working on it for about a year and a half, and it's our first game.
Questions people have asked
Do I really need a second person?
Yes. There's no single-player mode and no AI partner, because both characters need somebody behind them. If you don't have anyone to play with, this probably isn't the game for you, and we'd rather say so now.
Does my friend have to buy it too?
No. On the sofa you share a screen. Online, Steam Remote Play Together lets whoever owns it invite the other person in. They need Steam and nothing else, and they pay nothing. One €12 key covers both of you.
Can we play it online?
Yes, through Remote Play Together. There's no separate online mode, so one of you runs the game and streams it to the other. On a decent connection it works well, and a lot of our own testing was done exactly like that.
Which platforms?
Windows on Steam at launch. We're hoping to bring it to PlayStation 5 later, and that's a stretch goal at €16,000. Other platforms might come later too, but we can't promise anything yet.
How long is it?
We can't say for sure yet. Our guess is around six or seven hours the first time through, and more if you go looking for the secret rooms and minigames. We'll know once it's all finished.
When do I get my key?
On release day, February 2027. Beta access from €45 up starts in January 2027.
Is anything posted to me?
No, everything is digital, so there's no shipping, no customs and nothing lost in the mail.
Is it OK for kids?
Yes. There are just a few sad scenes with animals in the secret rooms, so it's worth knowing that before you play it with younger kids.
Did you use AI?
As a small team of just two people, we used generative AI tools to help with the visual assets, and it says so on our Steam page too. Every one of them was reviewed, edited and finished by us, often many times over, to fit the style and direction of the game. The ideas, the story, the puzzles and the levels are all ours, and the music and sounds aren't AI.
Will it be cheaper than €12 later?
Not for a long time. €12 is under the launch price and we're not planning a bigger discount in the first year.
Can I change my pledge?
Yes, as much as you like until the campaign closes. After that the pledge manager lets you add add-ons and change things before anything is delivered.
How does naming an animal work?
You pledge, we email you with everything we know about that animal, and you send us a name. It goes into the game in December and stays there, in the room, in the credits, and in anything we write about that animal later. One person per animal, and there are four.
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