Cooperation with Misc Games and Independent Arts Software to develop the title for PC.


Schacht is a fast-paced third person 3D platformer set in a science fiction interstellar battle zone. In the highly competitive gameplay you have to run against yourself, your friends and against strangers from all over the world. Players have to complete very challenging tracks as fast as possible, therefore the character has special abilities to overcome different types of obstacles like force fields, deadly platforms, slides or enormous gaps in outer space. Players can choose from over 4 billion different tracks, based on more than 150 different parcour elements, to master.

STEAM | PlayStation


The planning of a new supply circuit for a laboratory, an attack by aliens, the commissioning of a new fleet deck, pushing the efficiency of the basic supply with energy and life support to 100% and above, a delegation from the King of Ulmera as guests in the conference rooms, a small fire in the main frame… everyday life for station management. Take over station control, plan and construct your infrastructure, consider all risks and supply all systems as efficiently as possible to make your mission a success.


Ladies and Gentlemen, Boys and Girls,

After one more year of development past the initial steam release we’re happy to announce that Schacht is now available on PlayStation!

But this isn’t where the story ends. In about a month from now we’re going to update the Steam version of Schacht to all the glory the PlayStation users are receiving today.

We hope you enjoy our game and if so, help us grow the playerbase by spreading the news

+++ PlayStation Store +++ PlayStation Store +++ PlayStation Store +++

Tired of your current desktop background?
Or worse, do you still use the default system wallpapers?

Than get NOW one or all five brand new SCHACHT wallpapers for your desktop background.
Get them NOW! Or get them later. They will stay right here.

The wallpapers are available in the standard size of HD: 1280×720, FHD: 1920×1080 and UHD: 3840×2160, free to download right below.






For about 6 months now, the four of us have been working on Schacht, further improving the experience.
That is, next to building up the company itself and digging through financial, legal or organisational matters of course.

The first major milestone of this development will be an upcoming content update for the Steam version of Schacht in October! πŸ˜€ πŸ˜€ πŸ˜€

This update will not only include some important bug fixes or improvements and tweaks of existing mechanics. There will be some new features as well – some more visible, some seemingly invisible.
Here are a few of the points we’re working on. Hopefully they will get you a little more hyped about Schacht and its further development πŸ˜‰

Major Performance Improvements

This part of development definitely took up a lot of time, even though it is pretty much invisible ingame. Optimizing and improving the performance of the game was the major task for our engineers in the past few months.
To be fair, Schacht wasn’t build with something like good performance in the first place, due to its unusual development story.

The biggest tasks to resolve this problem were:

  • switching from Deferred Shading to Forward Shading
  • implementing Screen Space Ambient Occlusion (SSAO) including Stencil Mask optimization
  • massively reducing the overall polycount by optimizing the existing assets

This led to an overall performance boost of up to 70% across a lot of different setups, from low to high end PCs.
These performance optimizations are necessary for the targeted 60 FPS in native 4K we are going to bring to the PlayStation 4.

New Checkpoint Mechanic

In the old system, the overall time you needed for one track was recorded in realtime and used directly to set your rank in the leaderboard. However, this implementation punished the players differently depending on the distance they covered from the last checkpoint they activated before they failed. We thought this odd treatment of players is a bit unfair, so we reworked the mechanic. Now if you die, you will still reset at the last checkpoint and a fixed penalty time is added to the time you had when you first activated the checkpoint. This will treat every failure the same, regardless where on the track a player fails, and in this way much more fairly.

(We will move the decimal point down soon πŸ˜‰ )

Background decoration

To enhance the visual aspects of our game, we’ve created some background 3D models which will orbit around the tracks in Schacht. The art style draws inspiration from classical science fiction to achieve a more immersive atmosphere.

To recap the most important information from this post: there is a big update coming to Steam at the end of October.
Besides that we are making great progress on the PlayStation 4 version of Schacht!

With love,
your friendly neighborhood scientists

Once upon a time, before the year of 2016, there was a group of students who wanted to make a cool video game. And they thought to themselves that a 3D game would be cool, possibly something futuristic with an abstract sci-fi art style. Maybe something that will remind of a groundbreaking film from the early 80s which took place inside a computer, with neon lights and polished darkness.

So they started working and did their best to make their families proud, to earn the respect of their fellow students and to achieve the credits, on which their future depended on. After one semester of production in the well-lit and modern equipped work-dungeons of the university, the students had created a fine prototype. It looked and worked exactly like they imagined and so they prepared a presentation to show it to the world.

But then, only one day before their presentation, something unexpected happened…

The exact same company that was responsible for the film from the early 80s with the memorable art style announced a video game too. A video game that looked like a clone of the game the students made. But the company being kind of the inventor, or at least the greatest defining and contributing source to that specific art style, simply had the higher ground. So the students nobly bowed to the big company in silence and decided to give their game a make-over.

So they moved on to define a new universe and to create the Schacht we know and love today. All that is left from that distant past are these screenshots.

Please enjoy.

Now that we’re here, let’s start at the beginning.

This is probably the oldest screenshot from Schacht in our archive. At this point, besides some already implemented game mechanics to test the concept, Schacht was hardly distinguishable from a default Unreal project.

Incidentally, the concept in which the player should have had to move mostly downwards through a narrow structure didn’t survive either.

The website will be hosting more information and a blog soon.
Until then, have a look at Schacht!