Platform Games of the 2010s, Part 2 Codexery

Splasher (video game)

A 2D platformer built around speed and paint mechanics.

Splasher (video game)

Splasher, a 2D platformer, hit computers in February 2017. It was built by Splashteam and put out by Dear Villagers. You play as a worker with purple hair who works for Inkorp. Your job is to rescue other splashers from a mad scientist called Docteur, who wants to run deadly tests on them. The game first came out for Linux, macOS, and Windows. Later that year, Plug In Digital handled ports for Xbox One, PlayStation 4, and Nintendo Switch. Critics generally liked it.

The main campaign has 22 levels set inside the Inkorp factory. You use a paint gun to get through them. In each level, you need to find seven fellow workers. Six are hidden around the stage, and the seventh waits at the end, but you need 700 units of Golden Ink to free it. The developers worked with speedrunners to make the game feel fast, so you can zip through levels quickly.

Besides the story, there are speedrun and time attack modes. Speedrun has three types: "Selfish Speedrun" skips collectibles, "Standard Speedrun" includes them, and "Gotta Catch 'em All" requires grabbing everything for a 100% run. Time attack challenges you to finish individual levels in a short time. The developers call it training for speedruns. You can post your best times on leaderboards for both modes.

The plot follows a Splasher who works at Inkorp, a paint factory. One day, he spots Docteur performing experiments on other Splashers. After barely escaping, he sets out to rescue his coworkers, traveling through the whole factory.

Splashteam was founded by ex-Ubisoft Montpellier staff who worked on Rayman and Rabbids. Creative director Romain Claude earned an advanced degree in game design from 2006 to 2008, then worked at Ubisoft until 2012. He started making Splasher with his old school friend Richard Vatinel, a 2D artist. Development began in 2013. It was inspired by a prototype Claude made to test blood properties and a student project called "Power of Paint," which also inspired Portal 2's paint mechanics. Claude wanted to bring those ideas to 2D. He planned to use his own XNA Framework engine, but Ubisoft colleagues suggested Unity instead. The game went through many prototypes on Claude's Itch.io page.

In May 2016, Splashteam announced new features and console versions, aiming for a late 2016 or early 2017 release.

Quick Facts

Italic Title
yes
Title
Splasher
Developer
Splashteam
Publisher
Dear Villagers / Plug In Digital
Engine
Unity
Platforms
Linux · MacOS · Microsoft Windows · Nintendo Switch · PlayStation 4 · Xbox One
Genre
Platform
Modes
Single-player
Designer
Romain Claude
Artist
Richard Vatinel
Composer
Aymeric Schwartz · David Boitier

Facts from the source article.

Lore & Background

Splasher was developed by Splashteam, a studio founded by former Ubisoft Montpellier employees who worked on Rayman and Rabbids. Creative director Romain Claude, who earned an Advanced Degree in Game Design and Production Management between 2006 and 2008, left Ubisoft in 2012 to work on the game with friend Richard Vatinel, a 2D artist and animator he met in school in 2006. Development began in 2013, inspired by a prototype Claude made to test blood properties and by the student project 'Power of Paint', which influenced Portal 2's paint mechanics. Claude initially planned to use an engine built with XNA Framework but switched to Unity on colleagues' advice. The game underwent extensive prototyping, with multiple prototypes on Claude's Itch.io page. In May 2016, Splashteam announced new features and a console release, targeting a launch window between late 2016 and early 2017. Pre-orders for a collector's edition, including a demo and soundtrack, launched in December 2016 alongside a trailer and the February 7, 2017 release date. The game was not a commercial success but received favorable reviews, leading to the team's next title, Tinykin.

Reader's Guide

Splasher is notable for its speed-focused design, developed in collaboration with speedrunners. The main campaign features 22 levels set in the Inkorp factory, where players use a paint gun to navigate and collect splashers. Beyond the story, the game includes speedrun and time attack modes. Speedrun mode offers three types: 'Selfish Speedrun' (no collectibles), 'Standard Speedrun' (with collectibles), and 'Gotta Catch 'em All' (100% completion). Time attack mode tasks players with completing individual levels quickly, described by developers as training for speedruns. Both modes support online leaderboards. Critics compared the game favorably to Super Meat Boy and Rayman Legends, with Destructoid noting it introduces enough new mechanics to stand out. Nintendo Life called it a 'brilliant callback' to twitch platforming with Splatoon-like elements. Hardcore Gamer praised its original ideas and brightly colored presentation, despite some levels falling flat. The game's reception on Metacritic was 'generally favorable'.

Did You Know?

The Interactive Medium

Video games are electronic experiences defined by a core loop: a player interacts through an input device—whether a joystick, controller, keyboard, or motion-sensing hardware—and receives visual feedback rendered on a display. That display might be a television, a computer monitor, a flat-panel screen, a touchscreen on a handheld, or a virtual reality headset. Most contemporary titles are audiovisual, pairing on-screen imagery with sound delivered through speakers or headphones, and some add haptic feedback for tactile sensation. A growing number also accept microphone and webcam input to support in-game voice chat and live streaming. Titles are traditionally sorted by their hardware platform—arcade cabinets, dedicated consoles, or personal computers—and further classified by gameplay genre and intended audience. In recent years the field has broadened considerably, extending into mobile devices, virtual and augmented reality systems, and cloud-based remote gaming. Splasher, as a video game, sits squarely within this interactive, multi-sensory tradition.

From Mainframes to Living Rooms

The roots of the medium stretch back to the 1940s and 1950s. In 1947, Thomas Goldsmith Jr. and Estle Ray Mann filed a patent for a cathode-ray tube device that let a user steer a dot along a parabolic arc toward paper targets affixed to the screen. The 1950s brought a string of experimental titles: the Nimrod computer at the 1951 Festival of Britain, Christopher Strachey's Checkers, Alexander Douglas's OXO tic-tac-toe program on the EDSAC, and William Higinbotham's Tennis for Two on an oscilloscope. In 1962, MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen created Spacewar! on a DEC PDP-1. Ralph Baer's Brown Box prototype at Sanders Associates in 1966 eventually became the Magnavox Odyssey, the first home console, in 1972. Meanwhile, Nolan Bushnell and Ted Dabney, inspired by Spacewar!, built Computer Space, the first arcade cabinet, in 1971. Pong followed in 1972, and the golden age of arcades swept through the late 1970s and early 1980s before the 1983 North American crash reshaped the industry.

A 159 Billion Dollar Ecosystem

By 2020, the global video game market generated an estimated 159 billion US dollars in annual revenue across hardware, software, and services—roughly three times the size of the global music industry and four times that of the film industry in 2019. The competitive landscape shifted dramatically after the 1983 crash: Japanese manufacturers such as Nintendo, Sega, and later Sony came to dominate consoles, while Microsoft's Windows and earlier MS-DOS platforms grew into the primary home for PC gaming, including the early multiplayer online titles that seeded the eSports scene. Arcades gradually lost their technological edge by the late 1990s, and by the 2000s Sega had exited the console business entirely, leaving Nintendo, Sony, and Microsoft as the big three. The core industry's tilt toward high-budget AAA productions, combined with the rise of high-speed internet and digital distribution, opened space for independent developers to gain real prominence during the 2010s. Emerging Asian markets and the spread of smartphone titles have since shifted player demographics toward casual and cozy experiences, while games-as-a-service models have deepened monetization.

The Collaborative Craft Behind a Title

Bringing any video game to market is a deeply collaborative undertaking. It demands a wide range of skills, a shared creative vision, and tight coordination among developers, publishers, distributors, retailers, hardware manufacturers, and marketing teams. The medium also exerts a powerful pull on the broader electronics industry: consumer demand for better game performance has been a driving force behind advances in personal computer components, console hardware, and peripheral design. Video games are categorized not only by platform—arcade, console, computer, mobile, VR/AR, or cloud—but also by genre and target audience, meaning a single title must be shaped to fit both a technical ecosystem and a cultural moment. The fact that the industry's commercial weight now dwarfs both the music and film sectors underscores how much creative, technical, and business talent converges on every release, from the earliest interactive prototypes of the 1950s to today's sprawling, service-driven experiences.

Frequently Asked Questions

What is Splasher (video game)?

Splasher is a 2D platformer released on February 7, 2017, developed by Splashteam and initially published by Dear Villagers for Windows, macOS, and Linux. It centers on speed-based movement and paint-based mechanics across a factory setting.

What do you do as the player in Splasher?

You take on the role of a purple-haired Inkorp worker armed with a paint gun, using it to traverse 22 campaign levels set inside the Inkorp factory. The core loop involves rescuing fellow splashers while navigating each stage's paint-based obstacles.

What is the story of Splasher about?

The plot follows your mission to free captive splashers from Docteur, a mad scientist who is running lethal experiments on them. You work under Inkorp to locate and rescue them level by level throughout the factory.

How many levels are in Splasher and what collectibles exist?

The main campaign consists of 22 levels, each containing seven splashers to find—six are hidden in the level and one requires spending 700 Golden Ink. Collecting all of them is a key part of completing each stage.

What platforms can I play Splasher on?

The game launched for PC (Windows, macOS, Linux) in February 2017, and Plug In Digital handled console ports later that year: PS4 and Xbox One in late September 2017, followed by Nintendo Switch in October 2017. Critics generally gave the title a positive reception across all versions.

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