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Legacy of the Copper Skies

A classic 2D action adventure game. Control two vastly different characters as they explore, solve puzzles and fight to save their worlds.

Legacy of the Copper Skies
Yes 83% No 17%

Genre: Action, RPG

Developer: Horrible Unicorn Game Studios (HUGS!)



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Platforms: PC

Legacy of the Copper Skies is a classic action adventure game set in both the dark, industrial world of Grimstad and the lush, verdant Ebura. Players must take control of both Tir and Isen and use their unique gameplay mechanics to explore, solve puzzles, and fight in order to save their worlds from annihilation.

Update 01: Bonus Content

Update 02: Announcement Video from FamilyJules7x

Update 03: Happy Independence

Update 04: We are on PC / Mac!

Update 05: Happy Independence x2 4th of July Edition


  • Dual Playable Characters: Take control of two unique characters, each with their own abilities and play styles. Players will need to swap between these two playable characters in order to solve the puzzles, and fight their way through the worlds.
  • Learn to Co-operate: Beginning as separate, very different characters, Tir and Isen will learn to co-operate as you progress through the game. Once they do so, players can use this new found ability to rewind time, and play both characters at once.
  • Combine Your Abilities: Sometimes your own abilities aren't enough. In those situations try pairing abilities together in clever ways to produce a stronger ability, or an entirely new gameplay mechanic.
  • Narrative-driven adventure: There are no princesses to rescue or silent protagonists here. While navigating the richly-layered story you'll uncover not only the characters and locations, but their deeper motivations as well.
  • Active and Passive Puzzles: Not all puzzles are stationary and passive. In Legacy of the Copper Skies puzzles fight back. Some puzzles may require you to manipulate enemies, or the enemies themselves might even be the puzzle.
  • Explore the World: Explore the multiple worlds, all their unique features, and discover hidden secrets.
  • Character Progression: Unlock new abilities, powers, items, and other secrets as you explore.

Creative Direction & Inspiration

Very early on we knew Action Adventure was a genre we wanted to work in. This is a genre with so much potential, and one that is ripe with gameplay elements we wanted to explore as a studio. It's a genre we love, and also one that we think has some room for us to carve out for ourselves. Initially we were inspired by The Legend of Zelda: A Link to the Past for its exploration aspect, gameplay mechanics, and quality. We also really love The Lost Vikings, specifically its character swapping mechanics.

Our goal here is to create something fun and familiar, but also to update it a bit. So we've changed up the formula a fair bit and have many surprises in store for fans of the genre. Some of these changes are for you on this page.


Legacy of the Copper Skies will be released digitally for PC first. After that we'll explore other options.


A stoic hunter of great skill. In his world chaos is a fact of life. With so many of Ebura's creatures, people, and inhabitants all doing as they please things can get a bit out of control sometimes. This is where Tir steps in. He alone keeps Ebura in balance, and to do that sometimes things need to be destroyed so that others may thrive. Unfortunately, Tir is often quick to anger, and despite his good intentions things can quickly get out of hand. This is why he enjoys a predominantly solitary life in the forest.

  • Weapon: Spear, Shield, Teeth, Fists
  • Basic Attack: Spear Slash
  • Charge Attack: Power Thrust
  • Special Ability: Tir is able to transform, and by doing so he becomes a powerful rage beast.
  • Destroyer: Tir is a force to be reckoned with. He's prone to anger, and capable of destroying most obstacles in his path. Fortunately, destroyed objects often provide Isen with the resources she needs for her tinkering.


Isen is a gifted inventor. Logic and reason are virtues she constantly strives to uphold. She alone built Grimstad and its robotic inhabitants from the first bolt up. To her the world is a giant collection of parts, and it is her job to transform them, but now that it's complete she struggles to keep her mind busy. She can barely sit still and is constantly searching for her next discovery, hoping to find something to keep her circuits stimulated.

  • Weapon: Custom-made Laser Rifle, Wits
  • Basic Attack: Laser Shot
  • Charged Shot: Hyper Beam Shot
  • Special Ability: Portable Portal Generator
  • Tinkerer: Isen is able to combine gathered resources together and create various contraptions, bots, and other assorted useful gadgets.

The day began quietly, but the roar that followed would change the course of history.

In Grimstad, Isen excitedly sets out to tinker around. Her initial excitement quickly begins to wane. With each simple task she completes she realizes that she has solved these issues time and time again. She watches passively as a large manufacturing robot malfunctions, but before she can fix it, some of her repair bots swoop in and iron out the problem. This must be it. She has finished creating the perfect world, it is self-sustaining and complete, rendering herself redundant. She decides to return to her workshop and power down - she is long overdue for some maintenance herself.

Sometime later, Isen awakes to find the ground shaking and all her systems alarms going off simultaneously. She throws open the doors to find a strange, soft, green stuff growing on the floor, and tall hard posts with bushy things on top. What is all this stuff? It's not metal, glass, or crystal! Where did it come from? This is incredible! She just wants to touch, feel, smell, experience it all. Another earthquake rocks the foundation. The world cores should be able to stabilize this, but it must have taken some damage since none of the sensors are responding. As Isen heads down into the core she sees unexpected colour and movement ahead of her. There's someone else here, someone not robotic... Fascinated, she runs after him.

Meanwhile, in Ebura, Tir is resting after a long hunt. Suddenly, a large beast breaches the fences and heads directly into town. Tir chases after, but he's not quick enough and the beast reaches town first, destroying a large part of it before he can catch up. He's able to defeat the beast and no lives are lost, but the villagers cower in fear of Tir and run away. They are just as afraid of him as they were of the beast. To them, both are dangerous destroyers to be avoided.

He sighs and begins to drag the monster carcass away when the ground begins to shake. A chunk of a building that had been damaged in the battle falls, and Tir jumps in and smashes it into tiny fragments moments before it crushes some children. The earthquake frightens the villagers so much that they beg Tir to make it stop. This is too extreme to be caused by some sort of creature... It feels like it's coming from inside the earth. The world core! Something must have gone wrong. As he enters the cave that leads to the core, he notices some of the rocks have changed. In their place are metallic plates. Strange. Who built all this stuff and why?

Another aftershock triggers a cave in and Tir finds himself trapped, but he's not alone. And she's definitely not from around here...

In this new merged world, Isen and Tir must unite against a common enemy, combine their skills to fix the world cores, uncover the sinister plot that has changed the course of history, and save their homes from annihilation. Can they learn to work together and put aside their differences? And will their combined powers be enough?


Green, soft and lush, home to towering forests, bountiful rivers, and wildly diverse plant and animal species. But there is also a dark side to Ebura, as the depths of the forest house dangerous threats -- vicious beasts and toxic plant life that, if not kept in check, could destroy the balance the people have worked so hard to create.



 The Eburians

The people of Ebura are a tight-knit community, relying on little more than hard work to provide food, shelter, safety and companionship. In order to survive, they need to work together, and they do it well. Stability is incredibly important to them and, as a whole, they are not concerned with progress if it will alter their status quo.


Created from nothing but a pile of scrap metal, wire, and energy crystals, Grimstad has everything that would be needed to sustain a civilization, from power plants to forges and even a Town Hall. Yet there is only one sentient inhabitant to be found here. This is the perfect modern automated city. Everything functions in perfect synergy, and nothing is ever illogical or dysfunctional.


The Automatons

The only inhabitants of Grimstad are these robots, each purpose built to perform a specific task. Some possess basic problem-solving knowledge and the ability to speak, but it is limited to only what is required for their job. Any automaton that does not comply to the original specifications is disassembled immediately and rebuilt.

The Hub 

The library of worlds that houses portals to each unique one; when combined, they create the known universe. Dimly lit and silent, only one is said to have access to this vault of knowledge. Rich wood paneling is accented by souvenirs she has collected from the worlds in the portals beyond, housed in ornate frames or on decorative columns. Everything from each of the many world is of great importance, and the souvenirs are treated with the reverence they deserve.

 The Cataclysm

No one knows exactly who or what caused the Cataclysm, but what we do know is that what were once two worlds are now permanently forged into one. Metal buildings appeared where previously there was only forest, and grass and vegetation now grow in the sprawling metal metropolis where previously nothing living existed.

“YouTube musician FamilyJules7X demonstrates how well mad guitar skills and gaming go together...” — Kotaku


Combining his love of video games and metal, FamilyJules7x began posting videos to YouTube during the summer of 2010. His original goal was to make a weekly portfolio, viewable to others for feedback, that he could go back to every once in a while to track his progress. He started seeing immediate success, gaining his first thousand subscribers in less than 6 months. Over time, he has arranged, recorded, mixed and mastered over a hundred covers and medleys of his favorite video game music into various genres such as Rock, Metal, Acoustic and even Ska, Reggae and Jazz. He plays various instruments including Electric Guitar, Bass Guitar, Classical Guitar, Cello, Keyboard, and Ocarina, and studied Classical Guitar in college.

Jules currently has over 150 videos, 170k subscribers, and over 22 million total YouTube views. He has just completed an alternate soundtrack for Crypt of the Necrodancer. For more on Jules, check out the links below:



Check out the main theme for Legacy of the Copper Skies!

Legacy of the Copper Skies was an idea that came to us early when we set out to start this studio. We knew it wouldn't be the easiest game to make, but it felt natural that it would be our first title as a studio. We began work on it in January 2015 starting with just game design and concept art. Since then, we've expanded our team and have been working towards a prototype version of our game. We are still very early in production, but we currently have a very solid tech foundation, a few playable maps, and have begun creating our in-game art. Currently we're working to polish our combat mechanics and gameplay.

Horrible Unicorn Game Studios (H.U.G.S.) is an independent video game developer based out of the Kitchener-Waterloo area in Canada. Founded in November 2014, HUGS is the brainchild of game industry veterans from Warner Brothers Games, Relic Entertainment, Green Pixel, and Slightly Social. We are currently working on Legacy of the Copper Skies as our first title together as a studio.

We believe we have something awesome on our hands here, but Legacy of the Copper Skies can only become great with your help. If this game has you as pumped as we are, here are some things you can do to help us:

  • Vote Yes on our collective page!
  • Leave us a comment and give us some feedback on what you think so far.
  • Follow us on Twitter and like our Facebook page. Come say hi and ask a few questions!
  • Visit our website and sign up for our mailing list to receive instant updates on Legacy of the Copper Skies' progress, as well as exclusive sneak peeks at secret content.
  • Spread the word! We can't do this without your help.

Thank you all for time and interest. 

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More Updates



Quick update form our composer Jules Conroy aka FamilyJules7x. Skip ahead to 3:37 for relavant information. :) Or watch the whole thing, it's all good. 


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  • Shariest
    Shariest / 5 years ago

    Loving this! Hopefully it becomes something.


  • Jakob Eirich
    Concept Artist - Contractor Jakob is a wicked artist from Germany who specializes in illustration, concept art, and storyboarding. He enjoys working with all kinds of media, from traditional sculpting and painting to animation and digital art, and tends to take clients from the games, animation, advertising, and book industries. In fact, some of his previous clients include familiar companies such as HarperCollins Publishing and Ubisoft. Jakob is also a vegan and hopes to one day work on a blockbuster movie. Until then, he's helping Horrible Unicorn to bring our game to life and allow it to grow into something awesome. If your team needs any concept art, we definitely recommend Jakob. Check out his website and deviantART page: - -
  • Winnie Chan
    Marketing & Community Manager Whinnie first became an avid gamer when she, as a six year old wandering around Toys R Us, discovered a Nintendo Gamecube demo station and convinced her parents to buy one after a round of Super Smash Bros. Melee. Since then, she’s purchased too many video game titles, turned into a Sonic the Hedgehog fangirl, and ventured into the realm of fanfiction, roleplaying, PC gaming, and e-sports. Despite her love for video games, she never considered it a possible career path until recently, when she got the chance to demo another indie game at Fan Expo and realized how much she enjoyed it. Whinnie – whose real name is actually Whitney — currently studies at the University of Waterloo and spends her free time shooting zombies. She’s also helping to spread the wonderful word of Horrible Unicorn far and wide across the land.
  • Holly McCullough
    Writer Holly has had multiple articles published on and in the Vancouver Province newspaper, not to mention she's also written her own debut novel. Her constant hunger for inspiration also manifested itself in a hardcore addiction to travel, which has led her into a successful 10-year career in the travel industry. Merging her two passions, she also maintained the travel blog She was reintroduced to gaming in 2008 by Eric Foster when they began dating; before that, all her spare cash had gone towards plane tickets, not consoles, though she did (and still does) have a fully functional NES and love of classic Mario 3. Through Eric she discovered just how good she was at Rock Band. Now she looks forward to bringing the “feels” to Horrible Unicorn, to creating not only an entertaining game experience but one you are emotionally invested in.
  • Eric Foster
    CEO & Creative Director Eric dropped out of university in 2008 to join Relic Entertainment as an assistant producer. During his 4 years there he was able to channel his passion into titles such as Warhammer 40k: Space Marine as a producer, as well as contributing to the level design on Space Marine, Company of Heroes 2 and Dark Millennium Online. While in Vancouver, he also met and married his lovely wife, Holly, who would one day become the writer for Horrible Unicorn. In 2012, Eric made the jump to WB Montreal to continue working on narrative based action games, the first of which was Batman: Arkham Origins, which he was more than happy to work on. There he continued to grow his expertise in creating "flavour" encounters and exotic gameplay levels. After shipping Batman, the pieces had finally fallen into place. It was time to finally start Horrible Unicorn Game Studios.
  • Joe Pendon
    Lead Artist Joe has been a professional pixel pusher for his whole art career and loved every minute of it. Coming from the days of SNES RPGs and refusing to let go of those golden days, he’s tailored himself into a traditional, yet modern, pixel artist. He strives to mix a retro style with today’s technical possibilities and tools to create art that appeals to everyone – from nostalgics to modern indie fans to people who just appreciate unique and eye-catching digital artwork. His goal for every project is to create experiences that are fun, immerse, and attract more fans and players. Green Pixel, his own freelance pixel art company has made several projects, and he personally created and still maintains The Pocalypse, a pixel art Flash web comic. Now, with Horrible Unicorn, he looks forward to creating another awesome and memorable experience!
  • Eric Serio
    Lead Programmer Eric was once ranked in PSN’s top 50 Street Fighter 4 (Vanilla) players in the World. That alone qualifies him to be here. But he’s also been programming since he was 12, beginning on a super old computer with kilobytes of RAM and audio limited to nothing but beeps. Years later he progressed to being an award-winning 2D game programmer, making several 2D RPG’s like the games he loved to play when he was a child. The next logical step was 3D, prompting him to create his first physics engine and user generated content game called 3D Pong Builder. When he’s not up to his eyeballs in code, he’s playing video game music, such as the Final Fantasy 6 boss Theme, on his keyboard and editing the sound clip “Game Over Man, GAME OVER!” into his games when the characters die. Now he’s looking forward to creating fun and exciting games with Horrible Unicorn!