
About All Will Rise
The river burns. A god dies. A city awakes.
This is All Will Rise, a narrative courtroom deck-builder about ordinary people who make the powerful pay for destroying our future. Play a lawyer who fights for the rights of the earth, as she and her team take a corrupt billionaire to court for a river’s murder.
EXPLORE MUZIRIS
Welcome to Muziris, in a world that could be ours. A vibrant city under pressure by powerful corporate and political interests. Mix with ecoterrorists and godmen, capitalist overlords and construction workers, conspiracy theorists and hacker seeresses. Boost your reputation with the city’s quarreling factions – keep the balance, or let tensions explode.
BUILD YOUR DECK
Unlock cards by following leads and making choices. Claims represent evidence, and Rhetoric cards strengthen arguments with expressiveness and personality. Go on missions and interview witnesses to upgrade Claims from “speculative” to “undeniable”. Rhetoric cards can give the player different strategies to navigate tricky situations.
MANAGE YOUR TEAM
Send your team on missions – but take into account their strengths and weaknesses. Manage their emotions and respect their opinions. Keeping your team engaged is vital. If you push them too hard, they will burn out.
MAKE YOUR CASE
Conversations are courtroom-style strategic card battles. Charm and persuade, or intimidate and manipulate. Play cards to influence people’s emotional energies – Hearts, Minds and Guts. Engage their emotions, or exploit their vulnerabilities to make your points. Choose your strategy carefully, potential allies could easily turn into determined enemies.
LIVE WITH THE CONSEQUENCES
Obey a dead river god’s summons – or defy them. Pass information to violent ecoterrorists – or maintain your pacifist ideals. Convince a corporate stooge to testify for you – or blackmail him with sensitive information. Your choices will determine the fate of Muziris.
Make your case, and win the battle for the future. It’s in your hands.
Press
Dev Team
Niels Monshouwer
Executive Producer
Niels Monshouwer will be the executive producer. He has recently worked as a robot and combat producer on Horizon Forbidden West at Guerrilla, and previously was a co-founder of WeirBeard Games known for games such as Tricky Towers and 99 Bricks.
Meghna Jayanth
Narrative Director
Narrative legend Meghna Jayanth is our narrative director and has done narrative design and worldbuilding on indie hits 80 Days and Sable, as well as Guerrilla’s previous title Horizon Zero Dawn and of course Thirsty Suitors. Meghna is also a leading voice in the game industry on challenging capitalist-colonialist structures in the industry and within games themselves to help create a better and fairer future.
Hugo Bille
Design Lead & Programming
Hugo Bille is our Design Director and Lead Developer. He most recently worked on the psychedelic gardenvania Ultros, following a decade of design and production work on indie gems such as Fe, Stick It To The Man and They Breathe. He also founded the IGDA Climate SIG and co-chaired it for the past few years.
Joost Vervoort
Science & Impact Director
Our impact director, associate professor Joost Vervoort from Utrecht University. Joost has published more than 60 leading scientific articles about climate change, the future, games and sustainability, he is also leading cutting edge research on games and sustainability. He will lead the academic side of the project and focus on the societal impact of the game.
Marocha Arredondo
Art Director, UI/UX
Marocha Arredondo is our art director and lead for UI/UX. She’s a multidisciplinary artist and designer who recent works are the beautiful cozy Station to Station game and Horizon Forbidden West
Yuvraj Jha
Lead Environment & Character Artist
Yuvraj is a concept artist and world-builder whose work blends a maximalist Indian aesthetic with futuristic, story-rich visuals. His practice spans speculative design, research fiction, and entertainment design — often weaving humour, philosophy, and cultural detail into immersive, imaginative worlds. He has collaborated with Netflix, Amazon Prime, UNDP, and Quicksand.
Enora Mercier
Environment Artist
The excellent Enora Efflam Mercier is our lead concept artist. Their interest in ecology combines with world-building and creative thinking for video game environments. After having worked on competitive games such as Legends of Runeterra and League of Legends, Enora has returned to their passion for story-based games.
Ramsey Kharroubi
Composer
Ramsey is a Palestinian-American composer and musician specialising in video game soundtracks. His style blends influences from all over—most notably metal, rock, electronica, and pop. Ramsey is best known for the bopping tunes of the dating sim Boyfriend Dungeon, as well as my work on Boomerang Fu, GNOG, and Thirsty Suitors. He loves to use storytelling and experimental soundscapes when making his tunes for games.
Neha Patel
Audio Designer
Neha is a freelance composer and sound designer from Québec. She has worked on titles such as Venba, Eternights, Six Ages 2 and more. Her musical work is greatly influenced by her training in classical piano with an emphasis on nostalgic melodies. As a self-taught sound designer, Neha focuses on emotional sound design. She believes that good sound effects can not only be heard, but also felt. When not creating audio, Neha is advocating for a sustainable game audio industry by talking about pay transparency, financial realities and game audio marketing.
Chanté Goodman
Social Media & Community Manager
Chanté is an award-winning community manager, currently working as an international community manager at Bethesda Softworks and campaign marketing manager at SoloQ. Previously working on the Horizon franchise at Guerrilla and the Planet franchise at Frontier Developments, Chanté has a wealth of experience lifting communities up through thoughtful marketing and initiatives.
Paul van Barneveld
Marketing Designer
Paul is a Marketing Designer with a strong interest in creating visuals that connect with audiences. With experience in branding and design from his time in the game industry, he understands how to make content that stands out. He’s worked with AAA studios and well-known brands, and also enjoys developing his own creative projects on the side. Design has always been a big part of his life and work.