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    Go on a magical adventure from the pages of a storybook to the real world in The Plucky Squire. Play as Jot, a squire who goes on a wild adventure between the 2D world of a children’s book to the 3D world of a child’s room.

    When the villainous Humgrump discovers that he is a character in a story and is destined to lose forever to the heroes, he comes up with a dastardly plan: expel the hero, Jot, from the book and change the story so that he wins for all eternity. Jot and his companions must now travel through the real world beyond the pages and find a way to stop Humgrump and restore the original ending.

    Engage in a thrilling journey through unique environments, from the pages of a story to a side-scrolling adventure on a mug’s surface to even more amazing levels. Solve various brain teasers, fly through the air using a jetpack, fight badgers in a boxing match, Punch-Out style, and engage in many more delightful mini-games and activities. 

    The Plucky Squire is bursting with charm and delight for players of all ages. Come and join Jot and his friends on his grandest adventure ever.

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    FAQ - Frequently Asked Questions

    How does Jot's ability to transition between the 2D storybook world and the 3D real-world environment affect combat encounters, and what tactical advantages does it offer?
    Transitioning allows Jot to reposition, dodge attacks, and exploit enemy weaknesses. In 2D, he might use platforming for advantage, while in 3D, he might utilize the environment for cover or to trigger traps.
    Besides combat, how does the shifting perspective between 2D and 3D impact puzzle-solving, and can you provide a specific example of this interplay?
    Puzzles often require shifting perspective to reveal hidden paths or manipulate objects. For example, a 2D drawing might depict a clue that, when viewed in 3D, reveals the solution to a locked door or the location of a hidden item.
    Explain the mechanics of 'page-flipping' and how it influences the narrative progression and Jot's abilities within the storybook world.
    Page-flipping advances the story, changing the 2D world's layout and Jot's abilities. This can unlock new areas, introduce new enemies, or grant Jot temporary power-ups tied to the current chapter or scene.
    How do environmental interactions differ between the 2D and 3D worlds, and what unique possibilities do these differences create for gameplay?
    In 2D, Jot might interact with objects in a more 'physical' way, using them to solve platforming challenges or defeat enemies. In 3D, he might use objects in the environment, like triggering mechanisms or using the terrain to create strategic advantages.
    Describe the consequences of Jot being 'erased' from the storybook world. Does it have any ramifications on the 3D world or his ability to continue the adventure?
    Being 'erased' generally means game over, with the potential of restarting from a checkpoint or the beginning of a chapter. Although death in the 2D story does not directly affect the 3D world, some environmental failures can impede the progress in the 3D world and force the user to restart at a checkpoint.
    How does the game utilize the concept of 'unwritten pages' or areas that are not fully realized, and what role do they play in the overall game design?
    Unwritten pages may represent incomplete areas or alternative paths within the game, which can be unveiled by solving puzzles or completing specific actions. The discovery of these pages can reveal new content or alternative ways to progress.
    Can you elaborate on how the game's story influences the gameplay, and provide an instance of this kind of interplay?
    The story dictates the events and objectives in both 2D and 3D. An example might be finding a specific drawing in the 3D world that, when brought into the 2D world, allows Jot to access a new area.
    How does the game incorporate the concept of 'the bad guy' or villains having their own agency and how does it affect Jot's journey?
    Villains can actively influence both the 2D and 3D worlds. This may involve altering the environment, setting traps, or directly attacking Jot, creating dynamic and unexpected challenges during the adventure.
    Explain the design philosophy behind the pacing of transitions between the 2D and 3D worlds, and how it is intended to enhance the overall player experience.
    Transitions are designed to be seamless, often occurring at critical moments in both combat and puzzle-solving. The goal is to keep the player engaged and constantly adapting to the ever-changing environments.
    Describe how the game uses 'storybook logic' to create unique and unexpected gameplay mechanics, and give a specific example of this.
    The game may subvert traditional rules, such as having Jot literally run off the edge of a page to transition to a new location. Or, it could use storybook elements, like Jot being able to change the weather in the 2D world by drawing on a page.

    Comments on The Plucky Squire

    KittenChucklenugget
    Sep 22, 2024, 5:33 PM
    Zelda but more linear and no recognizable, memorable characters. 100% a cope game for non-nintendo players
    Extension Body News/Games

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    • Technical information

    • Official website
    • Categories : Adventure
    • Editor : Devolver Digital
    • Developer : All Possible Futures
    • Mode(s) : Solo
    • Release date : September 17, 2024
    • System Requirements
      • Minimum
      • OS: Windows 10 (64-bit)
      • CPU : Core i3-4160 / FX-4350
      • RAM : 8 GB
      • GPU : GeForce GTX 960 / Radeon RX 460
      • Storage : 27 GB
      • Recommended
      • CPU : Core i5-8600K / Ryzen 5 1500X
      • RAM : 16 GB
      • GPU : GeForce GTX 1080 / Radeon RX Vega 64
      • Storage : 27 GB
    • Age Rating
    • PEGI 7 ESRB E10 CERO A
    • Steam Deck: Verified
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