
Above Land: Rhapsody (hereinafter 'Above Land') is a co-op action roguelike currently being developed in Unreal Engine 5 by Flying Amateurs, a new Chinese studio. Supporting solo play and up to three-player co-op, the game features a blend of field farming and tower defense mechanics.
At the 'Bilibili First Look' event held in Shanghai, China, attendees were given the opportunity to play an early development build of the game. Inspired by a child's storybook, the game features not only conventional weapons but also familiar yet absurd everyday objects, such as folding chairs, basketballs, and spinning tops.

'Absurdity' Itself: From Folding Chairs to Dice, Weapons for Every Occasion
This demo build was in the early stages of development, so it was not yet at a level where one could judge its overall polish. However, the core gameplay loop and the 'absurd' elements mentioned by the developers were immediately apparent.
The world of 'Above Land' is far from simple. In short, it is a sci-fi fantasy adventure where players use a mothership called the 'Invincible Bebe' to visit various regions of the universe. Players can visit futuristic cities and ruins where massive ancient creatures float in the sky.

In a presentation before the demo, the developers explained that 'Above Land' is inspired by a storybook seen through the eyes of a child. The story follows a child left alone on a spaceship who searches for their mother, using a storybook she left behind as a clue.
Yet, in such a grand world, the weapons the player wields are surprisingly mundane. From folding chairs reminiscent of old-school professional wrestling matches to basketballs, spinning tops, and dice—the game is filled with items that one would never consider weapons. The development team explained that the game's identity lies precisely in this clash: the contrast between the grand and the absurd.

Among the various weapons available in the demo—including standard types like greatswords, one-handed swords, and hammers—there was no reason to reach for the common ones when a folding chair was available. After a brief try with the greatsword during the tutorial, I spent the entire hour-long demo testing these 'absurd' weapons.
Each weapon in 'Above Land' doesn't just look different; it has its own unique combat system. While they all share combat actions derived from light and heavy attack buttons, they sometimes require entirely different techniques.
The folding chair is swung with a light attack, while pressing the heavy attack button causes it to grow in size for a powerful area-of-effect strike. Combining the order of light and heavy attacks can also trigger unique moves.
The spinning top was introduced as a weapon for more skilled players. Pressing the light attack throws the top forward, after which you can attack it to send it in a desired direction. Naturally, enemies near the top take damage during this process. The heavy attack for the top isn't an 'attack' per se, but a way to hook it, with different effects depending on which directional key is pressed at the moment of activation.

For example, if you press the heavy attack while holding the forward key, you can instantly leap to the top's location; if you press only the heavy attack without a directional key, you can pull the top toward you. It is a weapon that allows you to control the flow of battle by freely manipulating the position of the top on the field.
Personally, the dice were a weapon where I had no idea what was happening. Basically, every time you roll two dice, the numbers appear in the UI at the top of the screen, and you can store up to six numbers in slots. Matching numbers trigger highly unique attacks.

Ever-Changing Progression: 'Roguelite' Elements

The main gameplay of Above Land confirmed in this demo can be defined as a 30-minute 'Defense + Roguelite' loop. The developers explained that this gameplay is a specific chapter prepared for the demo, and they are planning different play structures for subsequent chapters and maps.
First, players set their base equipment on the spaceship, which serves as a hub, and then select a map to start the game. The goal is to defend a shrine located on a massive map, and victory is achieved by defeating a boss after several waves.
A session proceeds as follows: first, you fend off a one-minute wave, then explore the map to acquire various modifiers to complete your build. Waves occur every eight minutes, and after surviving four waves, a portal to the boss fight opens.
After the first wave, players roam the massive map spread across the sky to kill enemies, farm resources, and equip card-style modifiers that are occasionally obtained. Choosing one of three cards is a familiar mechanic for those who have played the 'roguelite' genre.

Even with the same weapon, your character's performance can vary wildly depending on the modifiers you equip. For example, you could build a poison-focused build by collecting cards that have a chance to inflict poison status, cards that grow mushrooms that emit poison gas when you are hit, or cards that deal stronger damage-over-time to poisoned enemies. Of course, that requires a bit of luck.
After eight minutes pass, you return to the shrine to fend off the next wave. By continuing to develop your character in this way, you eventually reach the boss fight.

According to the developers, playing with two or more people allows for even more flexible strategy. One person can defend the base while the other continues farming, and these roles can be swapped freely. The developers described the gameplay of 'Above Land' as a kind of 'playing house,' aiming for a casual, fun atmosphere where the gap between veteran and new players is minimized.
Just Having Fun: Above Land Pursues 'Childlike Innocence'

Since this demo build is in the early stages, I will refrain from commenting on its overall polish. The developers themselves noted that the session content is only about 50% complete, and the UI has yet to be redesigned. Furthermore, content outside of the narrative and the battlefield is only about 30% complete. Multiplayer co-op is also in the early stages of development, with plans to further balance modifiers and abilities.
Nevertheless, the core gameplay loop visible in the demo was quite tangible. While the weapons—unlike anything I've seen in other games—left the deepest impression, the fact that the developers built entirely new combat mechanics for each one shows how much they value this 'absurdity.'
The systems designed to bridge the gap between players to ensure everyone can 'just play together' are also impressive. According to the developers, they are planning various co-op systems, such as a shared resource system, a 'Senior's Blessing' system that allows veteran players to help newcomers, and a system that gives the team a 30-second window to recover even after a total wipe.
It is too early to predict how much the game will change through the remaining development process. However, the absurd weapons rarely seen in other games, the stress-free co-op, and the developers' genuine passion for a child's sense of wonder make me look forward to the next build of 'Above Land'.

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- Kyuman "Frann" Kim
- Email : frann@inven.co.kr

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