Ari Buktu and the Anytime Elevator is a fun-filled story-led adventure inspired by mid-2000s platforming games and classic action-adventure films, coming soon to PC. Run, jump and swing through 13 levels across 6 unique environments, from a lush pirate island to the icy Dolomites, to meet with a crew of eccentric characters and face exciting challenges.

Adventure Works has today launched the first demo for upcoming story-led platforming adventure Ari Buktu and the Anytime Elevator today on Steam. A cinematic thrill-ride inspired by classic mid-2000s era platforming games, Ari Buktu and the Anytime Elevator will be the debut title from Adventure Works, a small production studio lead by Jeffrey Ashbrook, a former Disney parks designer and a producer on the Millennium Falcon ride at Disney’s Hollywood Studios.

In the demo, players can jump into the first chapter of the adventure starring excitable high school student Ari Buktu (voiced by Joe Gaudet) and his time-traveling chaperone, the eccentric professor Lionel Raventhorope (voiced by Ray O’Hare). They’ll be able to enjoy cinema-quality cutscenes and a full orchestral score (composed by Fabio Marchionni) as they guide Ari through the harsh Egyptian desert to a mysterious ancient temple in search of a priceless artifact aided by the Professor’s ingenious invention the ‘Anytime Elevator’. They’ll also risk life and limb as they traverse perilous obstacles and put all of their adventurer know-how to the test to solve a variety of head-scratching puzzles along the way.

On the origins of the game, Jeffrey Ashbrook, founder at Adventure Works, said “I always wanted to create a game inspired by those cinematic story-driven adventures I loved growing up. I was such a big fan of ‘80s adventure films like Indiana Jones and The Goonies, and large-scale games like the Uncharted and Metal Gear Solid series, those seamless blends of cinematics and gameplay to create a memorable experience for players. Even with only a handful of devs from around the world , we wanted Ari to be that same kind of experience you used to get from much larger teams: full 3D cutscenes, ensemble casts of characters, and a story that you could really sink into if you wanted, so we’ve set our sights high and really hope people enjoy what we’ve been creating.