Press Kit // Sackbird Studios

Official Press Kit

Cause chaos. Survive the day.

Hijinks High key art
01

About the Game

Factsheet

Developer
Sackbird Studios
Publisher
Sackbird Studios
Genre
Multiplayer roguelike party
Platforms
PC (Steam and Epic Store)
Players
1-6 (online co-op, no PvP)
Session
One school day, approx. 40-60 min
Release
TBA
Languages
English, German
Engine
Unreal Engine 5
Accessibility
Captions with a large-caption option, reduce-flashes setting, no motion blur or head-bob, no QTEs.

Hijinks High is a multiplayer roguelike party game where you and up to five friends get graded on everything you were told not to do as kids. Up to six of you. One school day. That's the game.

You're a kid with no impulse control and a full day to work with. You eat and drink everything you can get your hands on, you get stronger for it, and you turn a normal school day into the worst thing that has ever happened to that building. Every fart, every spill, every explosion is worth points. The mess you leave behind isn't set dressing either — your puddle is the thing your friend slips in, and it's also the thing that slows down the teacher trying to drag you to detention.

  • Wager Before the Bus

    An illicit lemonade stand sells mutators that bend the whole school day out of shape. Buy Wheelchair Roulette and it lands on one player at random — nobody knows who until it does. Harder on purpose pays out more for surviving it.

  • Fuel Up

    Crush pizza, slam sodas, chug milk, and stuff your face with junk food to power up. Every bite and sip feeds your stomach, fills your bladder, and stacks gameplay buffs that carry you through the day.

  • Survive Yourself

    Let your stomach run low and you'll pass out. Push too hard and you'll pay the price. Battle rolling nausea, a screaming bladder, and the occasional concussion just to make it to the bus in one piece.

  • The Whole School Is Your Playground

    Pick up, place, throw, and use the objects around you. Lockers, lunch trays, dodgeballs, and jetpacks — if it's not nailed down, it's part of your toolkit. Every prop is begging for its moment.

  • Get It On the Bus

    A black hole in third period puts the school into lockdown, and the staff stop trying to send you to detention and start blocking the exits. Only the chaos that physically leaves the building with you counts toward what you can bring next run.

  • Play It Your Way

    Third person is the default view for every character, with first person one keypress away. Every space in the school is navigable and every objective is solvable from a wheelchair — that's a design rule, not a feature.

Welcome to Hijinks High. School is in session.
02

gamescom 2026

Hijinks High is playable, hands-on, at gamescom 2026 — on the Indie Arena Booth at Koelnmesse, alongside Infernozilla. Six stations, one school day, no build to download.

Press and creators: mail us and we will hold a slot rather than have you queue. Capture is welcome, and we can pull a group together so you are not playing a six-player game on your own.

press@sackbirdstudios.com

Show
gamescom 2026, 26–30 August
Venue
Koelnmesse, Deutz-Mülheimer Straße 111, 50679 Köln
Hall
10.2
Stand
F044g–E061g
Booth
Indie Arena Booth, Infernozilla exhibitor space
Format
Hands-on build, roughly 15 minutes a sitting
03

The Roll Call Update

  • Third Person, By Default

    Third person is the default view for every character, with first person one keypress away and remembered between sessions. The game was first-person at announce; it is not any more.

  • Wheelchair Mode

    A mutator bought at the lemonade stand that lands on one player at random. Chaired movement, its own audio, and its own ways to cause a scene — including taking a staircase badly.

  • Accessibility, Written Down

    We audited the game against the industry guidelines and published what came back, including the parts that are not built yet. Section 04 is the short version.

Every space in the school is navigable and every objective is solvable from a wheelchair. That is a design rule, not a feature.

04

Accessibility

In the build today

Shipped, testable at the booth.

  • Subtitles and captions, with a large-caption option
  • A reduce-flashes setting, including rate-limiting on the spectator camera flash
  • Third person as the default view, first person one keypress away and remembered
  • No motion blur and no head-bob, anywhere
  • No quick-time events, no timed fail-prompts, no button-mashing
  • Objectives are always visual, with off-screen markers
  • Button prompts follow your device and swap glyphs on input change
  • A server-authoritative ping system, so a callout never requires a microphone
  • Full English and German, switchable at runtime

Committed, no dates

Not built yet. We are not putting dates on them.

  • Full input remapping, for every action
  • Alternatives to every held button and two-button chord
  • Colorblind-safe team identity, double-coded with shapes as well as color
  • A preset-phrase quick-chat wheel for players who cannot or prefer not to use a mic
  • The school PA as on-screen text; it is currently our main narration channel and audio-only
  • Directional indicators for sound you need to react to, plus a visible alert when a teacher has spotted you
  • UI and text scaling, and a readable-font option
  • Menu narration for screen-reader users
  • A comfort toggle for the grosser visual effects
  • Assist options, once we have a fairness policy we're comfortable defending in a co-op game
  • A tutorial, which does not exist at all today

No dates, on purpose. Eight of us, and we would rather ship these properly than on time. The full list of 55 audited items and their status lives on the game page. Accessibility questions, or something missing from both columns: general@sackbird.com.

05

Gameplay Trailer

06

Screenshots

  • Three kids on a suburban cul-de-sac seen from behind in third person, one lying face down in the road beside a yellow puddle
  • A wide view of a gymnasium dodgeball match, a dozen kids in play and a ball held ready to throw
  • A gymnasium dodgeball match, the hit feed and a stacked chaos multiplier running across the top of the screen
  • A school bathroom flooded ankle deep, stall doors hanging open and the chaos counter climbing past five thousand
  • A player crossing a school hallway in a wheelchair, flagged MOST WANTED, with a stairwell railing alongside
  • Kids sprinting for the school's front doors while a member of staff moves to cut them off, one player in a wheelchair ahead of them
  • A yellow school bus at the kerb, one kid boarding in a wheelchair while another lies knocked out on the road
07

Loops

  • Hijinks High motion clip 1
    crawled through stuff. broke a toilet. nailed a fart at recess. productive day.
  • Hijinks High motion clip 2
    p.e. update: dodgeball, but with power-ups. someone got multi-ball. nobody is safe.
  • Hijinks High motion clip 3
    tried every fit i own before first bell. principal said "pick one." i didn't.
  • Hijinks High motion clip 4
    he didn't see me. he doesn't know about me. yet.
  • Hijinks High motion clip 5
    found a black hole in the science lab. probably fine. will not investigate. (i investigated.)
09

About / Contact

About the Studio

Sackbird Studios is an independent game studio founded in September 2025 by veterans of AAA development. The team carries decades of combined experience from titles including The Elder Scrolls Online, Halo, Dishonored, and Ara: History Untold.

Hijinks High is the studio's debut title.

Meet the team →

Press Contact

For interviews, review codes, additional assets, or any other press inquiries:

press@sackbirdstudios.com

Accessibility questions: general@sackbird.com

sackbirdstudios.com