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Whoo, wow. What a week.
The beginning of 2017 has been a frenzy. The game is going to be released in two days: Tuesday, January 17th, to be exact.
We are nervous, excited, terrified and very much looking forward to reading your opinions, seeing you play, and just generally, hopefully enjoying what we have worked on in the past 3 years.
If that wasn't enough, we have are among the IGF 2017 finalists. We have been nominated for an award for Exellence in Visual Art and we have even garnered an Honorable Mention for Excellence in Design. How incredible.
Oh, and we are among the nominees for the IndiePrize of Casual Connect Europe (Berlin) 2017!
Thank you so much, all of you!
a new post, long overdue with pictures an important announcement:
Like every year, the holiday season combined with sales makes visibility and competition a challenge. After careful consideration and with support of our publisher we have decided to push back the release date to early next year. Competition will remain tough in 2017 but the additional time will give us the opportunity to polish the game further, add a few localisations, and prepare a beautiful new trailer.
the past few months have been intense. The game is in a stable pre-release state now, entered into the IGF competition. All background paintings are done (in 2560x1440 no less) and the UI has been implemented almost completely. Many of the remaining tasks are polish: fix tiny animations issues, add a few beautiful fx, and the above mentioned translations.
After many so doubtful months I am happy to see everything come together like this. Below a few images:
The main menu, chapters (or levels) unlock in sequence, each with its own tiny quasi-scientific diagram.
Chapter 15: Moldy air, preserved in crystal halls.
Chapter 24: Petrified, reaching out, never touching.
Thanks you for your support so far and your patience. ^____^
“The formula was simple enough, but it ramped up in difficulty very quickly. There was a real skill to getting your head around what colours could go where and when.”
Laura Kate Dale, Destructoid
“It legitimately made me feel like I was learning something with every misstep taken and every puzzle reaching its completion.”
Evan Bourgault, Electric Sista Hood
“Definitely one to watch, very enjoyable if you like a good puzzle, a beautiful looking and sounding game!”
Alyx Jones, The Sound Architect
© 2017 jumpsuit entertainment UG (haftungsbeschränkt)
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