Seers Isle is a narrative game, set in a fantasy version of medieval northern Europe, where your choices impact the fate of a group of characters.
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Summer 2018
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Available: Summer 2018

 

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May 30

Newsletter #3 — May 2018



Hello everyone!
This month, we're talking about the GDPR, the events we attended, and, of course, the current state of the dev of Seers Isle!

Let's talk a bit about General Data Protection Regulation.

As you may certainly know from the gazillion emails you have probably received on this topic, a law has been passed in Europe, applicable since May, 25th, about privacy and internet data (commonly referred as "GDPR", a.k.a. "GRPD" for us French people).

Be aware that we don't collect any personal data from playing our games here at Nova-box. In other words, if you ever tampered with the black arts, or if you did some pretty questionable stuff with either Stan or Frank during your play-through of Along the Edge, we have no way of knowing (and we wouldn't judge if we knew).

Malagar, Bordeaux Geek Festival, and "Storycode"

This month was quite rich with public events, starting off with our presence at the literary festival "Des Livres et Moi" at the Domaine de Malagar, which was the home of the French writer François Mauriac and has been re-purposed as a public space for culture. It was the first (and probably only) time we had the chance to play-test our games in an authentic 19th-century stable.

There was also an exhibition of pictures from Along the Edge that we selected to compliment the atmosphere and the history of the place. The exhibition is still on display for a couple of months, so if by any chance you are around Langon, feel free to make a stop and check it out!

Here are some pictures from the event and from the talk we did there about our games, animated by our marketing expert extraordinaire, Yannick "Tavrox" Elahee, who lent us a helping hand, along with our musicians Camille and Julien, during the weekend.



Last weekend, we were on Bordeaux Games booth at the Bordeaux Geek Festival. We met and greeted regular patrons who we have the pleasure of seeing each and every year at this festival, as well as several new faces. Nico was also handed his first ever "fanart" from Calyss and Buddakhin (big shout out to both of you!)

Here's a couple of pics from the weekend:



To finish, last week, I (Geoffroy) made a talk at Cap Science about the narrative approach in our games. It was organized by "Le CATS" and Bordeaux Games for the third edition of the "StoryCode" seminar. I shared the stage with Sylvain from Big Bad Wolf ("The Council"), and Curtis, who's working on "Tau Station". It was very interesting to confront our vision with that of other fellow devs. If any of you attended the event, I hope you had as much of a good time as I did!



What have we been up to?

As always, let me conclude with a quick paragraph about what we've been doing this month. Seers Isle is still a couple of months away, and we're hard at work trying to chew down all the work that needs to get done to complete the game.

Nico has started doing some polish on the visuals on chapters 4 to 6, while I'm scripting everything, so we can get a feel of the flow of the story in its myriad of variants. Raph has spent some of his "spare time" (read: the time he has left when he's not working for our regular business clients) optimizing the sound engine and reworking the save feature. Camille and Julien have composed and integrated demos of all the themes of the characters in the game engine. They're hard at work writing everything down on music sheets and preparing for the final recordings (seems like I'm laying down the bouzouki tracks on June, 16th).

So, we'll be spending all of June with our heads down in order to churn out a hopefully decent beta version of the game for early July.

Last but not least, we're very glad to welcome Rachel Capie in the team. She's been working on the English localization of the game, and so far she's doing quite a stellar job!

Meanwhile, don’t forget to wishlist us on Steam. You'll be notified as soon as the game is released.

And if you want to hear from us more often, you can also follow us on social networks:

http://twitter.com/novabox
http://facebook.com/seersisle
http://instagram.com/seersisle

Best,

Geoffroy,
on behalf on the team.
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May 3

Newsletter #2 — April 2018

Hello everyone!
We have a nice surprise to share for this month's newsletter before I give the pen over to Camille Marcos from the Illustrason collective. Along with Julien Ponsoda, they're responsible for the music and sound design of our next game, Seers Isle.

Showcasing Seers Isle at Malagar, 5-6 May 2018
We're very proud to announce that we will be participating to the literature festival "Des Livres et Moi" at the Domaine de Malagar / Centre François Mauriac near Lagon (50km south of Bordeaux). If you're interested in testing the game, we'll be there Saturday, May 5th and Sunday, May 6th to meet and chat with you while showcasing the first couple of chapters of the game.

There will be also an exposition of a selection of paintings from Along the Edge at the domain, especially chosen to compliment the theme of the place, and printed for the event.

If you want the full program of the festival, it's here, on their website: Des Livres et Moi 2018.



Sound Design, Music and Storytelling
Hello, I'm Camille from Illustrason, a collective of music composers and sound designers that we've created soon after finishing our degree in movie soundtrack composition. On Seers Isle, we are in charge of all the audio aspects of the game: music, sound design, audio programming and audio integration.

The soundtrack is a very important aspect of this interactive graphic novel, as it contributes to build the universe of the game, by filling the gap between the images and the words, and by giving more substance to the story and the background of the characters. In fact, the music has a real focus on character building, instead of only trying to enhance the emotion of each scene.

After you've played through the game for the first time, you might want to explore the other branches of the story by doing different choices. That's why we wanted to link the music to the player's choices and really tune it to the multiple story paths you can get. Thus, depending on your choices, the music will never really be the same each time you play.

The Characters and their Instrumentarium
Each of the protagonists of the story has their own musical theme and instrumentarium (i.e. their set of different musical instruments), which have been carefully chosen according to their geographical roots and culture.

Several variations of these themes are being played depending on the scene and the emotions it should carry. However, the soundtrack of the pivotal scenes are composed specifically, using the same methods as in a motion picture. All this adds up to build the tension for dramatic and soul-stirring moments.

The Process of Creation
The first step we take when we start working on a new track is doing a demo on the computer while we gradually refine the composition. This step allows us to explore different tunes, chord progressions and rhythm patterns before submitting our idea to the creative team at Nova-box. At this stage, we mainly use digital instruments, which gives us more flexibility.


(visualization of one of the variations of Arlyn theme in Ableton Live, before its integration in the music engine)

Once we're satisfied by our demo track, having pushed it as close as we could to a final version, we slice it into several audio sample that we feed into the sound engine of the game, which will be able to bridge the audio instructions in the game and and the musical elements that should be played.


(the interface of fmod editor, the sound library we use in Seers Isle)
 

This crucial step allows us to make the music interactive. Once the track is sliced, the game engine can then transition between the themes seamlessly, while staying synced to the reading speed of the player and, of course, adapt the music according to the choices in the story. It also allow us to inject a pinch of randomness in the musical patterns to make the music appear less repetitive.

What's next?
Right now, we're writing and recording demos of the last missing variations. Once we get that done, we'll record the final versions of the tracks with the musicians who will make the music of Seers Isle come alive.

Then you'll be able to feast your ears with a string quartet, a bass clarinet, a slide trombone, a transverse flute, an Irish bouzouki, a piano, and several other mystery instruments.

If you want more info on Illustrason, you can check their website, at this address: http://illustrason.fr


(some pictures taken during the recording of the string quartet for the reveal trailer soundtrack, in november 2017)


Thank you again for support, and see you next month!

Meanwhile, don’t forget to wishlist us on Steam. You'll be notified as soon as the game is released.

And if you want to hear from us more often, you can also follow us on social networks:

http://twitter.com/novabox
http://facebook.com/seersisle
http://instagram.com/seersisle

Best,

Geoffroy,
on behalf on the team.
1 comments Read more

About This Game


Seers Isle is an interactive graphic novel, set in a fantasy version of medieval northern Europe, where your choices impact the fate of a group of characters.

Story:


“The island… It was my prison.
For ages, I roamed the land, helpless, looking for a way out...
... And then, they arrived.”


A group of shaman apprentices set foot on the shores of a sacred island to be initiated to magic.
As they progress through the wilderness, looking for the “Seers”, their spirit-guides, they realize they’re not alone.
Who is this strange horned woman they are seeing in their dreams?

Features:


  • Explore the island through a diverse group of characters, depicted in a gorgeous European comic book art style.
  • Every choice matters. Each decision you make slightly alters the mood and personality of the main character as well as her relationship with the rest of the group.
  • A huge amount of content: with each playthrough, discover a novel-sized adventure and a slice of the hundreds of hand-drawn images created for the game.
  • An immersive and finely crafted soundtrack: the music adapts and shifts according to your choices and the mood of each scene.
  • Try out our dynamic dialog system: read the story like a comic book.
  • High replayability: choose your soulmate and discover the outcome of your decisions through multiple story paths and endings.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or later
    • Processor: Intel Core i3 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel Iris Pro or better
    • Storage: 1 GB available space
    Minimum:
    • OS: Mac OS X 10.9 (Mavericks) or later
    • Processor: Intel Core i3 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel Iris Pro or better
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 12.04 and later, Fedora 21, Debian 8 (64bits only)
    • Processor: Intel Core i3 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel Iris Pro or better
    • Storage: 1 GB available space
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