A small indie team, currently working on narrative driven horror games!
Thomas Eilian is an elderly poet and writer diagnosed with Alzheimer’s. Bound to only move around in a wheelchair, he finds himself alone for what seems...
back then - new story teaser
The title of this particular blog is "Foundation", as that is what the team and I are focused on doing at the moment, building our studio foundation so...
back then - devblog #9 | foundation
If we had to describe 2019 in a word, that would be it. Looking back, the past year has without a doubt been a roller-coaster. There’s been ups, and...
back then - devblog #8 | elapse
The month of November brings a lot of good news and great strides by the team. From conventions to us winning an award to country-wide national coverage...
back then - devblog #7 | stride
It's been quite a while since we showed you what we've been working on, with good reason. This past month of October was spent in full production mode...
back then - devblog #6 | renewal
The past few weeks have been hectic, but with great reason, so much has happened the past 2 weeks so let's break it all down.
back then - devblog #5 | candescent
Some strategies work, and others don't, we're taking a look at how we're preparing for "convention season".
back then - devblog #4 | exposure
‘Back Then’ is a short atmospheric first-person adventure game, with elements of detective exploration, mystery, and themes of self-discovery.
back then - teaser trailer
From twisting normal game mechanics on their head to making the world cohesive in both narrative and gameplay are topics we'll cover in today's edition...
back then - devblog #3 | immersion
Welcome to the second blog edition of 'Back Then'! In this edition, we're talking about how the controls worked before, what caused us to change them...
back then - devblog #2 | control
Welcome to the first blog edition of 'Back Then', a game about a wheelchair-bound Alzheimer's victim.
back then - devblog #1 | impact
Note: This post is extremely long, we're going to talk about the events that most marked us as creators and how they changed the project as a whole. This...
a look back at 2018
In this blog we'll be talking about the newest update to the pre-alpha demo and why we made the changes we did, we'll show you some videos youtubers made...
dev blog #7 - pre-alpha update, making the scenarios come alive
From our first award win to a playable pre-alpha demo, we're discussing what's been going on and what's happening next!
dev blog #6 - indie x report, pre-alpha is released and what's next?
Enemies in Shine are manifestations of emotions, issues and behaviours us human folk have, things such as pretending everything is ok when you have a...
dev blog #5 - enemies
Let’s talk about what the game has the most of, scenes. You know what I’m talking about, the game consists of “rooms” or “screens” or well...
dev blog #4 - art and how we got there.
Game feel is a very weird thing to talk about, I know, but it’s essencial to make a game have it’s own identity, games, especially indie games, thrive...
dev blog #3 - game feel
In the second edition we’ll be going what makes Shine tick, what you do in it, what makes it flow and how we got there.
shine - dev blog #2 - mechanics
Sometimes you have to fall down to the bottom to rise back up to the top.
a demon's game - 2 year retrospective, how far i've come
It's been 4 long months, I had time to think about what I wanted to do with the game and this is the result.
a demon's game is back in action
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