The indie game publisher behind many beloved titles in the indie genre such as Hotline Miami, Enter the Gungeon, Shadow Warrior, and Broforce, will be making their way back to E3 this year. Devolver Digital announced that the company would host another press briefing at E3 2018 and it sounds about as crazy as most of the games that they produce.
Indie Game Publisher Devolver Digital Returns to E3 2018
Devolver’s “Big Fancy Press Conference” as they have taken to calling it, will be broadcast live on Twitch, Sunday, June 10th at 8 PM PT / 11 PM ET. The company claims that the conference will be held in the Dave Lang Memorial Convention Center, which is not an actual venue. The event’s description is very strange, but it befits Devolver’s love of the weird.
“This year’s Big Fancy Press Conference will feature real, actual game reveals and technological innovations from Developer Labs, the research and development arm of Devolver Digital responsible for last year’s Earliest Access program and making ‘throwing money at the screen’ a valid form of payment. There will almost certainly be blood, possibly loss of life.” (https://bit.ly/2kcWcMi)
Devolver Digital said to expect this year’s briefing to be a complete “Dumpster Fire.” The company added that fans may want to re-watch their insane briefing from last year so that they’re completely up to date on what Devolver has called “Devolver Digital Press Conference Universe (DDPCCU) through the blatant reuse of jokes and vague callbacks to the original. Pray for us.” (https://bit.ly/2rWA519)
E3 2018 Is Almost Here!
E3 2018 is set to take place between June 12th-14th in Los Angeles, California. Although, the first briefing of the conference will take place on June 9th, with a show from Electronic Arts. The conferences will continue through Tuesday with shows from big names like Microsoft, Nintendo, Sony, and Ubisoft. For a full list of special events and conferences check out the E3 2018 website.
Indie games are rising in popularity but the market is becoming saturated with AAA titles, other indie games, and now even video games in-between these two categories. These indie developers are left scratching their heads, wondering how they can make any kind of impact in an industry that’s overwhelmed by all these games releasing at such an impressive pace.
In the wake of Cliff Bleszinski’s studio, Boss Key Productions closing their doors after three years, the video game industry is paying close attention to this massive misstep. Boss Key Productions’ independently released, “Radical Heights”, failed to make up for the financial void their previous release, Lawbreakers left behind. When a studio led by such a prominent name in the video game industry can close after three short years because of one major failure, indie developers worry if there is any room left in the market for them.
Both a Blessing and a Curse
Indie developers may face shoestring budgets but this is both a blessing and a curse. Development might take longer and the resources they have are limited but one failed game might not sink an indie studio. Boss Key Productions had 65 employees as of September 2017, whereas Studio MDHR, the developers of the indie hit, Cuphead has 15. These smaller developers have much more room to experiment with ideas, fail and bounce back, and remain agile when compared to larger studios.
Even with the benefits of being an indie studio, the indie market isn’t immune to over saturation. A recent report from SteamSpy’s Sergey Galyonkin showed there were an incredible 7,696 games released on Steam in 2017, up from 4,207 in 2016. This is making it challenging for indie developers to find a spot for their games and get the recognition some of them deserve. Still, time and time again, an indie game will pop up and make waves worldwide just like Cuphead mentioned above or even Illfonic’s Friday The 13th: The Game. Yet, as the video game industry continues to mature, the fear remains that these independent developers might be pushed out of the market by not only AAA developers, but the massive increase of indie games making their way to both consoles and PC.
The Double-Edged Sword
In a previous article on Gigamax Games titled, “The Best Time For Indie Developers” it took a different view on the current state of the industry. Focused on the technologies available and range of marketing methods at indie developers disposal, on one hand, things are looking up for these creators. Now with a studio like Boss Key Production closing their doors, it’s a stark reminder that even having the resources, technologies, big names, and capabilities to create a game like Lawbreakers or their independently publish Radical Heights at the height of Battle Royales popularity isn’t enough to turn a small studio into a major player within the video game industry.
One thing is certain, the video game industry in its current form is still relatively new and figuring itself out. The popularity of indie games is growing exponentially but all this uncertainty surrounding the market may steer would-be amazing indie creators away from releasing their games to the world. However, when quality content is released to the world, people will notice. Indie games aren’t going anywhere any time soon as they continue to find their place, but Gigamax Games will be keeping a close eye on the market to see how this sector continues to progress.
Are You an Indie Developer?
Are you an indie developer? Let us know your impression of the current indie game scene and if you have a game, post it in the comments below so the Gigamax Games crew can give it a try!
If you’re an indie developer struggling to break into the market, Woodstock Productions might be able to help!
Game: The Invisible Hours
Developer: Tequila Works Publisher: GameTrust/Tequila Works Platforms: PC, PS4, Xbox One, HTC Vive, Oculus Rift, PlayStation VR Genre: Spherical Narrative Players: Single-player
Tequila Works was absolutely successful in delivering a unique experience with The Invisible Hours. Now available for non-VR, the flat-screen version of the game is still able to remain immersive and unbelievably exciting. The second Tesla’s body was discovered, the intricate story begins to unfold in a spectacular way. This noir is truly an experience to remember.
Watch the Review Preview on YouTube!
Following this game since its release on VR, the only thing to hold me back from actually picking up The Invisible Hours was the thought of getting sucked into a game and needing to play it on PlayStation VR all the way through. This piece of tech is awesome but it can get a bit cumbersome when gaming for hours with this hunk of plastic on your head.
Now that Tequila Works was releasing their flat-screen version, I was extremely excited to get my hands on a copy. I’m not a big noir fan, and honestly, a conversation heavy game with little to no action or incredible cinematics doesn’t often catch my attention. However, there was something a bit different about The Invisible Hours.
The Cinematic Experience Begins
Following the footsteps of Nikola Tesla and getting to the bottom of his gruesome murder felt like the right combination to catch my interest. Tequila Works sent over a review copy and I couldn’t wait to get started. They marketed The Invisible Hours as a “Spherical Narrative” something that just seemed to be clever marketing language to catch gamers attention. But it actually turned out to be so much more than that.
The spherical nature became clear in the first hour of the game. It is built, unlike anything I’ve ever played before. A story unfolding and the player doesn’t have any direct impact on the events taking place. Instead, the main character isn’t really the main character. Gamers control what seems to be a “fly on the wall” kind of entity that has the ability to fast-forward, rewind, and stop time. This primary mechanic is the gem that truly makes this game shine, taking the gamer on a circular journey back and forth to get to the bottom of this mystery.
It All Starts Coming Together
Taking place on Nikola Tesla’s private island, the playable character appears without much backstory. The only option is to start walking up the winding steps in front of you. With a large body of water behind you and a sheer cliff face to your right, the steps guide you up to a large gate bearing the letters, “NT”.
A crying woman that pays no attention to your presence and a gigantic mansion are the only things of immediate interest after reaching the top of the steps. Leaving the crying woman alone, feeling slightly offended she didn’t pay any attention to me, it was time to explore the mansion. This is when the body of the famous inventor is first discovered and things start to heat up.
As the drama unfolds, tensions flare and conversations start breaking out. From the moment Tesla’s body is discovered, the game truly comes alive. What seemed like an empty mansion soon started filling with characters from all walks of life. Famous historical inventors, actors, along with people that history would have never mentioned all begin to appear from seemingly nowhere. Each of the characters plays a vital role in the stories development. All have a unique perspective on the situation that’s unfolding all around them as well as develop intricate back stories that only become clear as time goes on.
The Invisible Hours Stands Out
The feature that makes The Invisible Hours stand out and what created such a unique experience is the time control feature. Being able to rewind, fast-forward, and stop time along with the fact that your playable character is completely invisible allows Tequila Works to create that cinematic feel while still allowing gamers to have some kind of control.
As characters appear, you can follow them with the rewind function to see where they came from in the mansion and what they were up to. You can even rewind to the point before everyone was notified of the murder and fast forward to after the large group breaks up and see what they are doing in their room when they think they’re alone. It gets a bit creepy, but all throughout the game, it feels like a playable movie so it’s really not as weird as it sounds.
Each character had an unbelievably in-depth backstory, their complex emotions that The Invisible Hours is able to portray while they were alone with their thoughts is enthralling. Hanging on every word while also anxiously waiting for their monologues to end so I could go back and follow someone else around.
Less than 30 minutes in game time went by and I already put hours into the game. Every minute that passed in game felt like it caused a chain reaction, sending me off on a wild hunt for clues, collectibles, bits of conversation, and story. It is strangely exhilarating, especially being someone who usually finds themselves losing interest in dialog heavy games.
Overview and Wrapup
The only real complaint about the game is the fact that you had to wait for the rewind and fast-forward mechanic to wind up in order for it to go faster. It would start off slow and gradually increase in speed. This is a bit annoying since it played such an important role throughout the game. It would have been nice to have the option to have control of how fast time rewound or moved forward, instantly.
Overall the game is an interesting introduction to the Spherical Narrative genre. Tequila Works did a great job bringing this VR game to flat-screen as well. The story is fascinating and kept my attention every second I was playing. I didn’t want to miss a word and at one point I advanced to chapter 2 but didn’t want to move forward because I didn’t have a chance to follow someone back to their room and see what they were up to. It was nice that Tequila Works included a quicker way to time travel through the start menu so I was able to jump right back to the beginning of the game.
There are a lot of secrets hiding in Nikola Tesla’s mysterious mansion and the journey to uncover the truth about his death is filled with mind-blowing realizations and tense interactions. Tequila Works did a fantastic job putting this story together. I’m excited to go back and see what other secrets The Invisible Hours has in store.
Valve purchased the indie studio Campo Santo, the critically acclaimed developer of the game Firewatch. This news comes from a blog post on Campo Santo’s website, where the studio said it would be continuing work on its current project, In the Valley of the Gods. However, now the small studio has all the power of Valve behind them.
“In Valve we found a group of folks who, to their core, feel the same way about the work that they do (this, you may be surprised to learn, doesn’t happen every day. In us, they found a group with unique experience and valuable, diverse perspectives. It quickly became an obvious match,” explained the blog post.
“We had a series of long conversations with the people at Valve and everyone shared the satisfaction we take in working with people whose talents dwarf our own to make things we never thought possible. Both sides spoke about our values and how, when you get right down to it, we, as human beings, are hard-limited by the time we have left when it comes to making the things we care about and believe in. They asked us if we’d all be interested in coming up to Bellevue and doing that there and we said yes.” https://bit.ly/2F70YDd
All Eyes on Valve
This move caught the attention of many in the industry due to Valve having recently taken on a reduced presence in game development and production. Instead, the company has been focusing on refining Steam as a video game delivery platform and maintaining DoTA 2. Recently, they expressed interest in returning to game development and publishing, with Gabe Newell saying that his company will start shipping games again soon. The first new game to be released by the developer is the upcoming DoTA card game, Artifact, with more titles coming soon according to Newell.
There’s no telling what could come of their purchase of Campo Santo. Rumors have been circulating that Microsoft showed interest in purchasing Valve but their recent activity would suggest the Gabe Newell might have other plans.
Be sure to keep checking back on GigamaxGames.com for more of the latest gaming news. The crew will be keeping a close eye on Campo Santo and their upcoming project as well as any more breaking Valve news.
Indie games have continued to generate an incredible amount of interest from the gaming community. They took their first steps out of obscurity in the early 2000’s. Since then, this subsection of the video game industry has only grown in popularity. Indie developers are working with the latest technology to bring the world their creations without input or direction from corporate publishers. By nature, indie developers create some of the rawest forms of artistic expression found throughout the industry. Today is very well the best time to be an independent game developer.
Now indie games are found on every console and available at an affordable price. These two factors created a boom throughout the gaming world. People continue to flock to the nearly limitless indie games available no matter what platform they own. Coming in every genre and a variety of art styles, there’s an indie game out there for even the pickiest gamers. This opens up an opportunity for passionate game developers to create, market, and sell their creations to the world.
Gamers are raving about the latest indie hits. Some of these games are even incredibly successful when looking at revenue. One of the most successful indie games of 2017, CupHead sold over 2 million copies. At around $19.99 per copy and another $9.99 in downloadable content available, that’s a lot of money. These numbers may seem impressive but of course, they don’t come close to the revenue Minecraft generated. The next massively successful indie game could be created by a passionate developer alone in their basement.
The Golden Age of Indie Games
There have been so many break out hits over the past few years. Undertale, Friday the 13th: The Game, Journey, Owlboy, Binding of Isaac, and these are just to name a few. Simply listing the indie games that have had a global impact would warrant an entire series of articles. An indie games ability to strike a chord with the community is unparalleled. The freedom these developers exercise and with no creative limits besides budget allow indie games to deliver the artists vision in its purest form.
Independent video game developers have so many more options to promote their games and share their art with the world than ever before in the past. The internet offers these creators nearly unlimited access to millions of interested individuals. Social media and amazing organizations are all available to help get these spectacular artists creations to the gamers who love them. As more and more gamers discover what indie games have to offer, there’s no end for these independent creations in sight. Now is the perfect time to act on that dream and start working on the next revolutionary indie game.
After weeks of trying to stream this ridiculous fighting game, the Gigamax crew gave up and instead put a bunch of gameplay into one video. Anyone that has purchased Gang Beasts knows that the servers aren’t always to most reliable. Random disconnects, long wait times, or the servers not working at all is a common occurrence. Live streaming this simple, silly fighter was next to impossible.
Below is the Gang Beasts playlist on YouTube. Every and any of Gigs and Mack’s Gang Beasts adventures will all be located in there. As the game continues to work through its bugs and fix their unstable servers, be sure to check back for even more Gang Beasts videos. This wacky fighter is nothing but a great time when it actually works.
Gang Beasts with Gigamax Games on YouTube
What’s Gang Beasts All About?
Each map brings a new way to slaughter your ragdoll enemies. From dueling elevators to the speeding trucks, these lovable stumbling sprites find themselves in some extremely dangerous situations. It doesn’t seem to faze them however as they headbutt, punch, and throw their way to victory. The battles can get intense but the laughs never stop. Even with people dying all around you, it just doesn’t matter because if you’re next, it’ll probably just make you laugh.
Thank you all so much for taking the time to stop by. Hope you enjoyed the video and be sure to stick around for more from Gigamax Games! Don’t forget to Like, Comment, and Subscribe to stay up to date. Be sure to let Gigs and Mack what you want to watch them play. Leave a comment and the Gigamax crew will let you know when they’ll make a video of one of your favorite video games!
The Gigamax crew begin their adventure with The Darwin Project thanks to receiving an Alpha key for Steam. Jumping on the brand new Gigamax Gaming PC, Gigs and Mack were ready to see what this new Battle Royale game had to offer. The crew was not disappointed with what they saw.
The Darwin Project on YouTube | Gigamax Games
A New Take On A Beloved Game Mode
A much smaller and confined experience when compared to other Battle Royale games like PUBG or Fortnite, The Darwin Project is something completely new. 7 players to a map, the game is focused on survival rather than conflict. Players are tasked with staying alive in the harsh, frozen environment. Building a fire is a necessity and upgrading your weapons is a must. Periodically, a hexagonal section of the map will turn red and become uninhabitable. Players will need to work around this obstacle and take refuge in the rapidly shrinking map.
There’s no telling when The Darwin Project will be available to the public. The Gigamax crew will be keeping a close eye on this game as the small, Alpha experience lived up to expectations. Even for an Alpha, there were only a few changes we noticed need to be made. The future looks bright for The Darwin Project.
Thank you so much for taking the time to stop by! Don’t forget to Like, Comment, and Subscribe for more!
An update has just released for the Anti-Gravity FPS Hero Based Multiplayer experience, Lawbreakers, and it’s a big one. As of now the update for Cliff Bleszinski’s new game is available on PS4 and PC. The patch adds a ton of new content, most notably Boss Leagues, a new ranked mode that fans have been anticipating since the game launched.
Even though Boss Leagues is now live, it seems like the first season is a bit of a test. Season 0 is what the studio named this “beta season” and plans on gathering feedback so they can improve future seasons. Currently, there are three game modes in Season 0: Blitzball, Uplink, and Occupy, which don’t allow doubling up on roles, much like the ever popular, Overwatch. The studio also made it easier to find players by extending matchmaking parameters.
The new update also includes a brand new map where players can test their skills in Blitzball. It’s known as Gateway and is located above the streets of San Francisco. “Gateway, the Blitzball stadium, is a such a marvel, as it floats effortlessly in the sky thanks to Hadronium’s anti-gravitational properties,” Boss Key says. The studio updated the Redfalls map to contain a Blood Moon that gives the stage an overall creepier vibe, but in terms of gameplay, this new aesthetic does not do much.
Today’s update will add a bunch of new content players can unlock through the loot box system. In total there are more than 120 new items to collect. Lastly, the update adds a much-needed tutorial mode which was a confusing misstep when the game first launched. The full patch notes for the game are below and Gigamax will be keeping a close eye on Lawbreakers developments, so be sure to check back for more information!
LawBreakers PS4 2.0 Patch Notes:
HEALTH REGEN (ALL ROLES) –
“We’re increasing the out of combat delay so that hopping from engagement to engagement takes more strategy.”
Increased the time it takes out of combat for health regen to start from 3 → 5 seconds.
“With the health adjustments in Patch 1.4, Assassins aren’t as squishy and don’t need as much help sustaining while in Frenzy. We’ve cut down on the healing per hit to address this.”
Arc Blade’s healing per hit, while Frenzy is active, has been decreased from 70 → 55.
Frenzy replenishes all movement charges upon activation (Patch 1.4 missing note)
BATTLE MEDIC –
“We’ve added more charges to Firefly so that Battle Medics can command the battlefield a bit better. Having the same amount of ammo on both weapons should help their swap timing and make them more viable in skirmish modes.”
Firefly’s number of charges increased from 4 → 6.
Increased time between replenishing Firefly charges from 0.2 → 0.25 seconds.
“Enforcers health has been brought down since previous patches have increased his survivability.”
Base health reduced from 500 → 475.
“We’ve added charge multiplier logic to the Omega that increases alongside damage. This should reward high accuracy players and curtail “spam slinger” effectiveness.”
*NEW* Gunslinger’s Omega headshot multiplier will now scale up based upon how long your charge your shots.
Omega’s min headshot multiplier is now 1.1.
Omega’s max charged headshot multiplier is now 1.75.
“Harrier’s kit inherently makes them extremely survivable, so we’ve knocked 25 points off of their Base Health. The Shoc-Croc has been adjusted to deal more damage if you can train your weapon on an enemy’s head. We’ve also shortened the length of Convergence to make it less oppressive.”
Base health reduced from 450 → 425.
Shoc-Croc’s headshot multiplier increased from 1.5 → 1.75.
Laser Tag cooldown visual now changes from red to blue when able to fire.
Convergence beam duration reduced from 6 → 5 seconds.
“Juggernaut needed a bit of help when low on ammo, so Instigator has gotten a reload speed bump. We’re working on some bug fixes to reload issues overall in future patches that will help them out.”
Instigator’s reload speed has been sped up by 10%.
Holo-Deflector can be manually destroyed by pressing the activation button again (Patch 1.4 missing note).
“Titan has gotten some quality of life improvements this patch. They can now perform more actions while in Berserk mode, and we’ve added our version of a much requested range indicator for Hammerhead rockets.”
*NEW* Detonation indicator will now appear when a target is within a rocket’s explosion radius.
Pulverize’s max damage increased from 125 → 175.
Titan can now kick and jump while Berserk is active.
“Vanguard’s Meteor Shells + Pulsar burst potential has been dialed in a bit and we’ve made the shell’s self damage less punishing.”
Pulsar’s damage radius lowered from 200 → 175.
Pulsar’s max damage lowered from 120 → 110.
Hydra’s time it takes to get to full fire rate has been increased by 7.5%.
Updated Hydra’s primary reticle.
Meteor Shells self-damage reduced from 100% → 50%.
“Wraith is getting outdueled and damaged at his intended effective range. We’ve adjusted the reload speed to help them exchange fire and increased the minimum damage from Wasp to match a default kick. Chrono Switch has also seen an adjustment so that hitting targets with it should be more reliable.”
Spektor’s falloff start distance increased from 600 → 750.
Spektor’s reload speed has been sped up by 25%.
Wasp’s minimum stab damage increased from 30 → 75.
Chrono Switch’s slowing rings travel speed has been increased by 30%.
Increased the time between firing Chrono Switch’s slowing rings by 10%.
*NEW* Multi-region Queue has been added to place players with acceptable latency in matches from all around the country and/or world.
*NEW* First Win of the Day XP Bonus has been added for getting your first win in any mode.
*NEW* Progression UI Widget has been added to the bottom right to show current Account / Boss Leagues progression, as well as a current creds total.
*NEW* Customizable reticle options in the Settings menu now include a Simple Dot, Simple Circle, and Simple Crosshair plus color options.
Increased the amount of XP awarded in all modes for time played. This means quicker account progression for everyone.
Added in text for score amount awarded on scoring events.
Added in major text announcements for carriers picking up the objective object in Blitzball, Overcharge, and Uplink.
Crosshairs now draw on top of all HUD elements.
Made it so that text chat does not switch sides during death cam.
General Spectator improvements to overall visuals, clarity, and bug fixes.
Added in a ton of stat tracking for different weapons, abilities, and scoring events for roles that are displayed on the statistics page of the player profile.
Improved hit registration by speeding up smoothing on replicas to make positions more accurate.
Added latency compensation logic to improve Arc Blade grapple hit detection.
Titan rocket air detonation has latency compensation (so if you detonate it when you see it near somebody, it should deal damage, even at higher pings)
Redesigned the “Play” mode selection screen.
Added bonus XP when backfilling into and completing a match that was missing players.
Don’t count a match as a loss for a player that joined late and filled in a missing player’s spot.
Visual improvements for full-screen effects like Distortion Field and Chrono Switch’s slowing effect.
Fixed framerate drop issues in the main menu.
Fixed issues related to Blitzball carrier’s status not updating for people who just joined a match in progress.
Fixed an issue where a teammate’s name would sometimes appear red when you first see them.
Fixed a host of in-game scoreboard alignment issues dealing with Twitch status, icons, and text placement.
Fixed multiple issues during the end of match podium not rendering appropriately on 21:9 aspect ratio monitors.
Fixed a bug where being stabbed and killed by TAC knife would cause death cam to break.
Fixed overtime text announcement not showing in Blitzball.
Fixed multiple match history issues related to missing player names and stats for matches played.
Fixed error sound not playing issue when attempting to equip a locked account portrait.
Fixed an issue where shooting the Alpha while blindfiring Omega would interrupt Omega’s animation.
Fixed issues that improve the transition from sprint super jumping into blindfire,
Fixed wall jump occasionally triggering on stairs and other unintended surfaces.
Tiebreaker overtime rules in Turf War fixed, so you have to capture 2 zones to win.
Fixed crashes occurring directly after killing an objective carrier with a kick.
Fixed an issue where players could potentially cycle to a new match and see a black screen during character select, they would not be able to play without restarting.
Fixed an issue where not all assist based scoring events were tracking for achievements.
Fixed a bug where holding left d-pad and left stick would cause settings to adjust twice as fast.
The independent developers, Studio MDHR have brought the world, Cuphead. This indie game offers a host of unique features that made it truly stand out. Hand-drawn, it looks like something straight out of the 1930’s and this is not the only aspect of the game that caught people’s attention. Cuphead is one of the most challenging platformers the Gigamax crew has had the chance to play.
Warning: Hard More
Even though it’s incredibly difficult, the unique art style and exciting gameplay makes it easy to keep on playing. In the beginning, it opens with the player walking through a tutorial to get them comfortable with the controls. After this brief introduction to the game, it sends the gamers off on an adventure. Cuphead is tasked with fending off the sentient vegetables and other whacky creatures around the world. Navigating the overworld allows the player to freely choose missions and bonus levels. Shops and other locations are scattered around this overworld and it adds another level of adventure to Cupheads’ quest.
Overall, the game delivers an incredible experience through and through. From the amazing art and graphics to the challenging platforming along with the difficult 2D shooting mechanics, Cuphead earns its spot as one of the best Indie Spotlights this year.
Cuphead: Indie Spotlight on YouTube
Thank you so much for taking the time to watch! More Cuphead episodes will be coming soon. This game is unlike anything else out right now and it absolutely deserves a playthrough. Because of how challenging this indie game actually is, it will take some time to make it to the end. Come offer some support with a Like or Comment!
Layoffs Hit The Chinese Room as Studio Plans to Go Dark
Unfortunate news from The Chinese Room has reached media outlets today. According to a blog post from founder Dan Pinchbeck, the studio laid off most of its staff and has plans to go dark. The independent games creator is most famously known for works like Dear Esther, the Amnesia series, and Everybody’s Gone to the Rapture. Now the company is facing an uncertain future but there is still hope for this small studio.
Pinchbeck detailed in his post that he had suffered from a non-life-threatening health condition back in June, which gave him and his team time to reflect on the condition of the company. This was following the development of their latest game, So Let Us Melt, and negotiation meetings for the next project the team was planning.
The Bottom Line
“To cut a long story short, the situation–between financial pressures, trying to keep the lights on for the employed team, the stress of end-of-development, health issues–just wasn’t a tenable thing anymore. It was time to take a break, recharge, recover, and have a good think about the future,” Pinchbeck said in the blog post.
Ultimately, this led to the decision to lay off the development team. “So we let our team go,” Pinchbeck continues “Layoffs are never pleasant, particularly when you’re all trying to wrap a game. We did our best to try and help the team secure new positions, and then we all–the whole team–threw everything we had at wrapping the game. It didn’t feel fair to anyone, least of all people who had spent a year working on a project, to have its completion and release overshadowed by news about the studio closing, so we’ve held off on the announcement until we felt we were clear of all of that.” (http://bit.ly/2ftvjFo)
Time To Reflect and Recover
The developer also detailed that he was not the end of The Chinese Room, merely a small break to recollect their thoughts and goals. As of now the games currently released will stay on sale as well as merch and the fantastic soundtracks that accompany their projects. Currently, the studio has been downsized to just three people, they are working on a game known as the 13th Interior and will bring on a bigger team when the time is right. As for the future, Pinchbeck said the studio has secured funding for a follow-up game called Little Orpheus and is expected for prototyping by the end of 2017.
Pinchbeck finished the post with “Is it the end of The Chinese Room? No, I don’t think so. But it’s the end of a chapter, and we hope you can all be patient with us whilst we figure out what happens next.” Hopefully, this statement rings true because this studio is one of the most talented and has created some of the most beautiful stories in gaming. It is never easy for a studio to downsize like this but unfortunately that is the nature of the industry. An official media meeting is expected to take place later this week so keep your eyes peeled for more information.