Where do you run to when your demons reside within you? Decarnation is a pixel art adventure/action puzzle game with a horrific story inspired by some of the most influential films and novels in the genre. Dive into a breathtaking thriller where nightmares and dreams intertwine…
Hey everyone!
Quentin here, Creative Director of Decarnation.
It's January and as tradition dictates, the team wishes you a very happy and peaceful new year. Even if the road can be perilous at times, let us keep warmth and humanity in our hearts.
This year will be a special year for us, because Decarnation will finally be released in a few months!
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[code]My early-2023 mood. Haha, jk, all is good! [/code]
Many of you have asked me for the release date and... it's coming!
We're in the home stretch, between finalizing the adventure, fixing bugs, translations, adding music, etc. More info on all of that very soon.
Some of you have been following the project for a while now, either on Steam or on Twitter. But did you know that Decarnation started, over 4 years ago, as a solo project?
Indeed, 4 years ago I left Ubisoft, with the goal of creating a small narrative game that explores themes that I have a particular interest in: the unconscious, artistic creation, symbolic violence...
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[code]One of my first drawings for the project. I was looking for the energy, the emotion of the game, prior to focusing on characters and gameplay.[/code]
That's how I started Decarnation, alone in my living room, with a drawing program and RPG Maker.
The project was supposed to last 6 months, but various meetings and opportunities decided otherwise.
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[code]Gloria's flat is one of the first elements I created. It has since evolved quite a bit, and so has Gloria! [/code]
Four years later, we are a team of 5 (+ a few more in support), with a publisher that’s backing us (Shiro Unlimited - thank you to them), and Decarnation is a much more ambitious and qualitative game than it was at the beginning.
Looking back on the journey since the project's inception is quite gratifying, but I try not to overdo it, because to get Decarnation where we all want it to be, we still have a few peaks to climb. Onward!
Quentin De Beuk - Creative Director