Sunset Over Taro

Ghost of Fall

Deeply atmospheric and personal journey of a strange, strange man - with handcrafted music, visuals, dialogue, and challenges. All in the form of a 2D adventure game with plesant puzzles and rhythm-based fights.

Tiny... yet important update this month - another huge location in the game is practically completed (while we're wrestling the engine for cool effects) The early section of the game is not only playable - it looks really nice too :) Here's a snippet of how it looks ingame. [previewyoutube=uafllwffkOs;full][/previewyoutube] ...But a finalized art direction isn't the most important part of this month. You see, two years ago we have published the Ghost of Fall demo that many of you might know the game from. We've learned a lot from feedback and practice as rookie devs, so between the demo and today we've took many months learning new skills, practicing, researching, prototyping, conceptualizing, demoing and sketching the full game that would eventually come from that idea. The three of us are now at a stage of confidence in our skills, and GoF as a project. Therefore... It's finally time to construct a pitch and talk to game publishers - with a team of just three of us, it's nearly impossible to pull off marketing and all that mumbo jumbo ourselves, especially with us three working full-time (outside of developing GoF). Can't say how that'll affect the monthly updates, but you can probably expect them to slow down for the next ~2 months, since we'll be busy putting together materials needed for making the right pitch. Of course, 17'ths will still be update days, but they will probably be smaller for a while. If our work finds finding, however, you can expect progress to degrees we've never been able to pull off yet - so please wish us the best πŸ’ͺ 🦌 That's all for tonight... but we're hoping to bring good news by december