Preproduction on a new game is a strange period. There are exciting days where things you've been working on for week start to click into place, a prototype finally hits the right buttons, or a screenshot stirs all the emotions we've been looking for. And then there are days where it feels like nothing is working.
On those days, we've been trying to step back, play some of our inspirations (or just exciting recent releases), and let our subconscious marinate on the challenges we're trying to solve. It's odd to talk about gaming being "productive", but I don't really have better word, so I'll say that I recently had a productive week and a half of gaming in which I finished Wanderstop (a lovely game about burnout and a tea shop in a magical forest), replayed This Bed We Made (a neo-noir mystery game set in a Montreal hotel), and I'm about a third of the way through Clair Obscur: Expedition 33, which is absolutely gorgeous and has incredible character work.
Project Updates: Preproduction Continues
Game 2
Yes, we're still being very cagey.
This month we've made significant progress on the hotel's level design, overall visual development, and the core mechanics.

The Haunting of Joni Evers
For Joni we're continuing to work on some quality of life improvements, though we don't yet have a timetable for when they'll be released.
- Add some additional guidance in chapter 7 for any players struggling with the ritual puzzle
- Add the ability to explicitly save the game at (almost) any point
- Unlock a chapter selection menu on completion of the game, so you can go back and experience your favorite parts
- Improve the spectral writing system from the Vestiges so it won't hold up faster readers for so long
- Continue to improve graphical performance and the shader compilation step on initial load
Not Hiring: A vignette from the Worlds Across the Causeway
Joni Evers curls her feet up to balance on the wooden seat of an old metal stool. She leans forward, resting her elbows on the workbench and scribbles numbers into a spreadsheet detailing parts, order numbers, and invoices. The jangle of the Auto Shop’s bell disrupts Joni’s emerging state of zen.
“I’m closed,” Joni says.
“Uh… Ms. Evers?” The voice is so sheepish, Joni can barely make out the words.
With a sigh, Joni dismounts her stool. A scrawny teenage boy waits just inside the threshold of the shop, as if he’s afraid any further movements will be taken as trespassing. “I said I’m closed.” Joni meets the boy where he stands. “Something I can help you with?”
“Um, yes actually, maybe.” Joni’s eyes draw downward to the pieces of paper the boy clutches at his chest.
“Looking for a job?”
The boy’s eyes light up. “Yes!”
“I’m not hiring.”
And then his posture deflates. “Oh.” He straightens again in what Joni supposes might be one of the few acts of defiance this kid has ever mustered. She feels bad for him, because it’s not personal. Not with him, at least. “I really think I can add to your operation here, Ms. Evers. I’ve been taking classes in school, and my dad’s been teaching me stuff since I was little. Might not look like it, but I’m good with cars.”
Joni lets the boy finish before bringing the hammer down again. “I’m not hiring. Nothing personal, kid, but I work better alone.”
OZ Play: An Incredible Turnout

A couple of weeks ago we helped organize and host OZ Play here in Fayetteville, Arkansas. OZ Play is an annual showcase of games being made by local Northwest Arkansas developers in its second year. This year's presentation and turnout was incredible: we went from 7 developers showing games last year to 12 this year, and we're pretty sure the audience turnout more than tripled!
Not only did we get to introduce new gamers to Joni, but we also got some initial reactions to a teaser of our next game and we met even more local game developers! We're already looking forward to next year's event and can't wait to grow the awareness around locally-made games!
Why is the Forest so Quiet: A vignette from the Worlds Across the Causeway
Antwohnette’s feet fall heavy in the snow. Ka-chunk, Ka-chuck — each step has two points of impact: the initial step and the sinking as the snow gives way. Caliban, meanwhile, effortlessly trots along beside her, weaving among the trees. His black feet offer harsh contrast against the white.
“How do you stay on top of the snow like that?” Antwohnette almost falls off-balance as her foot sinks into the snow yet again.
“The perks of being a fox.”
“Where are — “ Antwohnette loses her footing and tumbles face-first into the snow. Caliban rushes to her.
“Netty! Are you okay?”
Antwohnette emerges from the white sea, chuckling as snow chunks flake off her head. She then stops, and sighs. “What are we doing, Caliban? I just want to go home.”
Caliban sits, curling his fluffy tail around his body. “We can’t — we don’t have a home anymore, Netty. We’re still searching for one."
Antwohnette remains seated in her makeshift foxhole, staring out into the endless forest of tranquil pines. “It’s so quiet here. Peaceful.” She turns her head to the fox. “Why is the forest so quiet?”
Caliban walks forward and nuzzles her, a calming reassurance to stand and continue on. “Because the forest has secrets to keep. Just like you and I.”
We keep forging ahead, working on our craft and our next game so we can bring you the weird and emotional stories you're looking for. Is there anything about what we're making that you're curious about? Please ask, and don't forget to join our Discord server to connect with other story-lovers.
Thank you for joining us on this journey, more to come soon.
Until we meet again along the Causeway,
Kjartan Kennedy, Studio Director