The problem with making your first game a success is the ‘difficult second album’ thing; do a follow-up that attracts new people without alienating your existing fan base.Not only can you do the same game all over again, you can do a little more. You can’t obscure anything either. So more sensible, more familiar but new, bigger and better but not bloated. No pressure.
Far: lonely sails started as a university project that over several years became a beautiful and meditative experience that our studio built. We couldn’t be more proud of the look, feel and sound of the game, its wonderful handcrafted feel that has always helped us stand out from the crowd and attract players with its picturesque style and dynamic soundtrack. Far: change of tide
Lonely sails had dry prospects, a sun-burned plane full of ash storms and sand-covered wrecks. Change of tide exchanges these for drowned continents tidal waves and the fear of what is beneath the glass surface. We wanted to tell a story that is fresh but instantly recognizable and that will be tickled out again as the game progresses. Our protagonist Toe wakes up to find that his hometown is flooded and that an abandoned ship is becoming your lifeline and your new home.
The journey from the sunken cities to the open water will excite the world and its people through environmental storytelling, and it was important for us to stay true to the relaxing experience the players had Lonely sailsgiving you time to pause and enjoy the breathtaking scenery or enjoy the dynamic soundtrack. Beauty in the face of destruction. Hope where there is only despair. At the same time, it’s fun to see players take a completely different approach and enjoy the game the way they want.
For now it’s just getting started, so you’ve just seen a little reveal of a much bigger game. We’ll be back to explore a lot more before the game launches later this year.