I am happy to announce that Where Shadows Slumber has been accepted into the 5th annual Connecticut Festival of Indie Games (CT FIG), which is taking place within ConnectiCon XVII this July! They have an indie showcase of board games and video games that were offered at a discount to those who applied early and submitted the game to their judges. The show is in Hartford, CT next month (July 12th – 14th) at the Connecticut Convention Center.
I’ve never been to ConnectiCon before, but I went to a CT FIG event back in 2016 during the Mr. Game! years and met Jason Miceli of Geek Fever Games. The event was quite small, and very board game focused, but apparently their offerings have expanded to digital games as well! (There’s not many of us, but we’re growing…) I’m glad to hear they have connected with ConnectiCon to reach even more people! I wish Jason the best as they expand the CT FIG brand.
Last week I had the pleasure of visiting London for the Indie Prize contest at Casual Connect Europe! (If you want my thoughts on the show itself, you can check out the previous blog post on this feed here.) This post is exclusively a roundup of some of my favorite games from the show, regardless of who won the actual Indie Prize contest.
Don’t feel bad if you’re not on this list, I only got the chance to play a few games out of all the ones there! Plus there are still some on my list for later, like Holly’s Home Design. You didn’t think I’d forget about you Holly, did you?
Number #3 on this list will shock you!
Morkredd by Hyper Games
Morkredd instantly caught my eye because the aesthetic looks like our game Where Shadows Slumber, and I just had to know what the mechanics are. Whenever I see another game that uses shadows, my gut reaction is “Did they copy us? Did we copy them? What is this game?!”
Well it turns out no one copied anyone! Morkredd is a co-op game for Nintendo Switch where you play as little shadow dudes. If your character ever falls into the inky-black shadows, he dies and the group loses. This forces a restart. It’s tricky, because you don’t normally pay attention to the shadows being cast by yourself and other objects. (I finally understand the initial frustration everyone has when they first play our game!)
I don’t think Morkredd (which is Norwegian for “afraid of the dark”) is available for the Nintendo Switch yet, but you can follow their progress here.
Unbroken Soul by Oscar Ruiz
Although I didn’t get to play Oscar’s game too much, I appreciate how:
It looks like Dead Cells on a phone
Oscar is making use of this ridiculous, awesome control rig
Yes, that’s an iPhone you see in the image below. I have no idea what the controller rig is called, but it’s really cool. (No, you don’t need it to play – but you probably need it to be good.) Gameplay video below:
Oscar has had a lot of success in the indie space already, so it was good talking with him. I wish him luck on Unbroken Soul!
Hellrider 3 by Andrey Chernyshov
Andrey has a really sleek looking motorcycle game that’s the third in the series. The first two were pretty different, so I’m assuming this is the kind of gameplay he’s always wanted for Hellrider and he finally made the game he was dreaming about. It’s amazing what people can make for mobile devices these days! Check it out:
I really love the art style for this game. Everything fits together so well in a cartoony, low-poly indie way. This game is not available to the public yet, but he has all of his current releases available on his website here.
Pico Tanks by Panda Arcade
Not only is Pico Tanks an impressive online mobile game with cute art and fun gameplay, their setup at the Indie Prize was incredible! Look at the effort they put into this display. Indie Prize gave us the smallest amount of space I’ve ever had at a show – essentially just 1/2 of a table and 1 chair. Using that limitation, Panda Arcade created a themed display that blocks out other competing games from taking up your attention, and invites you into the space. I’m impressed… now I just need to ask them how they did it!
I’m definitely taking notes for future Where Shadows Slumber shows…
Honorable Mention: Last Pirate
Finally, this pirate game was a little odd and I’m not really sure what was going on, but his setup was pretty good. A pirate pistol, a box of gold coins, and plenty of signs – honorable mention for you, pirate game! Last Pirate is a survival game where you’re stuck on a deserted island, forced to survive using only your rusty hook-hand and your wits. (The developer showed me the game and chopped down a tree with his hook, then got killed by a wild boar. 10/10 would be a pirate again)
The pirate’s life for me! Check it out on the Google Play store, it has a ton of downloads so far.
This Saturday there’s a huge Playcrafting event happening at the Microsoft Center in Times Square. We’re going to be showing off Where Shadows Slumber, and perhaps doing a bit more PC testing… don’t miss it! If you’re a fan of indie games and local businesses, you can get into this event entirely FREE! You just need to register for the event, which you can do here.
Video games are taking over the Microsoft office in Times Square for an all-out Expo celebrating local developers! Join us for a day of games, pizza and fun. All ages are welcome. We hope you can join us for our biggest seasonal gathering!
Over 100 game developers will be showing off their latest games one-on-one to a crowd of up to 1000 people. For developers, this is a great opportunity to show off their games (finished or unfinished) and get direct feedback from players. For everyone else, it’s a unique opportunity to try out the biggest collection of games made in and around NYC all in one place. More games being added daily.
Robert Adams of Tech Raptor has a good article about what you can look forward to at this event right here. He also mentioned us specifically!
I can’t say enough good things about Playcrafting. If I keep promoting them, Dan’s going to have to bring me onto the payroll at this time. But seriously – even if you’re not ready to show off your game yet, I strongly recommend these events for developers. If you can get into New York City by car, train, or bus, then GET HERE! It’s never too late to join the community.
It’s never too early, either. Jack and I have been going to these since 2016, if you can believe that. It was this very event (Spring Play) where we first showed off the Where Shadows Slumber Demo and started to get noticed. Robert says as much in one of his many articles about the game:
“…a game called Where Shadows Slumber had caught my attention at the 2016 Playcrafting Spring Expo. I got a card from the developer and decided to keep an eye on the game while it was under development.”
Robert N. Adams of TechRaptor
You never know who will be at these events, or what connections you’ll make with unlikely people. Hope to see you there!
Don’t forget to RSVP on Facebook too, and share the event!
The show was a full week ago, but PAX East seems like yesterday! Jack and I are still exhausted from our travels to Boston, but I didn’t want to let too much time pass without recording our thoughts on the trip.
Day 0: The PREGAMER Show
This year’s PAX began differently than in recent years. I’ve never made it up to Boston a day early for Playcrafting’s PREGAMER party, but I’m glad I went for it this year. (The regular fee was included with our booth) Dan got a bar at the convention center hotel and covered the whole room in indie games! It was a nice way to start the show – essentially like a Spring Play esque Playcrafting event in a different city, the night before PAX East!
Your setup is pretty simple – two bar tables pushed together with a chair for each one, and a power strip behind you. I was next to an adult party card game (similar to Cards Against Humanity) so I don’t think the games are sorted into categories, it’s kind of a free for all. The event had a lot of people in it, but not too much traffic – meaning that I didn’t see too many people at the table as the night went on. Maybe that’s my fault for not bringing my cool Where Shadows Slumber banner? In any event, the people that played it really enjoyed it. One dude even bought it in front of me!
I got to chat with some young developers who are basically where Jack and I were at two years ago – they just graduated college and have a beautiful demo of a promising indie game, with a lot of work ahead of them.
Next year, if you’re going to be in town for PAX anyway, you ought to at least show up to the party before the real convention begins! Also, if you happen to be at PAX but you couldn’t get a booth, this is a nice way to still represent your game and maybe get some media attention before the news storm hits.
Days 1 and 2: Showtime!
When the show began in earnest, I was shocked at how busy the event was from the moment it started. In recent years, Thursday has been a terribly slow day. Almost one of those days that makes you say “man, why does PAX even start on a Thursday anyway?” But this year Thursday felt more like a Friday, which was great!
It’s hard to quantify crowd sizes. Every year, Where Shadows Slumber has been at different spots on the show floor. (PAX East Indie Showcase in 2017, Indie MiniBooth in 2018, now Playcrafting in 2019) You don’t just want “a lot of people at the show”, but rather “a lot of people who come to your table excited about your game, eager to engage.” It would do us no good if 1,000,000 people came to PAX East but only cared about Roblox.
I can’t put it into hard numbers, but we felt busy all through the show. Tons of people remembered the game from last year’s spot at the Indie MiniBooth. A few diehards remembered the demo days, which is always heartening. And we bumped into some old friends from Stevens, too! There’s a suprising amount of them that either live in Boston or make the journey north just for PAX. The more of these shows I do, the more I look forward to just making connections with devs, industry people, journalists and old pals.
Our placement at the Playcrafting booth was perfect, too! We were facing out toward the aisle near a corner, with nothing in front of us. And since we were next to the Bose AR-cade (also run by Dan) we got a lot of spillover traffic from them, too. Jack joined the fun Thursday night, which was just in time, because I was already feeling tired. PAX East is a marathon, not a sprint!
Day 3: How Our Panel Went
Before we even had a booth at PAX East, I took the liberty of submitting a few panel ideas to the show just so we could talk about Where Shadows Slumber. This would be a special PAX, since it’s the first time our game is available on the market for sale instead of just as a demo or beta download. Some of my more selfish ideas didn’t fly, such as an entire 1 hour lecture on the greatness of our game, how beautiful it is, and how handsome the developers are. However, our panel “How Much Do Premium Games Make” was accepted!
It was scheduled for 1:30 pm on Day 3, Saturday. We didn’t get to pick the time, and I wouldn’t normally miss the busiest time of the show to do a panel, but we ended up getting a great crowd! Here’s a shot I took from the podium of them coming in:
The panel was a fantastic success! Jack and I were joined by Dan Butchko of Playcrafting, Kati Nawrocki of Dots, and Adriano Valle of OrcPunk. (Though, to be honest, I know all of them through Playcrafting!) It was a frank and honest conversation about how difficult it is to be a premium indie game in a crowded marketplace. We talked about changes in consumer patterns, and new business models that can appeal to today’s phone gamer. The short version is that free-to-play isn’t just a “good idea” – it’s a requirement on mobile. Or… don’t focus so much on your game making money!
I want to thank our fellow panelists, everyone who came to the panel, those who asked questions, and Matt our theater manager for making the event so successful! We’ve all leveled up and become “game devs who do panels sometimes” which I’m sure is just a few steps from “game devs who are incredibly successful and happy.” So close!
BONUS: I think Night 3 was when we got to try an awesome party bluffing game called Pluck Off! that is still in development. It’s a card game, so don’t expect to see it at too many video game events in the future, but if you can get a print & play it’s totally worth it. (Warning: don’t play with Jack, he’ll destroy your face)
Day 4: An Exhausted Success!
By the time Day 4 rolled around, I had basically checked out and spent most of the day collapsed in a chair in the back of the booth. This ended up being a mistake, as I actually missed a lot of people who planned to stop by the table but hadn’t scheduled a time. (Sorry people!)
We can call the weekend a success though, because we nudged so many people to buy & review our game that it brought our Apple rating up from a 4.4 to a 4.5! This may seem insignificant, but it brings us past the threshold that Apple uses when deciding which games to feature. Some games, like our muse Monument Valley, are featured at least once a week. If we climb the ranks, Apple might give us at least a feature every month. Bring on the Today tab, boys!
I don’t know about Jack, but I’m still recuperating from the weekend. I have no idea how some devs did three shows back to back in March… (This is the SXSW / GDC / PAX East Trifecta, sometimes called March Madness or dying.) I’m hoping to get back on the wagon soon though, because we have a lot of little changes to make to the build in response to your wonderful feedback. Jack and I spent the entirety of our 4 hour drive back to Hoboken planning what we can do in the short & long term to improve Where Shadows Slumber. I’m excited to put the plan into action!
Thank you to everyone who visited our table, bought our game, gave us a review, or attended our panel! You helped make a good PAX great. Wish us luck finding the energy to keep going!
We just teased this at PAX East over the weekend, but now it’s time to make a formal announcement: the Where Shadows Slumber team has been hard at work on an exciting new mobile game, and it’s available as a free download today! Read on for details…
Life Simulators Are All The Rage
Jack and I can be stubborn in our own ways, but everyone has to adapt eventually. We can see the writing on the wall – puzzle games are out, life simulators are in. Why solve cerebral brain puzzles when you could live vicariously through a digital avatar? Why go on a daring adventure when you could play as a character that eats, sleeps, showers, goes to work, and dies of old age?
That’s why our next game is SlumberLife™ – a life simulator based on the deep, specific lore that lies at the heart of Where Shadows Slumber. Starting today, you can embark on your own journey through the eternal nightlands seen in Where Shadows Slumber.
It all begins by customizing your very own character. Choose your biological sex, age, ethnicity, and vague religious affiliation. We hope that choices like the one between “Old” and “Geezer” are compelling decisions for the player!
Since the game is still in development, some options are limited. Check back later for more exciting paths!
Live The Life Of Your Dreams
In SlumberLife™, you can live the life you’ve imagined. But nothing in life is free, so nothing in life simulators should be free either. Whereas most life simulators use money or “gold”, we have Lantern Fuel. Use your hard-earned fuel to pimp out your ponchos, lanterns, and hats!
You collect fuel by working at various jobs. Then, if you work hard enough, you might get an exciting promotion!
Prison Guard (promotes into Prison Warden)
Thief (promotes into Kidnapper)
Ferryman (promotes into Murdered)
Knight (promotes into Corpse)
Walker (promotes into Torch Walker)
Rebel (promotes into King)
Lumberjack (promotes into Tombstone)
…and “many” more!
Everyone needs a place to live. But your character begins as a homeless wanderer, lost in the woods or whatever. Spend that fuel to give him an awesome new home to live in while he wastes away!
Choices include squalor, a swamp cage, a desert hovel, an “abandoned” mountain cottage, a desert palace, a winter fortress, a floating Bermuda house, and more!
Some of the better dwellings cost lots of fuel. Get ready to grind! This isn’t a premium game – it’s going to cost a lot of your time if you want to really get the most of it.
It’s not a life simulator if you can’t make difficult choices as you navigate your strange old person through a shadowy, unforgiving world. Our thrilling menu-based gameplay lets you choose between living a stable life, or doing something funny.
From the menu, select Crimes to make your character do something unhinged. If you weren’t worried about the mental state of the game developers before, you certainly will be once you choose one of these options!
After you play long enough, your character eventually dies!
Our Development Partners
Everyone is thrilled to be working on this game! Just listen to these real testimonials from the crew:
“When Frank told me about this game, I said ‘what?'”
Jack is the lead developer and designer of the original Where Shadows Slumber.
Me too, Jack. Me too!
“This is a real game we’re working on, and this is a real quote.”
Noah is one half of PHÖZ, along with Alba S. Torremocha. They created the beautiful audio of the original Where Shadows Slumber.
Classic Noah right there.
We’re also bringing SlumberLife to the newly announced Apple Arcade! Here’s a confirmation email I can share with you, straight from the source:
But we haven’t even told you the best part yet…
There’s no need to wait before jumping into your new life as a strange old man. You can download the open beta for SlumberLife™right now! (You’ll need to be approved for the TestFlight build if you’re on iOS) Links below:
Even though Where Shadows Slumber launched on iOS nearly six months ago, we’re still making slight improvements and catching small bugs. Did you notice that your game got updated over the past week? Here’s a non-exhaustive list of the important changes we made. Jack did all the work here, so this is mostly me just copying things over from GitHub commits…
Level 1-3, “Lock” – Removed Rotatable Casing
This Level caused a lot of players to stop in their tracks, because they didn’t realize the two draggables at the bottom-left of the screen were actually draggable. Those are super weird because they rotate like big airplane propellers – plus, they were encased in rock because I was too lazy to make them come in and out of the lava with a cool effect.
Now you can see them more clearly! I’m still not in love with the look, mostly because of the weird way the shadows interact with the lava. I have some ideas of how to change this Level, but we’ll see if this works for now.
Level 1-4, “Ascent” – Visible Shadowy Doors
Players have always struggled to figure out what’s going on in this Level. I think we even got some bad reviews of the game because of this one! In particular, what’s confusing people here is that we’re using a mechanic for this puzzle that isn’t reintroduced for 21 more Levels! It was too cool to pass up, though. And it’s not exactly the same mechanic.
Anyway, as you can see in the before and after above, the doors in this Level will now glow in shadow to show off that they’ve changed. This fix really improves the Level while still maintaining what we love about it.
Level 2-1, “Docks” – Raft Draggable Size
Players were having trouble recognizing the raft at the bottom of the screen as a draggable, so Jack added a second drag-square to it.
Under The Hood
Here’s some non-visual changes you wouldn’t notice unless you have a keen eye for bugs:
Click Detection – Fixed a bug where if you click on a space, but your movement is interrupted, clicking on that same space will not cause Obe to start walking there.
Disappearing Draggables – If a draggable disappears (due to a shadow) while you are dragging it, it never “stops dragging”. This means that the player’s input would be disabled, if you dragged another draggable, the first one would continue to move, etc.
Walker Pause Time – Walkers will pause for a bit longer on buttons to make puzzle solving easier in select Levels. (2-1, 2-2, 2-5, and 3-2)
As always, let us know if you encounter issues with the game! We’ve got cool news about new platforms coming up in the next few weeks, so stay tuned…
The headline says it all, but you heard it here last: Where Shadows Slumber has been nominated for the coveted People’s Choice Award at the upcoming 15th Annual International Mobile Gaming Awards!
We might also be nominated for other awards? It’s not clear, exactly. I want to say we’re eligible for stuff like “Best Design” or “Best Art” or “Best Audio,” but I don’t know that for sure. Also, with games like Fortnite on the list, we know our shot of winning is pretty steep. Our chances of taking home the big prize are about as good as your chances of being in a cutscene with Obe and not getting murdered.
Anyway, roll that press release!
Where Shadows Slumber Nominated in the 15th INTERNATIONAL MOBILE GAMING AWARDS (IMGA Global)
[Hoboken, NJ] — [2/26] – Game Revenant announced today that it has been nominated in the 15th International Mobile Gaming Awards (IMGA Global). The IMGA is the longest standing and highest regarded mobile games award program started in 2004.
Where Shadows Slumber is an indie mobile puzzle adventure game based on light and shadow. You guide Obe, an old man lost in the forest, on one last adventure at the end of his life. Use your wits, your lantern, and the shadows it casts to manipulate the world around you and find your way home.
“Nominees like Game Revenant highlight the new standard of creativity and the emerging quality of the productions found in mobile gaming”, said Maarten Noyons, founder of The IMGA.
“We’re honored to be nominated alongside this year’s best and brightest on the mobile platform. Thank you for believing in our little game, IMGA!”, said Frank DiCola, founder of Game Revenant.
As a nominee, Game Revenant is also eligible to win the People’s Choice Award, which is voted online by fans across the globe. From now until March 14th, 2019 Where Shadows Slumber fans and gamers can cast their votes at https://www.imgawards.com/winners-nominees/15th-imga/
will be announced on March 19th, 2019 during the highly
anticipated IMGA ceremony, which will take place in the Minna Gallery in
About Game Revenant:
Game Revenant was founded in Hoboken, NJ by Frank DiCola. Where Shadows Slumber was designed and developed by Jack Kelly, with art and animation by Frank DiCola. PHÖZ, the duo of Alba S. Torremocha and Noah Kellman, created the game’s beautiful audio. The official game website was created by Caroline Amaba.
About the International Mobile
IMGA is the longest standing mobile games award program started in 2004. With
its long history and unique judging process, it has brought some of the world’s
most popular titles into the limelight the likes of Candy Crush Saga and Clash
of Clans. It is the only competition that unites the industry by celebrating
excellence and innovation in games.