open your mind.

Making games is a constant paradox. One moment it’s an exhilarating, motivating and joyful journey, and suddenly it’s one of the most painful, disheartening and depressing endeavors ever. It’s an emotional roller coaster where every few weeks or months, the mind does a full 180 and shifts from one pole to another (hello burnout).

That’s why it’s so hard to constantly be sharing the work we’re so sure and so unsure about at the same time. It’s easier to retract into our bunker, working away, birthing and killing work as we scroll through amazing work shared by others.

But now feels like a kuato is screaming “open your mind” to us, meaning it’s time to share more, to be open about how active we actually are with game making.

We’re currently working on 2 simultaneous projects that are very different from each other. One of them is Reason Unfound, a first-person horror game in collaboration with Daisy Games. And the other is the rebirth of Quetzal, which we resumed development in late 2023 after more than a year of hiatus.

We have so much to share about Quetzal, but our need to get things to a great level of polish is delaying showing anything, so this is the time to show some WIP stuff.

Since resuming development, I’ve started working on level design, which I’m absolutely loving. The best part of this is that I can advance with levels while Milo implements new mechanics or works on Reason Unfound, so this approach is more sustainable than Milo working on mostly everything. I’m very happy to have expanded my role to be able to impact development so much more than before, and my goal is to expand more and more.

From now on, both Milo and I will write occasional small updates on where we are at and what we’re thinking, to get used to sharing more with the world and stop doubting our work. We have so much to learn, improve on and create, but we need to get comfortable with the uncomfortable in order to push ourselves more and find our voice as a studio, because for now, this is our experimentation phase.

Thank you very very much for reading this. As promised, a preview of some of our new unpolished levels:

Milo & Giulia

Written by Giulia

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one week, two demos