
With an up-front cost people may feel conned into buying and then be disappointed. You also get a lot happier players, because those that convert are doing so knowing exactly what they’re buying into. On the one hand you get a lot of downloads.
#THE HOUSE THE SILENT AGE FOR FREE#
Offering the first half of the game for free did have its benefits and drawbacks. While we raised a substantial amount, it wasn’t enough, but the feedback we got on the game was so overwhelming that we got an investor to help develop Episode Two.Īn early level sketch from The Silent Ageĭid releasing the game in two halves pay off? So instead we decided to ask for donations, and see if we could collect enough donations to develop Episode Two. When we were ready to release everyone told us we couldn’t sell games on mobile anymore. The first episode was free and the second was paid – how did you settle on this distribution model? The Silent Age was originally split into two episodes on mobile devices.

We wanted to make sure players got a good flow through the game. It was just too difficult for me at that age, so we factored this difficulty OUT of the design of The Silent Age.

Of course, like so many others, I never managed to complete Monkey Island. I myself hadn’t played any since Monkey Island and Beneath a Steel Sky. We’re all fans of adventure games to some degree. Were you already a fan of the point-and-click adventure genre?īack in 2011 there weren’t many point-and-click options on mobile, and we felt it would fit well with touch screens. 🙂 It was a funky and very iconic time, and I think a period Thomas is very fond of in terms of style, music and culture in general. The reason the game takes place in the 70s is, well, the 70s. Well, we figured we’d be finished and have the game released in 2012, and so set the other time 40 years in the past. What made you decide to set the game in 19? We also brought in the very talented Anders Petersen to help give Joe his personality and guide the story. We wanted the significance of events to kind of flow over his head, without him really realising it. In my review, I described Joe as an ‘everyman’ – was making him an ‘average Joe’ (pardon the pun) intentional by design?Ībsolutely. As a designer he’s very good with Illustrator and he designed the whole game using it.

I love the art direction of the game! How did the team arrive at this unique visual style? He’d picture the building in its heyday and this is very much reflected in The Silent Age, where the player literally travels between the desolate abandoned future, and a present ‘heyday’. He is a big fan of urban exploration, where you explore old abandoned buildings and other man-made structures. Where did the original idea for The Silent Age come from? Thomas had this great idea for a game about time travel, and so the three of us decided to start a studio together. House on Fire was founded in 2011 – can you share some insight into how the studio was formed?Ī few months earlier I had quit my back-end development job, started a game studio on my own and was working on some prototypes, when my co-founders Linda and Thomas found themselves out of a job as the company they worked for closed down. Hi Uni, thank you for your time and welcome to Alternative Magazine Online! AMO is therefore proud to present an exclusive online interview with Uni Dahl, CEO and Co-Founder of indie game studio House on Fire, where we explore the innards of The Silent Age!
#THE HOUSE THE SILENT AGE FULL#
Alternative Magazine Online recently reviewed science fiction point-and-click adventure game The Silent Age HD (PC), describing it as “a gripping tale of time travel gone wrong.” It’s a thoroughly engaging experience full of time travelling shenanigans and polyester trousers, featuring a groovy moustached average Joe protagonist.
