“Get Lamp” Discount Deadline Approaches

A gentle reminder for those interested enough in text adventures to be eagerly awaiting the arrival of Jason Scott’s sure-to-be-singular documentary on the matter, GET LAMP: the pre-order discount ends on January 1st.

According to Scott, the documentary will be priced at $40 for a 2-DVD set that will reportedly include additonal “wrap-ins” in the package, although no word yet as to what those are. It’s set to be released in March 2010, around the same time as the PAX East convention, where the movie will be premiered alongside (hopefully) a host of other interactive fiction-related panels and presentations, which is pretty neat.

But if you know you’re going to buy the documentary, you can pre-order it now for 25% off, or $30 (plus shipping).

Ordering now is helpful for Scott because, as he says, it “helps build up the money to do a good production run, to make the deposits to the duplication firm, and to order any wrap-in objects that will accompany the packaging.” I’m sure it will also help him in some way to finish it more quickly, as he now has the ultimate do-or-die deadline coming up soon.

Based on my own experience with Scott’s writing, presentation, and production skills, particuarly with his previous documentary on BBS’s, GET LAMP has to be about as close as you can get to a sure bet, assuming you have an affinity for the subject matter. It promises to be an entertaining, high-quality documentary piece that will surely set the standard for historical accounts of the history of text adventures.

Seriously, if you’ve read this far and you haven’t ordered it already, why the hell not?

>PRE-ORDER DOCUMENTARY
Link to the GET LAMP 25% discount pre-order special, ending January 1st

>WAIT
Time passes…

Posted in adventure games, interactive fiction, text in games | Leave a comment

2009: A Shecky Greene Kind of Year

For Vespers, I’d say 2009 was a mixed bag. We started out with some nice momentum, on many fronts, and it lasted about half the year. N.R., as usual, was a model of consistency, churning out an impressive amount of material. He completed all of the models and textures for Act I, which was a nice accomplishment, in addition to all of our GUI and logo work. He’s already started chipping away at the additional models needed for Act II and beyond, with much of the work already done. We also got our web site up and running, and although it needs additional content, it’s good to have most of the structure already in place, with the connection to this blog. The forums are also ready to go, for the most part, but I’ll wait on opening those up until we start the alpha testing sometime early in 2010. And as for the animation, we started out great with our trio of interns, managing to get through most of the Act I animation work for the NPCs (and even the cat). We even started planning out the first cutscene, storyboards and all.

Actually, when I think back on 2009 it kind of reminds me of an old board game I used to have as a kid, called “Win, Place, & Show”. It was a game about horse racing, which I suppose just proves that there’s a board game out there about everything. And of course, through the magic of the intertubes, you too can experience one of the memories of my childhood.

Win Place & Show

Shecky fading down the stretch, kinda like 2009 did.

The game involved a combination of skill and luck, and was mostly guided by the power and characteristics of your horse as represented by a set of numbers, one for each turn in the game. Some horses were slow or fast starters, some picked up steam towards the end, and some faded out miserably. But you never knew how many turns were needed to complete the race, since this depended largely on the roll of the dice. So sometimes you were lucky and reached the finish line before your horse petered out, while other times you were unlucky and you never got the chance to kick it in at the end.

1973 Derby, WP&S-style

Shecky's stats at the '73 Derby, according to Win, Place, & Show

2009 was kind of like Shecky Greene at the 1973 Kentucky Derby. Middle of the pack odds, lots of power up front, but not much on the back end. Certainly no match for Secretariat. I’m sure the WP&S folks produced their numbers by reviewing the race and estimating the values for each turn based on how it went. Seeing that Shecky started out great and led the race for much of the way, I can see where they get these numbers. In the end, though, as reflected in the numbers, Shecky faded down the stretch and finished a distant but respectable 6th. (Lesson learned—Shecky: fine name for a comedian, not so much for a thoroughbred.)

So, as was the case with equine Shecky, momentum was not an easy thing to maintain as the Secretariats and Machinariums blew past us en route to spectacular finishes. Right around July things started slowing down, and it was tough to get things going again. I can think of a good number of things that contributed to this: vacations in July and August, preparation for the Austin GDC talk, the slow dissolution of the animation intern group and, finally, the house project.

Yeah, the house project. The wife and I decided it was finally time to do some significant renovations to our house, and we ended up having to move out while the work is being done. So we’ve been living in a small apartment while the contractors tear the living hell out of our house. That’s had a significant impact on progress, particularly since my server is temporarily down and it’s tough to get much done on my displaced dev machine.

I was also sidetracked for a few weeks while pondering the move from TGE (Torque Game Engine) to TGEA (TGE Advanced), which would provide some improvements and additional options, particularly on the graphics side. In the end, it would require far too much work to port everything over, as it became clear early on that many features broke in the new engine despite it being a close relative.

Original Shecky, ca. 1981.

Nevertheless, we forge ahead into 2010. The animation interns have been replaced with two promising Torque veterans, and we’re already making some progress on the last of the Act I animations. N.R. is just about done with the last of the stained glass windows—no small feat to be sure—and not long after that we should be done with all of the church items, which would be a significant milestone. With just a few more animations and some code contortions, we should have everything set for the demo, and at that point we’ll be ready for some serious alpha testing. Hard to say when exactly that will be, but I’m hoping it will be before Spring. Interested testers, keep me in mind—I’ll be needing you soon!

Hope everyone has a great holiday season and a happy, healthy, successful 2010.

Posted in 3D/if, Vespers | 1 Comment

Touché, aaronius

Occasionally I surf around the IFDB looking for goodies. I really like the way it is set up, as it takes a number of cues from other community sites that encourage engagement and social interaction. Often I’ll find myself weaving my way through games, reviews, and lists before realizing how much time has passed, and typically I’ll come out with a couple of new games to add to the play list. I also absolutely love how it is so smoothly integrated with Zoom (and others, like iPhone Frotz), which so effectively feeds the immediate gratification beast. Anyway, I digress.

I was flipping through some IFDB pages the other day, looking for some choice information on this year’s IFComp winner, Rover’s Day Out, when I noticed that it had already made someone’s online IFDB poll:

“Games with Impossible-to-film moments”, by aaronius.

Okay, I get it. See, Aaron, now you’re just gloating. I know you finished Blue Lacuna, all ten wonderous and intricate chapters, light years before Vespers is even close to hitting alpha—and on top of that it’s a fantastic, groundbreaking piece. But this, this is just rubbing it in.

The poll?

I’m looking for games that demonstrate the power of text-based games. Games with sentences that would make developers of 3D games weep, like “The army of ten million robots marched over the liquid landscape,” or “She concealed her anger perfectly.”

Oh I weep, Aaron. Something as relatively tame as Vespers has me weeping almost daily. Sentences, passages—entire sequences. Just the avalanche scene alone is enough to keep me up at night. Must you see me weep more?

Honestly, though, I can’t imagine it is too challenging to find IF with exasperatingly difficult-to-implement-in-3D passages, and plenty that are designed in such a way that translation into 3D would not just be onerous, but essentially pointless. I doubt there are many people who fail to see the intrinsic advantages of the written word for (at least) certain aspects of storytelling. The translation of books into movies is an obvious analogy, and I’m sure Peter Jackson (Lord of the Rings), Chris Columbus (Harry Potter), and countless other directors had their fair share of sleepless, weeping nights. Certainly this would extend to the gaming world, at least for those demented enough to consider translating an IF game into 3D.

Take even something as (relatively) simple as dialogue: despite the fact that NPC conversation still has glaring limitations in the text-based world, it still far exceeds anything being done in 3D games for many reasons, not the least of which is the inability to delve anywhere below the shallow surface of expression, thought, and emotion. Non-verbal communication of all kinds, from facial expressions to internal thoughts to detached narrator descriptions, can convey sophisticated and subtle information far more easily and deftly than anything currently available in 3D, where there is already little latitude or patience for subtlety. After all, in 3D, you might not be able to tell if what you just saw was a subtle gesture or merely a graphical glitch.

Even what might be thought of as a simple physical gesture can be added almost as an afterthought in text, but cause turmoil in the 3D world. Take this brief passage from Vespers, when the player first encounters Ignatius:

Brother Ignatius sits in one of the pews near the front, staring intently at the candles.

>TALK TO IGNATIUS
“How are you, Ignatius?” you ask, laying your hand on his shoulder.

He startles, whirling around, his bad eye twitching and shuddering. “Oh, father. You spooked me.” He shakes his head. “I’m sorry, what did you ask?”

There is plenty of information conveyed in what seems like a few insignificant physical actions described in that passage—the touching of the shoulder communicating something about the relationship between the two; the whirling, twitching, and shuddering communicating something about the NPC’S mental state. But in a pure 3D world, even simple actions like those become problematic because of the introduction of space. Where might the player be standing when he encounters Ignatius? How could we make sure the player’s hand actually touches the NPC’s shoulder? How do we ensure that the NPC whirls around to directly face the player instead of looking the wrong way? Missing on either of those is potentially worse than not including them at all. There are certainly workarounds for those, but they require additional planning and work for arguably less reward than something that is done almost effortlessly in text.

Of course, that’s part of the curse of taking an established text game and adapting it into 3D; the game is already designed for a particular medium, and does its best to utilize the established techniques and strategies available to it—strategies which don’t always translate well to other media. A graphical translation (even if it is a hybrid) will undoubtedly highlight, maybe even accentuate, the limitations of the graphical approach within that context.

Still, the point of the Vespers experiment is not to see if we can provide in 3D the same or better Vespers gaming experience than already available in text. This is primarily to see if, generally speaking, the text interface of IF and the graphical interface of first-person 3D have the potential to live together and synergize, maybe becoming something more than each alone. A true (and perhaps best) test of this hybrid 3D/IF approach would be a game designed from the ground up for this medium. Could it be that 3D/IF has particular strategies, not yet discovered or explored, that would provide unique opportunities for expression and storytelling? In ways previously unavailable, or available to only a limited extent, in either medium alone? I have no idea. I really hope to find that out eventually.

But for now: touché, my friend.

Posted in 3D/if, Vespers, game design, interactive fiction | 2 Comments

Congratulations, You’ve Been Kickstarted

In what will amount to essentially a formality, the Jason Scott Sabbatical is set to be officially Kickstarted in just a few hours.

Scott, the digital historian, archivist, and documentarian (not to mention unusually entertaining writer and speaker) responsible for such intense goodness as Textfiles.com, archiving Geocities, the highly recommended BBS Documentary, and the soon-to-be-almost-certainly-highly-recommended text adventure documentary GET LAMP, is going on paid sabbatical. Scott recently lost his day job, and since he was doing all of this wonderous stuff on the side in his spare time, not having a steady income seriously jeopardized future progress on these projects. So he took matters into his own hands and, thanks to Kickstarter, a whole mess of supporters stepped up to the plate for him. A few hundred, actually.

Kickstarter is a pretty slick idea, because it lets entrepreneurs test the waters to see what kind of support is out there, while allowing supporters the opportunity to express their interest using a comfortable buffer, making sure their contributions will at least fulfill a predetermined total needed to perform the work. Scott is so passionate about his projects that he wanted to be able to work on them full time. It’s nice to know that there are a lot of others out there besides myself who think he is so good at what he does, and his work is so valued, that we’re willing to see what kind of magic he can conjure up if given ample time and opportunity. I imagine that’s a very rewarding feeling for him, too.

The cool thing about it is that he took the chance and put it out there. Asking people for money to support you while you do things you’ve normally just been doing on the side is not that easy to do. I imagine people have very different opinions on this type of thing, from “great, if you can get away with it” to “criminy, are you serious?”

But let’s face it, Scott takes on projects that are pretty unique, and he does them with skill and passion and flair. He goes all in with each one, no holding back, no half-ass efforts. There are a lot of people that think there is great value not only in the projects themselves, but in the mind and hand behind them, and this public acknowledgement of that is pretty cool.

So have at it, Mr. Scott. The next few months promise to be an entertaining trip for all of us.

Posted in miscellaneous | 1 Comment

IFComp, I Hardly Knew Ye

Rovers Day OutAnd, there we go. Another IFComp come and gone, with the winners announced this past week. It sounds like the 15th Annual was on par with most, although there appeared to be significantly fewer games overall than in the past (24, compared with 35 last year, 43 in 2006, and 36 in 2005). An ominous sign? Not the way I see it. As others have pointed out elsewhere, this year could be considered an excellent year for IF — in particular, non-comp pieces. We saw quality, ambitious works such as Aaron Reed’s “Blue Lacuna” and Jimmy Maher’s “The King of Shreds and Patches”, not to mention Textfyre’s release of their first two commercial pieces, “Jack Toresal and the Secret Letter”, and the acclaimed “The Shadow in the Cathedral”. So there was certainly no shortage of good IF this year.

This year’s Comp had one relatively clear-cut winner, Rover’s Day Out. Many good things were said about this game by reviewers, to wit:

Spunky and inventive, with lots of polish and enough freedom in the late game that the hard things aren’t too hard. I particularly liked the characters, and the way the game managed to make its complicated premise seem reasonable and comprehensible. -Emily Short

What’s also interesting is that, in looking over other people’s reviews of the game, there were many that were not especially glowing. I haven’t delved into the Comp this year, and Rover in particular, to know exactly how it outperformed the rest of the field by such a nice margin. But regardless, my impression is that it’s a worthy winner that I’ll eventually check out.

IFComp time is a fun time of the year for me, but it really passed by in 2009 with barely a ripple on the Brew, and I’m left feeling a wee melancholy. I’m not sure exactly why that was, although I suspect much of it had to do with the IF talk I gave at the Austin GDC. So much research and preparation went into that talk that it was almost like I gorged myself, so perhaps I just needed a bit of a break from IF. Another consideration is that I finally got around to actually playing some other games this fall, including the much-anticipated Machinarium, so my attention has been pulled in different directions.

So I’m a bit sad that I didn’t partake in the festivities this year, but if 2010 is anything like 2009, there should be plenty of new IF goodness to feed on before long. And, hopefully, that will include Jason Scott’s GET LAMP, now that he can spend some quality (funded) time on it.

Posted in adventure games, interactive fiction | Leave a comment

Long Live the Animator

You may have noticed (if you’ll allow me the fantasy that anyone is paying attention) that it has been a while since the last Vespers update. This is for many reasons, of course. It might just be easiest to say that it’s because there hasn’t been a whole lot to report. I wish that wasn’t the case, but so it goes.

Most of it, as usual, originates from the animation side of things. What began as a promising venture with three local animation students eventually fizzled out. One of them made a little bit of progress over a long period of time, but couldn’t get much further due to classes and other obligations. Another never really got off the ground. The third did actually get a lot of quality work done in the time we worked together, but life issues with women and career eventually derailed that train, and he faded into obscurity. It was, to be sure, a useful path to follow, as we now have all of our character models essentially working the way they should. But a game like this has a lot of animations to be done, and we’re only a fraction of the way there.

Animation is clearly the bottleneck that is keeping this project from making any serious advances. It’s frustrating, because I keep ending up in the same place and it’s hard to keep the wheels from spinning. As it turns out, in what is surely a surprise to nobody except perhaps me, a game with a lot of expressive character animations might not be the best project for a small indie group to tackle. Bad animation just won’t cut it, but good animation is hard to find if you’re not walking around wagging fistfuls of dollars in people’s faces. Apparently, the prospect of even some payment — granted, well below market value, but not exactly pocket change — isn’t itself enough incentive to maintain the interest of a decent animator for very long.

I remember joking years ago, as another animator drifted into the void, that if I had just sat down and taught myself animation over that same period of time, I’d at least be in position by then to be doing the animations myself. Funny thing is, if I really had done that, I’d have a few years of animation experience under my belt by now. Assuming, of course, that I hadn’t already left myself for another project.

Not to worry, though, as we do have a new animator joining the project, Daniel, who is luckily already well-versed in the mystical ways of Torque. That means he has been able to jump right into the project without a long period of adjustment, which is extremely nice. So hopefully we’ll have some new material coming through soon, and we can get this thing back on track and moving forward again.

Posted in Vespers | 4 Comments

Indie, Part-Time

As I was cruising around GDC Austin from one session to the next, I began to gain a greater appreciation of how much of the conference was geared toward the business side of game development. This isn’t surprising, of course, given that game development is an entertainment business, and GDC is all about how developers can do all parts of their jobs better. But whether it’s because of the tough economic times, or the rapid saturation of the iPhone game market, or the wide proliferation of MMOs and social games, or the plummeting price point for online and mobile games, it just seemed like there was a greater emphasis on economics than I experienced last year, unless I’m just forgetting.

There were many sessions at the conference on how to maximize things like productivity, exposure, earning potential, sales, and so on. How to pitch your game to publishers. How to get your game on more portals. How to make a profit while selling games for $1.99 a pop, or less. How to attract players and create communities around your games.

Most of it, at least the parts that I was able to attend, was very good. And much of it targeted the indie developer, who has it pretty tough in today’s world without big marketing budgets and publisher deals. It’s the kind of information that can really benefit the smaller groups trying to earn a living making their games, their way. There’s not a lot of room for error, and smaller indie developers need to have a strong business plan and marketing savvy if they want to survive and earn enough income to support themselves and their families. Miss on one or two titles, or take too long in between releases, and there is a real risk of folding up shop and finding another line of work.

That doesn’t describe me, though. I’ve always considered myself an indie developer, but it isn’t my day job. I’m not dependent on game development for a steady flow of income. I don’t have all of the concerns about leasing office space, making payroll, or employee health insurance coverage. There are many indie developers who do, but there are also many in the same position as me. Usually smaller groups or individuals working on their spare time, out of their homes, with similar (although perhaps slightly less ambitious) goals. Indie developers, yes, but perhaps in a different category than those trying to earn their living from it.

Does that make me a hobbyist developer? I wouldn’t necessarily say that, either, but it depends on your definitions of hobbyist and indie (and we hates definitions). I think of hobbyists as people who make the games they want to make, often without regard for market saturation or earning potential. Hobbyist games are often targeted to niche (even ultra-niche) audiences, the kind that larger companies overlook. To the hobbyist, game development is a leisurely pursuit; no deadlines (mostly), no strings of all-nighters, no rush to get the game finished and on the market. Budgets are usually nonexistent, or tiny at best, and high-quality art assets such as models, animation, and sound are hard to come by. But in general, that’s okay. Lower production qualities are offset by the love, caring, and creativity that emerge in the final product. Hobbyists are not dependent on their games for income and, at the extreme, are not seeking any income at all.

Adam Cadre perhaps said it best in an interview back in 1999, in reference to interactive fiction — which, it could be argued, is a medium almost exclusively populated by hobbyist developers, although his statement could be extended to hobbyist games of all types:

“It seems to me that the primary motivation for projects such as these is self-expression.”

It’s tough to sell the idea of the hobbyist developer, though, because of the perception of the term hobbyist. Many people don’t like it, since it seems to imply a lower standard or less sophistication to some, perhaps in a similar way that crafts are viewed in relation to art. I don’t feel this way personally; I think a lot of excellent, unique, and creative games have been made by people who I would fit squarely into this group. But sure, indie does come across as more fashionable and hip than hobbyist.

I probably fall somewhere in between the two ends of the spectrum–the struggling, self-sufficient indie developer on one end, the unburdened, leisurely hobbyist developer on the other. That spectrum is hard to define more precisely, though. Where does the transition from hobbyist to indie occur? What factors are important to the transition?

I don’t have enough time, or the absolute necessity, to put tremendous effort into all of those things outside of direct game development that make up the “business” side of things — strategic planning, marketing, community engagement, exhaustively working the publishers and portals. But I do intend to put some effort into those things. I want Vespers to be seen and played by as wide of an audience as possible, and I want it to generate a good deal of discussion about how text and 3D can be synergistic. And if we do decide to sell it, I want to be sure that we’re putting effort into maximizing sales, within the limits of my ability to dedicate time to this effort.

At AGDC, I found myself a bit overwhelmed at all of the information a person needed to synthesize in order to maximize their potential for success in the gaming industry. A good example was the talk given by the Wolfire folks on PR strategies for small developers. Wolfire is the example of how a small company can generate some serious interest in their work by putting a strong emphasis on public relations and community building. But they do it by hiring a PR guy, and then putting tremendous effort into both onsite and offsite implementations: a group blog, forums, IRC channel, live chat, YouTube, Facebook, Twitter, ModDB, Steam group, and Game Trailers, to name some. That’s a lot of work, but it’s paying off for them so far. I can’t really hope to generate the large community that Wolfire has cultivated, as I have neither the time nor the ability to create and maintain even a fraction of those resources, while still working on the game, all in my spare time. Same is true for many others.

Perhaps it makes sense to think of a category in between the extremes of leisurely hobbyist and self-sufficient indie. You might call us part-time indies. More interested in the business and marketing side of indie game development than pure hobbyists, but without the time, ability, or need for the full-court press of the hard-core indies. Does that even make sense? I’m not even sure how much good it will do to slap a label on this group. But, in some ways, I suppose it’s helpful to have a better idea where I fit in the grand scheme of things.

More of a mental exercise than anything else, of course, but it’s something that I began thinking about at GDC Austin and wanted to explore further here.

Posted in game design, indie game business, indie games | 2 Comments

Austin GDC Slides

I know a couple of people were interested in seeing the slides I presented at the Austin GDC, so I’ve (finally) made them available for download.

There are two versions available. The slides are available in their native PowerPoint (.ppt) format, as well as in PDF format for those who don’t have access to PowerPoint. The PPT version is preferable, since it contains some of my notes for each slide. I sometimes include slides without much descriptive text on them, so having the notes available will help others to know what I was trying to communicate. For some reason there’s something a little denuding about putting my notes out there with the slides, but so be it.

The PDF file does not contain the notes, since I couldn’t figure out an easy way to do that. But there is this option available for those who cannot open PPT files. (Of course, if you really want the notes and you don’t have PowerPoint, you can always grab OpenOffice.)

I would welcome any comments people have about the slides, so feel free to send them my way. And please let me know if any slides need clarification.

Link to PowerPoint slides (with notes).

Link to PDF slides (without notes).

Posted in interactive fiction | 4 Comments

Anticipation II

Back in February of this year, I wrote about an indie game that I was really looking forward to: The Path. The game has since been released, of course, and I would say it was well worth the wait. Not necessarily because it was a great game—as with their earlier piece, The Graveyard, it was less a game than an interactive narrative experience—but because it was a well-crafted work that encouraged and successfully produced a good deal of dialogue about its subject matter and about interactive narrative in general.

Another piece that has been on my radar for some time is Amanita Design’s Machinarium. They’ve been making the rounds for some time now with occasional blog pieces, early pre-order specials, and rare teaser trailers. They even provided those who pre-ordered the game with a special “pre-order pack” consisting of hi-res screenshots and soundtrack previews. So they’ve done a pretty good job of getting the word out and generating some pre-launch interest.

Of course, it doesn’t hurt that the game won the award for Excellence in Visual Art at the 2009 IGF, or that it was selected for the PAX10 Showcase of Indie Games just a couple of months ago. All signs seem to be pointing to an interesting, beautiful, and most likely fun game.

In addition to a short little teaser released just a few days ago, Amanita announced yesterday the availability of a short demo of the game for PC and Mac. They also announced the release date of October 16th, just two weeks from now.

The demo isn’t very big (36MB for the Mac version), and it’s short, but it looks fantastic. The artwork is outstanding; that we already knew. And we’ve seen snippets of gameplay from the trailers, which appears to consist of interactive, object-based puzzles, although I gather there is some nice creativity in the way they are implemented.

I don’t yet have a good feel for how long the full game will be, what the underlying narrative will be like, or the variation in the types of puzzles and solutions offered. But it looks like it is a natural evolution from Amanita’s previous offerings (such as the Samorosts), but with considerably more length, depth, and narrative.

So far, at least, this game looks like it will offer a fun, unique, and visually beautiful addition to the graphical adventure genre.

Posted in adventure games, indie games | 1 Comment

New Host, New Sites

For a little while now I’ve been setting up a website for Orange River Studio and Vespers, and I’ve reached the point where it’s pretty much ready to go live. But that also gave me the opportunity to switch from Blogger to WordPress for this blog, and after some testing I think it’s time to make the switch. So the new URL for The Monk’s Brew is now http://orangeriverstudio.com/monksbrew, although I’ve tried to set things up so that the feeds transfer over seamlessly. So there shouldn’t be any need to re-subscribe to the feed, and most links should transfer you over automatically. I’m still learning about this whole process, though, so I wouldn’t be surprised if I missed something. If anyone discovers this is the case, by all means let me know.

Although Blogger is nice, I’m really liking WordPress. I’m very impressed with how powerful it is, while still being very easy to learn and use.

The new web site for ORS and Vespers is just http://orangeriverstudio.com/, although http://vespers3d.com/ will also take you there. I had a lot of help creating the site, which was done with Joomla. There is definitely a learning curve with Joomla, but it’s beginning to grow on me.

It’s still very much a work in progress, and I’ll be filling in content as we go and giving updates and announcements about it from time to time. I’ll also have forums up and running soon, as we make more progress with the game. Any comments or suggestions for the site are welcome and appreciated!

Posted in Vespers | Leave a comment