Adding books and bottles - details. Adding books and bottles - details. Adding books and bottles - details. Adding books and bottles - details. Adding books and bottles - details. Adding books and bottles - details. Adding books and bottles - details. Adding books and bottles - details. Adding books and bottles - details. Adding books and bottles - details.

Adding books and bottles - details.

Just a few quick screens from the last room that we are adding to this build. Environments are now complete !
Here the increase in ceiling height, and a monotonous pallet are deliberate and drastic shifts to separate this room from the rest of the spaces. It is a room without doors and you will only end up in this room if you manage to find photographs of it to walk into. Just a few quick screens from the last room that we are adding to this build. Environments are now complete !
Here the increase in ceiling height, and a monotonous pallet are deliberate and drastic shifts to separate this room from the rest of the spaces. It is a room without doors and you will only end up in this room if you manage to find photographs of it to walk into. Just a few quick screens from the last room that we are adding to this build. Environments are now complete !
Here the increase in ceiling height, and a monotonous pallet are deliberate and drastic shifts to separate this room from the rest of the spaces. It is a room without doors and you will only end up in this room if you manage to find photographs of it to walk into. Just a few quick screens from the last room that we are adding to this build. Environments are now complete !
Here the increase in ceiling height, and a monotonous pallet are deliberate and drastic shifts to separate this room from the rest of the spaces. It is a room without doors and you will only end up in this room if you manage to find photographs of it to walk into.

Just a few quick screens from the last room that we are adding to this build. Environments are now complete !

Here the increase in ceiling height, and a monotonous pallet are deliberate and drastic shifts to separate this room from the rest of the spaces. It is a room without doors and you will only end up in this room if you manage to find photographs of it to walk into.

Moon rhymes.
Trying out painted props to bracket the second environment which is essentially a small square of terrain. A stage for strange stories. Moon rhymes.
Trying out painted props to bracket the second environment which is essentially a small square of terrain. A stage for strange stories. Moon rhymes.
Trying out painted props to bracket the second environment which is essentially a small square of terrain. A stage for strange stories. Moon rhymes.
Trying out painted props to bracket the second environment which is essentially a small square of terrain. A stage for strange stories. Moon rhymes.
Trying out painted props to bracket the second environment which is essentially a small square of terrain. A stage for strange stories. Moon rhymes.
Trying out painted props to bracket the second environment which is essentially a small square of terrain. A stage for strange stories.

Moon rhymes.

Trying out painted props to bracket the second environment which is essentially a small square of terrain. A stage for strange stories.

Another song from the radio.

From the diary of Major Subedar Connington.

Kayamgadh 1893

All the children have run away from Kayamgadh.

They have vanished with the rain clouds and the last fragmented strains of the early morning muezzin call. Nobody knows where they have run off to, and nobody wonders.

People know that to wonder is to question. To wonder is to probe and doubt and disturb the perfect absence of every child.

They simply know that all the children have run away from Kayamgadh.

But If, upon this disappearance the traveler were to venture south of the city walls, he would find footprints and stories of these vanished children.

Here a kachori vendor recalling their voices, and there a firki seller recalling how their little feet traced across the desert sands that surround Kayamgadh.

And these traces would lead the traveler to another city, much like Kayamgadh. Only younger.

Where all these vanished children would be found holding their firkis and wooden tops and fried bananas wrapped in squares of cut newspaper. 

And these children, would stare at the traveler, wonderingly.  Disturbed by this intrusion in their perfect escape. Resenting the presence of an older person.

Because they would believe that all people have run away from Kayamgadh. And only the children now remain.

Somewhere featured on Rock Paper Shotgun !

Take a peek, the article is a wonderful introduction to our game.

http://www.rockpapershotgun.com/2014/07/17/somewhere-stealth-game-borges-calvino/

The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments. The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !
The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments.

The four rooms from the first environment of our alpha build are almost complete. The textures and the lights need a bit of work, and the lightmap could be better but quiet happy with the somewhat intricate result !

The alpha ( tentatively called enactment ) will follow closely the structure of fictions. Closed environment, followed by an act two in an open space and then back again into closed environments.

The song that plays on the radio.

Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like. Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like. Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like. Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like. Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like. Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like. Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like. Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like.

Still working on the same environment, here are a few screens from the adjoining room.  Tried three dimensional paintings - the poitraits seem to work best, with their odd volumetric within flattened frames. Need to make them less window like.

Started work on this room after a bit of a hiatus, just a quick set of details with very rough meshes and quickly assembled textures. wip !  Started work on this room after a bit of a hiatus, just a quick set of details with very rough meshes and quickly assembled textures. wip !  Started work on this room after a bit of a hiatus, just a quick set of details with very rough meshes and quickly assembled textures. wip !  Started work on this room after a bit of a hiatus, just a quick set of details with very rough meshes and quickly assembled textures. wip !  Started work on this room after a bit of a hiatus, just a quick set of details with very rough meshes and quickly assembled textures. wip !  Started work on this room after a bit of a hiatus, just a quick set of details with very rough meshes and quickly assembled textures. wip ! 

Started work on this room after a bit of a hiatus, just a quick set of details with very rough meshes and quickly assembled textures. wip ! 

Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some

Some images from a quick lightmap. ( too much contrast and the resolution is a little low ) but good enough to highlight some

A quick post showing some early screens from the first draft of the new environments. A quick post showing some early screens from the first draft of the new environments. A quick post showing some early screens from the first draft of the new environments. A quick post showing some early screens from the first draft of the new environments. A quick post showing some early screens from the first draft of the new environments. A quick post showing some early screens from the first draft of the new environments. A quick post showing some early screens from the first draft of the new environments. A quick post showing some early screens from the first draft of the new environments. A quick post showing some early screens from the first draft of the new environments.

A quick post showing some early screens from the first draft of the new environments.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).
Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

We are reworking fictions for our IndieCade submission, while also using it as a small test build for additions and changes we have made to the game since then. In particular we expect to use the simple structure of the build to test a rather odd mechanic we have been working on ( more details soon ).

Meanwhile, before we completely destroy most of the old geometry, here are a few reworked screens with new color experiments and painted textured.

Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap

Figured out how to make small gifs. So this is just a tiny gif-look at the Sarai. Hmm. The gifs do not seem to work ! nevermind here are a few images from the first rough lightmap