Archive for Casual

Light Fall wins Best Hardcore Game at Game Connection!

Hey everyone, it’s been a while! We thought this news would be perfect to begin a new post with, so here we go… Last weekend, Light Fall won the ‘Best Hardcore Game’ award at Game Connection Europe in Paris! This win puts the cherry on top of a great few months of nominations and accolades for our game.

It’s Praise Season for Light Fall!

It all started at the beginning of this summer, when we submitted our game for the Game Connection Development Awards. We then attended the BitSummit in Japan, where Light Fall was named Title of the week in the world-renowned magazine Famitsu.

Shortly after, the game was selected in the Indie Arena Booth for Gamescom. A booth that gathered the 80 best indie games in the world. It was obviously a great honor to be among such a tremendous group of games.

After our event in Germany, we then traveled to Korea for the Busan Indie Connect Festival. There, Light Fall was nominated for Excellence in Audio, Art, Narrative and Casual, as well as for the event’s Grand Prix. Unfortunately, we didn’t end up winning in any category! However, it felt great to be nominated and showed that the game was on the right path.

Then, at the beginning of October, we got an email… We were nominated in two categories at the Game Connection Development Awards; Best PC/Console Hardcore and Best Hardcore Game. We ultimately won the latter. This means a lot to us as it is our first big award in the industry. It’s cool to see the game being well-received, even though it isn’t released yet.

David attended the gala to receive our award for Best Hardcore Game.

SFX/Soundtrack Update

We are currently finishing up our first pass for the SFX and soundtrack of the game. As we said in an earlier post, we are working with Peak Media, an agency specialized in this field. They have been very pleasant to work with and their talent truly makes the atmosphere of Light Fall much more immersive.

Right now, they are working on the remaining SFX for the last two acts of the game. After that, we will be left with the ambiance of the in-game cutscenes and a final pass to fix things here and there.

Complete PC Version Almost Done

Right now, the complete PC version of Light Fall is almost done. We are finishing up some stuff on the last boss of the game and entering the final polishing phase of production. We have been working on the game since March 2014, and it feels surreal to finally see it all in one piece. Without revealing too much, we have a few screenshots to share below.

The Vipera’s Forest: the dangerous and exotic third act of the game.

A magical elevator taking you somewhere unknown…

Puzzles… Did someone say puzzles?!

We will also need the help of our Alpha Agent backers on Kickstarter to test the entire game soon enough. A special update will be posted when we release the next beta build on Steam. You should definitely keep an eye out for that!

Starting Up Console Certifications

We decided to push back the release date to March 2018 because we wanted to launch across all the platforms at the same time. With the PC version almost complete, it’s now time to start working on the console certifications for Switch, PS4 and Xbox One. This is quite the tedious work but we are confident in our timeline and release date.

It’s an ambitious bet, but we want you guys to enjoy Light Fall on the platform of your choice! We also feel that having a multi-platform launch will help us with the press and the content creators. That’s it for today. Thanks for your continued support and stay tuned! Cheers!

Light Fall Releases in March 2018!

Hello everyone. Today, we have great news to share with you. First of all, it is with excitement, pride and joy that we can, at long last, make it official. After more than three years of hard work, Light Fall finally has its release date. The game will launch in March 2018 on Steam (PC/Mac), Xbox One and Playstation 4.

A Dream Becoming Reality

The journey was quite long, but we’re finally approaching the finish line.

Looking back at our humble beginnings, it feels surreal to see how our game and our studio have evolved these past years. Three inexperienced dreamers that became a full-time team of five, surrounded with great partners and mentors across the industry.

Light Fall has also changed quite a lot from its initial concept. Truthfully, we are very fortunate to see our dream becoming reality. Often times, indie projects have to be cancelled or greatly altered in the development process. It’s hard to make a game starting from scratch… and we were lucky enough to do so with Light Fall. But the road wasn’t without bumps and dead ends.

Drawbacks and Delays

We suffered many drawbacks in order to make the game as we initially envisioned it.

If you look at the estimated date on our Kickstarter page (June/July 2016), you clearly understand that we have suffered from many drawbacks and delays throughout the production of Light Fall. The reality of it is that we got lost in the scope of our project. There was no way we would be able to deliver on all the things we wanted to do (Speedrun mode, console ports, etc.) in our estimated timeline.

However, we never lost hope and now that we have an official release date, we can see the big picture of our game… and it’s f****** awesome! Your patience and support throughout the years have been much appreciated. We realize that a big part of this dream was made possible by the support of our earliest fans, and we are grateful for it.

Gamescom Recap

Another great news is that we’re back from Gamescom 2017, in Cologne. We were part of the Indie Arena Booth, a selection of 80 of the most promising indie games out there. It was a great honor for us and it was the perfect opportunity to show Light Fall to the European market. We met a lot of cool people and it was fun to chat with the other developers around us. The event was very tiresome but we managed to survive the 5 days of show.

They said 500 000 people attended Gamescom this year, and as you can see in the pictures below, it’s not hard to believe!

Just one of the many hallways of the show floor.

 

The Blizzard expo hall was quite something… As you would expect from them!

 

Donkey Kong… What happened to you???

 

A really cool setup from ARK!

 

Blizzard went all-in with these amazing Overwatch statues.

 

And in all this craziness, here’s our booth in the Indie Arena!

BitSummit: Light Fall in Japan!

This past month has been quite something for Bishop Games! With the 5th edition of BitSummit, an indie festival based in Kyoto, the studio spent 12 days in beautiful Japan. It was honestly an incredible experience and we never thought we would visit Japan, especially not because of our game. Here’s a recap of our adventure in the Land of the Rising Sun.

A Cultural Shock

Even though we tried our best to prepare for something like this, visiting Japan was still a huge cultural shock. Beforehand, we did our best to learn key words such as ‘Thanks’, ‘Sorry’, ‘Hi’ and ‘I Don’t Understand’. We also spoke to our partner for the Japanese market, who provided valuable information about the culture (the do’s and don’ts) and the cities we were visiting.

Despite our best efforts, we were still completely overwhelmed once we landed in Osaka, after spending close to 24 hours in planes and airports. The first thing that hit us was… the jet lag. There is a 13 hours difference between Eastern Canada and Japan. Still, we powered through, got out of the airport and on our way to our first Airbnb. After an awkward taxi ride where we couldn’t communicate with our driver at all, we managed to get there. We dropped our bags and decided to go eat at a local restaurant. And this brings me to my next point… the food.

Different Cultures, Different Meals

You see, I’m not what you would call a picky eater. Well I thought I wasn’t, before I visited Japan. It’s not that the food tastes bad or anything of the sort. In fact, a lot of the meals were quite enjoyable. But over there, most of the food is soft and cold as opposed to North America where we are used to hot and crunchy textures. Their food diet also mainly consists of fish, rice, raw egg and other seafood, which is not something we are used to. It definitely took us a few days to get used to that, but it wasn’t so bad in the end.

One particular meal that I enjoyed was a traditional Okonomiyaki; a Japanese savoury pancake containing a variety of ingredients such as flour, eggs, green onions, shrimp and other seafood. It was a unique and very tasty meal that we found in a small restaurant of Kyoto.

A traditional

A traditional Okonomiyaki!

A Sneak Peek In the Japanese Gaming Culture

As we grew accustomed to Kyoto, the jet lag and life in Japan, BitSummit was about to begin. It was an intriguing event for us and we truly had no expectations of what would happen. By now, we were used to the PAXs, but BitSummit was our first event in Asia. Would the cultural differences also be present in the gaming culture? Would the Japanese people react to Light Fall in a similar manner? So many questions raced in my head prior to the event!

The first day of BitSummit was on Friday; it was set up day and press hours. We knew Famitsu, the biggest gaming press in Japan, would be there. We didn’t want to miss them… and luckily for us, they stopped at our booth and really enjoyed the game! They also wrote an article about the game, which is a good way to gain exposure with the Japanese public. It was a great way to start the weekend and the following days didn’t disappoint either!

There was a steady flow of players at the booth and, from the little we could understand, most of them seemed to enjoy Light Fall! Thankfully, we had interpreters on the show floor to help us communicate.

The Japanese public welcomed Light Fall with open arms.

The Japanese public welcomed Light Fall with open arms.

We were also invited on the Twitch Stage for a live-interview, similar to the one we did at PAX South 2016.

Ben was on the Twitch Stage at BitSummit to talk about Light Fall.

Ben was on the Twitch Stage at BitSummit to talk about Light Fall.

Finally, we were also approached by several potential business partners for the Asian markets. While nothing is official yet, these partnerships look promising in order to bring Light Fall everywhere in Asia. All in all, BitSummit was well worth the trip!

Japan: A Sight to Behold

Looking back, we had a wonderful trip in Japan. Not only was BitSummit a great success for the studio and the game, but on a personal level, we truly enjoyed visiting Japan and learning more about its culture, its people and its history. Here are some cool photos we took during our trip. For all you know, Japan might be on your future destinations’ list after that?

 

The world-renowned Mt. Fuji!

The world-renowned Mt. Fuji!

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The night life of Tokyo.

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Japan is home to many beautiful scenery like this one.

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A traditional Japanese market.