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BOOK OF YEARS

[ We published this at 6.27PM (har har, Alexis) on Saturday 17th August on our website - but we wanted to share the feels and what's next on Steam, too! Happy anniversary, BOOK OF HOURS. ]



ONE YEAR AGO TODAY…


On August 17th 2023, just before six o’clock in the evening, nervous glasses of wine in our trembling hands, cats winding demandingly round our trembling ankles, Lottie and I clicked the big green LAUNCH button for BOOK OF HOURS. (I believe we placed both our hands on the mouse.) In the great tradition of software launches everywhere, nothing at all happened.

The BOOK OF HOURS Steam forum went berserk. The Weather Factory subreddit went insane. Our social media accounts were instantly submerged in a battering vortex of good-natured but anguished queries. Meanwhile Lottie and I tried every channel we knew to contact our Steam rep and find out why our game hadn’t launched. (The GOG version had launched on time, but you probably know that the bulk of a small dev’s PC sales usually come through Steam, and that’s where the vortex was centred.)

The thing is – and this is absolutely central to the indie dev experience – all this vortex and berserkness business manifested as me and Lottie sitting in our living room typing quickly and saying things like ‘erk’. There wasn’t even any background music, unless you count the cats complaining about our lack of attention. My job is this: all day I sit in front of a screen in a room with my wife and I type (if I’m on a writing break, I sit somewhere sunnier with nicer coffee and type on my own). Then occasionally I type something different from usual, and that immediately causes tens of thousands of people to play our game, and/or send me emails about how our game isn’t working. Any software developer will be familiar with this. Even when I worked at bigger companies, launches were often anticlimactic. You make a deal of it with bunting and countdowns and sparkling drinks in flimsy plastic cups, and then it goes quiet and someone comes back from the toilet and says ‘oh did we launch?’ But all over the world there is a ripple of change.

The launch was fine in the end. Our Perpetual Edition offer (any and all expansions free if you buy at launch) meant we had to do something a bit non-standard, the non-standard thing gunged up the launch process, and our famously affable Steam rep, though theoretically away at the time, got back in contact to sort it out. We launched, a not quite half an hour late. By then, the degree of desperate enthusiasm showed us that the launch was likely to go okay.



And lo, it was so. BOOK OF HOURS has been the most successful game of both our careers. Not in a dramatic and overwhelming sort of way – what we do is, and will always be, too niche – but it’s sold a little more than Cultist Simulator, which itself sold a little more than SUNLESS SEA, and the Steam review % is much than either of those. This makes sense – if you build a following, and get better at making games, you do a little better each time – but it’s never something you can count on, especially in the fervid rainforest which is game development.

So if you bought a copy – whether you’ve been following us since the early days, or you just stumbled across us last week – then thank you! Without your support, Weather Factory would be a rain-haunted shell. And thanks to your support, we likely have the resources to make a third game… of which more shortly.



SO THE MOST SUCCESSFUL GAME OF YOUR CAREER IS… THE NICE ONE


Remember the origin story of BOOK OF HOURS? Back in 2019, I was working on the GHOUL and PRIEST expansions for Cultist Simulator. At that point I’d already been working for two years on this cult-themed body-horror-heavy game where you play a manipulative monomaniac, and both those expansions are particularly gruesome. So in a melancholy moment I tweeted this:



It got a lot more engagement than I’d expected and before we knew it we found we’d sort of announced our next game before we’d known what it was ourselves. But we went ahead and for the first time in my career I made a game which contained no cannibalism nor allied trades. It was a bit of a departure and I’m relieved it worked out so well.

HOURS is not quite a certified horror-free game. You can find manskin parchment if you poke around the house, there were some pretty nasty things going on with the Cucurbit Prison, and of course some of the occult books were written by people who these days would merit their own soberly narrated Netflix documentary. But it’s clearly the kindest game of my career. The tone throughout is eerie rather than grisly, and the worst thing you-as-protagonist can do is ‘forget to feed the cat for a bit’. (Well yes there are the endings where you can unleash theomachic conflict or convince the Sun to start drinking blood again, but that’s all another History.)

I’ve really enjoyed the quieter tone, and it’s been good discipline for me as a writer to work without some of my habitual tools. But I don’t want to leave those tools in the box forever. So Cultist was sour, HOURS was sweet, Game Three will be sweet and sour. More on that, as I said, in a bit.



SO WHAT HAVE YOU BEEN UP TO IN THE YEAR SINCE LAUNCH?


The first few months were post-launch support. BOOK OF HOURS was in better shape coming out of the gate than Cultist Simulator. This was as I hoped – we had a nice long beta period and a shared codebase – but HOURS is quite an intricate machine and there were lots of things that needed tidying up. And we’ve added a lot of stuff too: the crafting helper panel, the zoom-to-cursor feature that I finally got working properly, the order form system, layers and layers of optimisation, all that good stuff. The secret panels in a few rooms of the house that you can find only with a sharp eye or a lucky click. And the feature almost no-one has discovered, where whatever you put in the thirteenth niche will appear in the next game. And the weird sub-feature of that which I think no-one at all has discovered yet.

Oh and the Hush House Advent Calendar, which I put together very hastily because I wanted to do something nice for my Christmas-obsessed wife, and which as a result was a little buggy and in particular contained perhaps the most notorious bug ever to haunt these halls:



(if you’re interested, I did a whole post on the cause of that and of another dozen hauntings, here.)

Anyway since then, it’s been localisation and the GIGANTIC EXPANSION.



TELL US FUN HORROR STORIES ABOUT LOCALISATION, AK


We’re about to release full Russian and Chinese localisation (they’ve been in beta a few months now), which is – you know Hofstadter’s Law? ‘It always takes longer than you expect, even when you take into account Hofstadter’s Law’. Localisation is always more work than we think. Obviously the translators do the bulk of the work, but some of that work means asking me questions which take, um, considerable attention…

Since Shell is a rather obscure entity, could you please clarify which word should be used here (assuming it is the same Shell in both cases) – should we use the word for a sea-shell or an egg-shell? Or even crab-shell, since the description of Wist malady implies it is related to Carapace Cross?
I would like to imply both the casing of an insect and the outer surface of an egg, but if that ambiguity isn’t possible in Russian, ‘insect’ is the preferred implication
What fountain is that? Is it a fountain spring, your regular garden-variety fountain, or a drinking fountain (just kidding on that last one)?
A fountain spring. This is the ‘Spring’ referred to in the 1932 letter from Teresa in the hidden papers, which the Long of Noon used to drink from in order to be forgotten. I said ‘fountain’ rather than ‘spring’ only for reasons of prosody 🙂 so translate freely in Russian
Sorry for asking this so late – we have found it’s Greek etymon ‘calypto-‘ (hidden, covered), while calyptra also refers to hoodlike structure in plant. So considering the relationship between the Calyptra and the Chancel, whether we should translate it into a botanical term, or shouldn’t do so?
By the way, we temporarily translate it as ‘根冠’, ‘root cap’. We try to make it sounds like ‘root and cap’, and the description of Tree’s flowers used ‘lies heavy’, so we guess root or underground may be a part of Calyptra’s imago.
The Russian translators just asked about this and here was my answer:
”’Calyptra’ is from the Greek meaning ‘covering’ or ‘veil’, particularly a woman’s veil; I think I also referenced the botanical term which derives from that. I imagine the moth genus has the same etymology. Some authorities in the game use the term to refer to a law or principle that conceals knowledge, others to the entities that enforce that law – there’s a synecdochic effect – and authorities disagree on how the term should be used. The confusion about number, and about whether an article should be used, reflects this.’

I think a botanical term is the best approximation. But can you give me a quick summary of how you’re translating Chancel and also Haustorium? these are all similar co-opted terms and there is probably a useful parallel in approach somewhere.

(I assume in Chinese there won’t be the same problem of deciding number / capitalisation!)
‘Ivory’ usually has two meanings:

①the white color of bleached bones
②a variety of dentin of elephants and walruses

In BoH there seems to have three kinds of Ivory: the Grail’s Name (we have a special translation for it), for the Ivory Dove and angthing connect with him(like the Obliviate), and the others(like Silent Typewriter). On the whole we translate the second kind as ①, and the third as ②. If the above details are correct, how should we translate ‘the ivory towers’ and ‘Carapace-spires of horn and ivory’ in endings? ①, for it happens in Port Noon, or ②, for it’s connection with horn?
I think the simplest answer is (2). More details:

‘Ivory tower’ is a specific and widely recognised idiom: https://en.wikipedia.org/wiki/Ivory_tower

‘Horn and ivory’ is a specific reference https://en.wikipedia.org/wiki/Gates_of_horn_and_ivory that players have recognised elsewhere – the White Door and the Stag Door in the Mansus can be interpreted as an ivory gate and a horn gate.


Now, not all the questions are this complicated, but there are literally hundreds of questions in all, and few were questions you’d want to answer before a second cup of coffee. My hat is off to Dove Archive and Riotloc (our Chinese and Russian translators respectively) for the intense and sophisticated effort they put into navigating the labyrinth of lore.

And then there’s the technical and the UI side: the problems of presenting Chinese characters in a way that works with the logo on the menu screen, the many Russian texts that tend to be longer than English labels and creep over the edges of things, the dozens of items I accidentally hardcoded and had to rip out and dynami…fy..icise, the week Lottie spent just putting together book covers for Russian and Chinese characters, and the Gordian mare that resulted from keeping card ordering rules semi-consistent across all three languages…



We’re tidying up now, finally. Japanese should be along later; depending on all the usual boring business reasons we’ll make a decision on what other languages to localise into; and we do plan to release Steam Workshop / localisation modding support for people to do their own translations.



OOH, MODDING?


Don’t get excited. My answer on game modding support remains ‘maybe, someday, but not a priority right now.’ But we do want to offer, specifically, modding support for languages, so that will be along in a while.



WHAT ABOUT THAT EXPANSION?


Okay, now we’re talking. HOUSE OF LIGHT, the expansion I’ve been working on since the beginning of the year, is nearly out. It’s an absolute chonker. Here are the headline features:

FOOD: Combine Sustenance and Cooking Ingredients at the three Kitchen workstations to create dozens of new dishes. You’ll need Kitchenware items to find all the recipes.

WRITING-CASE: You’ll receive this at the end of the first Spring season after you’ve replied to St Rhonwen. You’ll be able to use the calling-cards left by satisfied visitors to invite those visitors back to the House.

SALONS: Place food and drink in one of the six Salon rooms, and then use the bell to begin a Salon. Do it right and you’ll be rewarded with sparkling conversation… and lessons.

MANUSCRIPTS: Use Paper, Ink, and a Skill to write a Manuscript based on that skills, and satisfy your Visitors’ needs for more specific knowledge. Lessons from Salons will help you improve those Skills and write more useful Manuscripts.

FURTHER STORIES: Once you’ve completed an Incident, follow it up in the Tree of Wisdoms. Visitors will need more specific help here – perhaps a book on a specific topic, or a specific book.

THE INSTITUTE: Look for the lighthouse, out at sea. When your Visitors are ready, use it to establish the true heirs to the Curia of the Isle, unlocking a new kind of ending.

The Salons, Further Stories and Institute are, as a one-time lawyer of mine would say, ‘compendious’; and honestly even the Food absorbed a frankly insane larder-load of effort. So there’s more content (and new art) in HOUSE OF LIGHT than in all the Cultist Simulator expansions put together.



Because it’s such an absolute beast, and because I’ve now been working on BOOK OF HOURS, on and off, for five years, there won’t be another expansion any time soon. I think we will probably go back and do at least one more (working name HOUSE OF HUES) but if so it’ll be after a break. And when I say ‘break’, I mean a few months of pre-production on Game Three.



OBVIOUSLY YOU CAN’T TELL US ABOUT GAME THREE.


Reverse psychology huh. Well you got me. Here’s a little.

  • Three will be set in the Secret Histories world again. There are clues about it in the Lighthouse Institute endings in HOUSE OF LIGHT.
  • It is unmistakably the most ambitious thing Lottie and I have yet done. It’s also the most traditional thing we’ve done, although it’s really not very traditional.
  • It’s something that many players, over many years, have vocally hoped for.
  • At least two characters in Three are among the most beloved, or most provoking, fan favourites.
  • At least two other characters in Three are fervently discussed Secret Histories characters who have made at most fleeting in-game appearances. One of those characters is located in the first person in Three.
  • The working title of Game Three is the name of a beloved book from the Secret Histories.
  • It contains at least one carnival.


Once we’re through the support aftermath of localisation and HOUSE OF LIGHT, we’ll begin pre-production: the process of answering questions like ‘what will this look like’, ‘will it actually work’ and ‘do we have enough money to make it’. And when we come out of the other end of that, we’ll have more to tell you.

Gleam-Touched and Glory-Gifted

https://store.steampowered.com/app/2834350/BOOK_OF_HOURS_HOUSE_OF_LIGHT/

AK is away currently on a mysterious writing trip - his last before HOUSE OF LIGHT launches - to finish up the Lighthouse Institute. You've probably noticed that our teasers up until this point about the Lighthouse Institute have been, er, here is a lighthouse! Here are some aspects! Be excited! Well, soon we will have some more specifics to share. People in the HOUSE OF LIGHT beta seem to really enjoy the interactions between visitors - for example, surprising revelations about the hobbies of well-known occultists:

"Douglas and Serena discuss a shared, concealed, but evidently profound passion for knitting. Douglas: 'If you tell anyone outside this room, I'll have you locked up.' Serena: 'If you tell anyone outside this room, I'll give King Crucible your address.'"


Or subtle yet pivotal decisions in other occultists' lives:

"Morgen and Arun return to their conversation about the Obliviates, who once were called the House of Lethe. She playfully accuses him of being a member, and asks him where he keeps his three chains. He parries by asking her where she keeps her notorious key of black sapphire. Morgen crosses her legs and asks Arun silkily if he would like to search her. After a moment, he says very definitely that no, he would not."


AK is writing even more to cover all the potential interactions of the Lighthouse board. As there are six positions available and 1-3 people (I think!) who are eligible for that position, there're a lot of different possibilities here. It's actually a great illustration of the danger of hidden multipliers in game development. To take an art pipeline example: 'I will add two vases of flowers to each room in Hush House, which will take 5 minutes each. That's quick! OK, so there are 107 rooms, multiplied by 10 minutes, which gives me a task list that will take... realistically three full days' work to complete. Maybe I won't add those flowers then.' This is why AK has to basically rent a room and lock himself inside it when it comes to these big writing tasks in BOOK OF HOURS. It's on us for making such a complicated, baroque game, but hey!

What I can share at this stage is that AK is doing a lot of work on endings, making them truly reflective of your choices and your specific Lighthouse Board. Here's our new Lighthouse-specific ending page, for example (please note this is a mock-up, and may change before we launch):



You'll be able to click on each of the Lighthouse Institute roles ('Secretary Vigilant', etc) to see what that specific person did in that specific role. So you should have a really good sense at the end of a HOUSE OF LIGHT playthrough of the effect your choices had on the world, and what the personalities you put in power went on to achieve. Hopefully that will feel crunchy and rewarding, like a fresh slice of Amber Pumpkin Pie. But more news on this soon, when AK returns!

(Also, more news on the Lucid Tarot and Cultist Simulator coming to consoles on the blog, if you're interested in other Weather Factory news.)

The Ivory Dawn

"Lucia the Eyeless will parley with the Chandler. Perhaps she'll alter her loyalties; perhaps the Chandler will free poor Ghirbi..."


For no particular reason, I've been reading about the punk and post-punk scene in Leeds in the late 70s. The nascent legends and the stillborn ones; the rumours, the quibbles, the descendant anecdote (did one of the members of goth band YOU really work in the mortuary of Leeds General Infirmary? Or did he, as Mark Andrews reports in Paint My Name In Black And Gold, actually work in the haematology department? which one would be goth-er?); the sense that one had to have been there and in many cases the relief that one wasn't - it reminds me of the ceremonial magic scene in London in the late nineteenth century, with Mathers and Waite and Crowley et al. There are differences. The Hermetic Order of the Golden Dawn and its splinter satellites favoured hashish over amphetamines. The F Club in Leeds had much stickier carpets than the Horus Temple in Bradford. But there is the same sense of giant egos and flawed but considerable talents clashing like stags (funnily enough, it's mostly men) over projects that most of the world has no interest in.

And of course the turn-of-the-century occult context in Britain was part of the inspiration for Cultist Simulator. You can see it in the way Coseley and Hersault fell out over creative differences, in Galmier's origin story working a day job in Camden Lock, and of course with My Deeds, My Powers, My Achievements and the Injustices Perpetrated Against Me. (You know Crowley got so petty about Arthur Waite, as in the Rider-Waite deck, so much that the antagonist in Moonchild was called 'Arthwaite'?)

It's less of an inspiration for BOOK OF HOURS. Partly this is because it's just a nicer game, and most of the people who turn up at Hush House are people you might want to spend time with, so the feuds are less vicious. Partly it's because mythology naturally extends upwards and outwards, and that tends to mean characters get more powerful and deeds get grander. But most of it still happens off-stage; which is the whole point about the Brancrug and the Librarian, that you're the hermit in the forest and not the adventurer. Some of it is (in the HOUSE OF LIGHT Further Visitor Stories) pretty significant offstage events. The sabotage of a synthetic Name; the seduction of St Lucia the Eyeless; the dread, epic, Mansus-rocking scheme that Douglas calls the 'Wangle'; these still manifest mostly through people coming to your house and asking you politely if they can borrow a book. Although sometimes deciding who you'll lend the book to can determine what gets blowed up, in at least one case which book you lend might determine who betrays what, and now and then your decisions might haunt the House. Like maybe if you let magic bees move in under your stairs.

https://store.steampowered.com/app/2834350/BOOK_OF_HOURS_HOUSE_OF_LIGHT/

Lottie interjecting at this point. Did someone mention Further Visitor Stories? We're trying something new in the upcoming expansion, incorporating a more 'direct' way of reading and advancing Advanced Visitor Stories (new UI!) and a visual representation of where each story is on your Wisdom Tree. People who buy HOUSE OF LIGHT - or the lucky so-and-sos who have Perpetual Edition and get it automatically for free - will notice some dark, delicious additions to their Wisdom Tree. Each one represents a different visitor story, and is placed somewhere appropriate on this occult map: the Affair of the Friar's Tapestry, for instance, sits between Bosk and Skolekosophy, whereas you'll find the Unfinished Lark between Horomachistry and Ithastry. Once you've finished a story from the base game, you'll unlock a starry constellation which you can interact with to take that story further through HOUSE OF LIGHT, turning your Wisdom Tree over the course of the expansion into an arcane narrative star-chart.

Here's a mock-up of the effect, along with some of the transitional states:



The inspiration is all very beautiful here - zodiac and astrology come to mind - but then of course HOUSE OF LIGHT also introduces you to this guy:



His name is POOR WISP and he will absolutely steal your hearts. Especially when you hear what sound he makes in-game... OK, so he might be a bit Worm-y. Nothing a good vet can't fix! Probably! If any of you take him to the Foundry (AK has inexplicably made this an option) I will know and so will the gods. "The wisp begins to wriggle, pulling away from the heat, mewing like a broken-winged gull..."

I'm sorry. There must be something in my eye. Next week we should have new stock of the Tarot of the Hours in the shop, a second Weather Forecast, and if it so pleases the Flowermaker, I might even receive my final test deck of the Lucid Tarot. More intel as we receive it. Now go hug a Wisp.

The Weather Forecast

AK posted this to the subreddit last night:



"Celebrating the completion of the Further Visitor Stories in HOUSE OF LIGHT. That means we're at 80% done, which means in turn that I should be sending out a handful of beta keys to the lucky few end of next week (sorry, if you haven't already heard, you didn't get your name drawn from the Clutches). HOUSE OF LIGHT is a chonker: already the same word count that the whole of Cultist Simulator was at launch."

So that means we hope you'll really like HOUSE OF LIGHT, and we should have a suitably chonky blog post with updates for you soon!

In the meantime, we're also trying something new. We've just uploaded the first episode of what we hope will become a fortnightly communal attempt to predict the future! This is the Weather Forecast. This is the Weather Forecast. We love games - you love games too, probably. We talk about games all the time - you have actual lives, and maybe only talk about games a bit. So we thought it would be fun to pull back the curtain on professional game development and take a look at the week's top ten most popular upcoming games on Steam. Using publicly accessible data and a bit of Google-fu, we then each try to estimate that game's Week 1 review score, which is a general indicator of a game's 'success' at launch. One developer's success criterion is different from another's, of course - a first-time solo dev could be rightfully delighted by 50 reviews in the first week, but 50 reviews in the first week for an Electronic Arts launch would probably cause heads to roll. So this isn't about judging games as 'good' or 'bad' or even 'successful' or 'unsuccessful' - it's about seeing whether we can reliably predict the fortunes of a game just before launch, because that would be really useful for all our future Weather Factory games. And we happen to think it's pretty interesting, too.

So take a look at the first episode, join in with a YouTube comment if you like, and come back in a fortnight for us to see if we got any of the numbers right!

[previewyoutube][/previewyoutube]

A few things to note:

  1. All data we're using is publicly available. We don't have any insider knowledge, other than experience making games ourselves!
  2. The 'Popular Upcoming' list on Steam is region-specific, so if you're not in the UK you may see a different list. There are loads of games in 'Popular Upcoming' that are never mentioned by traditional games press or streamers. Hopefully you'll discover some games you've never heard of that you actually quite fancy playing.
  3. We'd love you to join in if you'd like to. If you want to guess any Week 1 review numbers, just leave a comment on the video. You can be smug in the next video when we recap what actually happened against our predicted numbers.
  4. This isn't a value judgement on any of the featured games. We're just looking at data and talking about what it might mean.


Good luck to all games mentioned! We hope your launches - which are by far the scariest part of game dev - go brilliantly.

Now, I leave you with news that Cultist Simulator is today's Daily Deal, at a deepest-ever (and frankly insane) 75% off. Check it out, and watch the ever-marvellous Systemchalk Broadcasting live on the store page now. Oh! And all our merch is 25% off for the weekend, to celebrate Cultist being culty and the Weather Forecast probably being embarrassingly wrong. Happy Friday, everyone!

https://store.steampowered.com/app/718670/Cultist_Simulator

Darest thou trust the Egg?

“In the Mansus, the Hours strive one against another. As the struggles are resolved, they iron out the impossible, exalt the possible, tie the fraying braids of what has been into one golden ribbon of future. Everything is resolved. History becomes the past...”


https://store.steampowered.com/app/718670/Cultist_Simulator/

First things first: it's Cultist Simulator's sixth birthday today! This is the game that started the Secret Histories, which BOOK OF HOURS goes on to expand. We take you through a whirlwind tour of its 11-month development over here, if you're interested in game dev. If not, over to AK, to talk HOUSE OF LIGHT.

HOUSE OF LIGHT melds with the existing game like the Witch-Twin or half a diphthong. So we’re taking the unusual step of adding actual meta information to the menu when you buy it:



Squint and you might notice an incongruous presence behind the window. The HOUSE OF LIGHT menu icon won’t actually be a tiny photo of the Tourlitis lighthouse – that was just a reference I gave Lottie for art. Similarly, any and all of the text in this window might change. But this is roughly how the expansion is shaping up, and you can see now some more of what I meant by ‘the foot bone’s connected to the leg bone’.

There are probably just two bullet points yet unilluminated: FURTHER STORIES and LIGHTHOUSE INSTITUTE. These are at least 30% of the expansion, though. FURTHER STORIES is ‘what happens in each of the non-Numa visitor stories’. Why just the non-Numa stories? Because Numa visitors were really hard to fit in the other points above. Does Coseley have an address? Is Bancroft actually alive? Can you invite Aunt Mopsy to dinner? I know that when I say ‘no’ there’ll be a chorus of AW NO FUN, but I’m saving you from yourselves. Anyway there are a couple of dozen of even the non-Numa stories, so adding even a modest bit of variant-outcome (‘branching’ if you want to use That Word) to each of them is quite a lot of work.

HOUSE OF LIGHT is 100%* backwards-compatible with existing saves. That * means ‘it’s a bug if it’s not’. This also means that to some limited extent your choices about who you helped and who you didn’t will carry over – for example, if you helped Coquille or Zachary with the Messenger’s Casket then its occupant is loose, if you helped Dagmar then its occupant is locked up tight, and if you helped both sides then the seals are cracking. Again, the branching variant-outcome effect is quite gentle, not least because I calibrated most of the original visitor stories so that you could conceivably help several people and never know the difference. But just this once I had the foresight to track effects for the future. So that’ll make a difference, at least for the 3% of players who both buy HOUSE OF LIGHT and don’t immediately begin a new run.

The Further Stories work is most of what’s left to do on House of Light, along with the coda which the Lighthouse Institute provides. Once I’ve completed three or four of the Furthers, we’ll begin the closed beta… which you might have heard about on the grapevine… to which we’ve already invited about twenty players randomly selected from people who’ve been noticeably helpful with bug reporting. We have another randomly-selected twenty ready to go on the final beta before launch, so if you’ve been both helpful and lucky you might hear from us. I’m talking about this here mainly so we don’t get plaintive request emails – sorry folks, this one’s quite small – and I guess also to make the point that being helpful with bug reports gives you a small notional chance of being invited to future betas. If they happen. If we decide not to stop making games and turn Weather Factory into an artisanal custard distillery. I won’t promise we won’t. Hey Lottie, is this marketing? Am I helping?

Back to Lottie.

I actually don’t have A Marketing to bark at you, for once – though I thought you might be interested in the weirdness of translation that I’ve been working on recently. BOOK OF HOURS had a great launch (in large part to you, the people reading this post – so thank you extremely much if you were one of our early adopters, especially if you left a nice review). But it also highlighted one of our real weaknesses as a team: with just the two of us, cramming as much game into the game as we can before launching in a sensible indie-budget timeframe, we simply can’t localise the game in time for launch.

I remember some of the other games that launched at the same time as us – Shadow Gambit: the Cursed Crew, for example – came ready packaged with thirteen languages. THIRTEEN. We initially kept up with them until our plucky lil game (4Chan nominated us for 'Best Game Nobody Played', you know 💅) slowly but surely fell behind while translated games kept up their momentum. Loc really isn’t the sexiest part of post-launch development – that’s starygazy pie, obviously – but it can profoundly affect a studio’s fortunes, as well as bringing a world you’ve laboured over for years to a new audience, who may love it!

ANYWAY, all this is to say that Simplified Chinese and Russian is coming this August, so I’ve spent several days producing translated assets for several hundred books. This highlights some interesting challenges, like ‘how do pictographic languages deal with initials as short-hand for the full title’? (You try and fit In The Mountains As Upon The Plain There May Not Be A Path Where None Has Passed on a 194px spine. Initials are my friends.) But there are other, weirder challenges too, especially when they enter the ‘does it look like a bum’ area of art direction. What I mean by this is every time an artist draws something, there is always the chance that people look at it and do not see the gorgeously-realised impressionistic image of two mountains at dawn, they see ladyboobs, and you have to redraw them so they are definitely not light-soaked erotic mountain breasts anymore. This becomes important with initials on books, because every so often AK will create a book called something like Semi-Esoeteric Xenophon Youths and we have to rename it. In loc terms, you get to Debate of Seven Cups: ‘DoSC’ in English, no problem, and in Russian of course it’s



…………………………Well. Does this matter? Will it be noticeable to Russian players, playing in Russian? Will it keep me awake at night knowing that there is a book in my serious, beautiful game about life and history and magic with a big rude word down the spine? Yes and yes, I think. So of course I have cunningly changed it to incorporate Roman numerals for ‘seven’, and await the Russian beta with interest.

Thank you for coming to my TED Talk. I’ll leave you with a loreful snippet from HOUSE OF LIGHT to infect you with Fascination while you’re waiting for it to actually come out. Are the gods-from-stone ever gentle? The Wheel, perhaps – but Flint? The Seven-Coils? Darest thou trust…. the Egg???

“Yvette and Ehsan speak wistfully of what they have read of the lost Hour called Tide. Yvette recalls that when the Sister withdraws, other Hours sometimes fill the space left by her withdrawal, and wonders whether the Tide is gentle enough to remain afterwards… but Ehsan politely insists that the gods-who-were-stone are never gentle.”


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