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Within Skerry News

Is Simon There? is now Live!

I am very happy to announce that Is Simon There? is now available on Steam.

As always, all feedback is greatly appreciated. If you play the game, please provide a review with your honest feedback. All feedback is used in the production of upcoming games.

And finally, as I said before, I will be taking some time off to research some new game mechanics / systems. I am hoping to begin creating some new content going forward.

Thank you very much, everybody. I genuinely hope you enjoy Is Simon There?!

Have a fantastic weekend.

Stan. T

https://store.steampowered.com/app/1961300/Is_Simon_There/

Is Simon There? is coming tomorrow!

Hello, everybody. I hope you are all doing very well.

I wanted to let you all know that my latest horror Is Simon There? will be releasing tomorrow at 10am PST / 11am Mountain time.

Is Simon There? will be slightly different from some of my more recent releases (i.e. Within Skerry and Inside Depth 6) in that it will focus primarily on creating an atmosphere for the player to dive into.

Is Simon There? will have fewer required puzzles (excluding optional puzzles) and fewer "aimless, eventless wandering". My goal is to tell a story while keeping you on the edge of your seat, while anticipating the next event to happen.

Of course, like my previous games, Is Simon There? will include 3 endings and 1 Easter Egg/ special ending. I've toned the difficulty of these optional puzzles down a little so that the vast majority of players can experience all the game has to offer without relying on too many guides.

AND finally, no more getting knocked-out black screens. Nothing but silky smooth progression, a dark story, a neat little Easter Egg, and a hand full of intuitive puzzles to keep you thinking, throughout the 40 minute long journey.

Once again, Is Simon There? will be releasing tomorrow (May 06, 2022). And as always, if you play the game, please leave an honest review. I would love to know what you enjoyed and disliked about the game.

Once Is Simon There? has been published, I will be spending some time researching new mechanics / systems to implement into new games (i.e. controller support, advanced AI, potential VR, etc)

Cheers, everybody!

Stan. T

https://store.steampowered.com/app/1961300/Is_Simon_There/

TurnVex Steam Home Page is Up!

Hello, everybody.

It has recently come to my attention that I could have a Steam Page displaying all my products, news, etc. A nice little convenient place for everything TurnVex! I love how it took me 5 years to figure this out.

Feel free to check it out and shoot me a follow if you want to keep updated with everything TurnVex (new releases, news, etc).

To visit the page, from any of my games, click on either the Publisher or Developer name and BOOM, you have entered new TurnVex territory.



Thank you, everybody. Please let me know if I am missing anything, or if there is anything I can add to the page to make this a little cooler.

CHEERS!

Stan. T

Is Simon There?

Is Simon There? is coming soon! (Steam Page now available). And to celebrate, lets pop some discounts on all my games!

Yes, Within Skerry literally just came out. Funny thing is, during the development of Within Skerry I had a wild idea I wanted to bring to light (Is Simon There?), so I began to slowly develop that game at the same time as Within Skerry.

Is Simon There? will be a fairly small game (Small map in comparison to Within Skerry) running at approximately 40-45min. Is Simon There? will also have much fewer puzzles and interactions than Within Skerry. The main focus with Is Simon There? is atmosphere and engulfing the player into the experience that the game will offer. Of course, there still will be puzzles and interactions - just not as many as Within Skerry offers.

So what will Is Simon There? offer!??

- A checkpoint. Yes you heard that correct - I built a game with a checkpoint. Crazy, right? However, there is only 1 checkpoint at the midpoint of the game, for all you fine people interested in achieving multiple endings.

- 3 endings. First ending focusing on the simple story ending. And the second ending being a completely different ending for the game (could consider it a completely different game altogether :o ). I got some inspiration from some new creepy pastas I wanted to include in this game, so ending 2 is made up of that. And ending 3 will be a little charming Easter Egg :)

- A nice graphical boost in comparison to my previous titles.

- A simple horror experience with a large focus on engulfing the player into its atmosphere. Minimal random puzzles to solve and minimal random interactions. Simple story and atmosphere focus, incoming...



I suppose that's all I have to say, for now. Please feel free to reach out if you have any questions. After Is Simon There? I plan to take it easy for a bit and do some research on new ideas, mechanics, etc. I plan to incorporate some new mechanics, going forward, such as: Controller support, weapons, a more intricate inventory system, etc. Of course, we will see what happens as time goes on :)

cheers, everybody. And happy gaming!

Stan. T

https://store.steampowered.com/app/1961300/Is_Simon_There/





Within Skerry - A month later

Hello friends, I hope you are all doing well on your end!

I wanted to provide you all with an update regarding my learnings for Within Skerry (after gathering all sorts of feedback from you all) and provide some teasers for Is Simon There? (New development currently up on Steam).

First of all, let me begin by saying that Within Skerry is doing fairly well. We are maintaining a fair amount of positive reviews, there is an endless array of YouTube play throughs out there for reference, and overall, there appears to be very little problems with the game (performance wise). This is good, that makes me very happy. However, there are a few takeaways that I have gathered from you all:

Some issues noted that many of you all have highlighted for me:

- A dislike in backtracking.
I understand that many of you did not enjoy some of the backtracking and wandering throughout the mansion. It was my intention to include a bit of backtracking in order to access areas that were previously inaccessible earlier in the game. However, the map is fairly large relative to my previous games, so I understand that there may be many instances of "unintentional backtracking" - assuming you need to go back to progress when in fact that is not the correct path. Nonetheless, I have taken note of this and I will be mindful of highlighting a clearer path in the future to eliminate "unintentional backtracking".

- No save and controller support:
If you have played any of my previous 15 or so games, you know that I am notorious for not including save game functionality. This is, of course, intentional. I believe that to create a proper horror experience, you need to commit to the experience from start to finish. Taking a break cuts you out of the immersion and kills some of the immersion that the game relies on, quite heavily. However, I understand that some of you may not have the hour, or something unexpected may arise within the hour (Life events, game crashing, etc) or even wanting to achieve multiple endings without having to start from the very beginning. I hear you all 100% and I have decided to include a checkpoint mechanic in my upcoming game. This will be a very simple mechanic which will only checkpoint ONCE (in the mid-point of the game). I still stand by my statement that a single play through is the way to create immersion, so I will do my best to complement both sides of the equation :)

As for controller support, the way my systems are setup (the dynamics of the game) are setup does not easily allow my to implement controller support without gutting the whole system and starting from scratch. This is not an approach I will be taking now, but this is definitely something I will attempt in 2023 going forward. Sorry about that! I know its frustrating :(

- Not enough immersion and reliance on jump scares:
This is something I tried to master heavily in this game. I tried to balance immersion, jump scares, and puzzles, all while managing a large environment. Unfortunately, what I found is that creating a REALLY scary game is actually VERY difficult the larger the environment is. I am not sure why that is, but based on what I've read, and based on a good chunk of research I've done, smaller environments are much more terrifying than very large ones... strange. All that I can say right now is that I will focus dearly on immersion and creating a VERY tense environment in my next game. I will leave it at that for now.

Knockout knockout and knockout:
Not much needs to be said here. I won't include any 'Getting knocked out --> buncha story text --> Wake up' going forward - or not as much, at least. I know I've been using that method of story telling quite a lot. It's more than past time to move on from that.

SO WHAT'S NEXT!??

I have been working on a new game these past few weeks (before Elden Ring took my life away...) and figured I would share a very very early screenshot of the environment.

For this game, I am going back to my original roots - A small map, few puzzles, a heavy focus on environment and creating a terrifying atmosphere. The story is very neat, and the two endings will be VASTLY different from one another (in comparison to previous games). And of course, this game will have a mid-point checkpoint for you all trying to achieve multiple endings or restarting from an unexpected crash :)

I am also focusing heavily on quality and graphics. You will notice the game looks quite nicer than my previous games - this is because I have been using 2k textures instead of 1k (some 4k's scaled down) and I finally took the time to properly texture some of my assets instead of slapping a texture on an asset and calling it a day. Because the map is a lot smaller in this game, it affords me more time to be focusing on quality over quantity!

This is still quite early, but here is a screenshot of the game's current environmental progress - please let me know what you think; but once again, keep in mind that lots of the environment may change prior to release.

Thank you all very much! and apologies on this very long note. Please give me your thoughts and let me know what you would love to see in my new game (Is Simon There?). Everyone's welcome :)

cheers,

Stan. T