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My Punk Past and the Musical Journey of "Mindlock"

[h2]From Punk Band to Game Developer[/h2]

My personal journey has always been closely linked to punk. I spent years as the bassist and singer of the band PRANX. A little Easter egg in "Mindlock": An EP cover of my band adorns Colin's wall – a drawing by me that dates back seven years. My punk mindset not only flows into the music but also into questioning our societal system, an attitude that I find reflected in Colin, the main character of "Mindlock."
[h2]Colin: A Reflection of Social Critique[/h2]

Colin lives the punk mantra "Punk's not dead" with a corresponding poster and a dusty guitar. He questions the system, feels like a cog in the machine, and expresses his dissatisfaction. Over time, however, I have developed a more mature perspective, growth that I also allow Colin to experience. "Mindlock" declares: The world is not just black or white.
[h2]The Creation of the Soundtrack[/h2]

Currently, I am working on the soundtrack of "Mindlock," which deliberately has a punk influence but ultimately strikes a calmer tone that captures the game's atmosphere. Markus Zierhofer of AudioCreatures supports me in developing the lyrics and the professional production. My experiences in songwriting and sound design also flow into the background music, which weaves thematic motifs and thus enhances the mood of the game.

Although I still enjoy attending punk concerts and remain loyal to the music, surprisingly, I prefer jazz while working on "Mindlock – The Apartment." A development I did not expect. Interestingly, I now receive support from a film music composer and a game composer, both of whom help fine-tune the soundtrack. Their expertise in film music and game soundtracks adds an additional dimension to the game's musical design.
[h2]Behind the Scenes[/h2]
For anyone interested in learning more about our development processes, I recommend our devlog "Behind Closed Doors: Colin's origins" Here we provide insights into the creation of "Mindlock" and the conception of Colin. Don't forget to add the game to your Steam wishlist.

Development Diary: On Thought Processes and Memories

At the heart of "Mindlock – The Apartment" is a story designed to captivate and surprise the player repeatedly. Other games, like "Return of the Obra Dinn", focus their storytelling on gameplay mechanics. In contrast, "Mindlock" prioritizes a compellingly narrated story to bring out the profound and humorous aspects of the game world, with unexpected twists and multifaceted characters in the best possible way.



Throughout the development process, which you can follow in more detail on Instagram, it was important to me to provide players with a maximum variety despite a minimalist adventure control scheme, which mainly consists of walking, examining, and interacting. Players explore not only the present but also Colin's world of thoughts and the memories he gradually rediscovers. These narrative variations differ both in graphic style and gameplay.

Especially with the thought processes, it was possible to consistently make Colin's perspective understandable and to make the planning of strategies an experiential aspect. They offer exciting, engaging mini-games that enrich the gameplay. For example, crossing a river requires Colin to meticulously plan each step and choose the best route across the stones to safely reach the other side, or transforming a piece of soap into another object.



Stylistically, the different narrative levels also vary: The present is dark and detailed, as described last month, while memories are sketched and presented in a bright, cloudy tone, fading over time. Colin's thought processes, on the other hand, are graphically abstract and simple, consisting of lines and stick figures.

As a solo developer, it was also attractive for time reasons to intentionally design some scenes simply to tell a comprehensive story and offer extensive gameplay. By the way, you can already add the game to your Steam Wishlist!

From Sketches to Animation

Influences like the "Gorillaz" music videos, cartoon-style video games such as "Sly Raccoon", and Tim Burton's stop-motion films have profoundly shaped my life. My artistic journey began with hand-drawn comics at age 7 and evolved into creating digital graphics on a tablet during my college years. An artist's unique signature is always discernible, even when their projects span various styles.

For Mindlock's art style, I intentionally drew heavy inspiration from Tim Burton's distinctive approach. The combination of pale skin tones, abundant black and darkness, intentionally imperfect lines, and cartoon-esque anatomy strikes the perfect balance between eerie and whimsical. This blend is mirrored in the storyline, which infuses serious and somber themes with dry humor, marrying depth with entertainment.



Beyond style, the right technique is crucial to shape spaces as envisioned. I initially used photo templates for the first screens, providing immediate, coherent perspectives and vanishing points. Later, I shifted to using Blender 3D, allowing for more personalized and efficient sizing of tables, cabinets, and objects. Like the photos, the 3D views were reimagined in Mindlock's style, akin to the techniques seen in games like EXIT: Trail of the Griffin. This 3D approach is especially beneficial when designing interconnected spaces with uniformly positioned doors and windows.

While some areas are intentionally rough and sketch-like, such as playable memories and thoughts, I've poured a great deal of attention into details elsewhere, notably in the intricate character animations. Focusing on quality over quantity, particularly with animations, is a principle I uphold and regularly showcase on our Instagram channel. I often draw multiple frames for each second to capture fluid, dynamic movements, rather than opting for longer but less impactful animations.



During the lengthy development process, an artist's style may evolve, often due to improved skill and practice. It's crucial to regularly ensure that all elements cohesively blend into a functional and engaging whole.

Behind closed doors: Colin's origins

It all began in an inconspicuous silence. In the midst of the COVID-19 pandemic, I felt the need to start a small project at home. While drawing, I developed a sketchy style in which I then created a small, chaotic apartment from only a few screens. That’s how the apartment came about.

I quickly came up with the perfect basic idea for my project: how would a person deal with their own front door disappearing one morning?

It was obvious that this story needed a main character who suffered from inner conflicts and dissatisfaction. I invented Colin Walker, whose deep personality could provide enough material to fill the small apartment with a lot of content and memories.

It’s funny what a small stone can sometimes trigger when it starts rolling. Because what was initially planned as a little gimmick gradually developed into a complete game idea with a complex story.



I love it when video games give their players something. A lasting feeling or even some motivation that you carry with you into everyday life. And that’s what I want to create with the story of „Mindlock“!

The missing front door simply causes Colin to take the time to look at his own life instead of just blindly keeping it running. It may sound banal, but I think a moment of pause can help many people in all kinds of life situations. Too often, we are stuck in our routines without taking the time to question them consciously. The beauty is that „Mindlock“ is, at its core, a philosophical story for all people.

Next month I will take you deeper into the creation of the artwork and the new screenshots. Come with me on a journey through emotional highs and lows – represented in the form of a modern adventure game with great attention to detail, promising countless hours of fun.

„Mindlock – The Apartment“ will be released in November / December 2024 in cooperation with United Soft Media (USM). We gladly invite you to introduce the game to your friends.