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The House of Tesla News

We’re excited to be part of the Convergence Showcase! 🚀

[p]We’re excited to be part of the Convergence Showcase! 🚀[/p][p][/p][p][/p][p]Follow @convergence_gs and get an exclusive look at The House of Tesla ⚡ before launch.[/p][p]👉 Don’t forget to add it to your wishlist and be the first to play at launch![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Thank you for the growing support!

[p]We don’t see wishlists as just numbers — each one is a person who’s curious about what we’re making. That support keeps us motivated through long days and late nights.[/p][p]So thank you — really. If you haven’t added The House of Tesla to your wishlist yet, we’d be grateful if you did. Steam will remind you on launch day, September 23rd.[/p][p][/p][p]
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New gameplay trailer for The House of Tesla

[p]THE HOUSE OF TESLA LAUNCHES ON STEAM SEPTEMBER 23, 2025[/p][p]Our Electrifying Puzzle Adventure Brings Tesla's Greatest Mystery to Life. [/p][p]The full game delivers approximately 10 hours of carefully paced gameplay across six distinct chapters, each exploring different aspects of Nikola Tesla's remarkable life and set in unique environments. Players will engage with handcrafted puzzles inspired by Tesla's actual inventions, enhanced by a revolutionary device that allows them to visualise and manipulate the flow of electricity.[/p][p]The full game launches on September 23rd, with localisation in 10 languages, and voiced narrative in English and Czech. Priced at €24.99/USD, early adopters can secure a 15% launch discount. [/p]

Watch New Gameplay Video & Discover 8 New Screenshots from The House of Tesla

[p]Hello everyone,[/p][p]During the recent Future Games Show, we shared an exciting new look at The House of Tesla. The new gameplay video offers a fresh slice of the experience – highlighting the evolving puzzle design, the layered atmosphere, and the overall tone we’ve been shaping over the past months. You may watch the video now:[/p][previewyoutube][/previewyoutube][p]Alongside the new footage, we’ve also updated the game’s Steam page with eight brand-new high-resolution screenshots. These showcase some of the environments, devices, and visual details we’ve been refining behind the scenes.[/p][p]You can see all new screenshots on game's Steam page. [/p][p][/p][p][/p][p]The House of Tesla has now been wishlisted by over 50,000 players. While we celebrate this amazing milestone, we invite all of you, who haven't wishlisted the game yet, to do so – this ensures you’ll be notified when the game is ready for release.[/p][p]Wishlist the game now[/p][p]And while we’re at it, our another upcoming title 'Dimhaven – The Lost Source' was also featured in the Future Games Show with new content revealed. If you’re curious, head over to the game’s Steam page and be sure to add it to your wishlist as well to stay updated.[/p][p]As always, thank you so much for your support. We’re back to pouring sweat and tears into making these games a reality as soon as we can.[/p][p]– Martin[/p][p]The Blue Brain Games Team[/p]

The House of Tesla Dev Log #11

Hello everyone!

My name is Tomas, and I’m a music composer for The House of Tesla. In the last dev log, Jana talked about lightning, and how it creates mood and visual narrative. How it always begins with a clear idea of what kind of atmosphere a scene should have. I like to think of music in the same way. Allow me to elaborate further.

As I mentioned, it all begins with the idea. Usually, the idea is in the form of musical motive, instrumentation, or specific rhythm. Since I can start working on music quite early in the development, at the beginning, I'm not working with the playable demo, but with the visuals. Those give me a broad idea of what the given chapter is about, what kind of puzzles you are going to solve, and what mood it projects. Then I try to translate it into the musical form. However since we are working with interactive media, the music must also be interactive.



Interactive or adaptive music is a challenge on its own. It should fluently react to the player's input and progress. And if done correctly, you as a player wouldn't even notice it changed. Yet it fluently transitions between different pieces of music based on set parameters.

I had the pleasure of working with Blue Brain Games on all three previous titles of The House of Da Vinci. Previously, the music played more of an ambient function. Since it was implemented directly with the game engine, it didn't allow us to do a lot of adaptive work. In comparison, the music for The House of Tesla is a totally different story. Thanks to middleware (a piece of software managing all audio and talking to the game engine), I was able to finally realize all my ideas of how the music could work in this game.



So how does it work? I'm tempted to say: „Magiiiiic" like Shia LaBeouf, but it's actually much simpler, it’s a set of parameters, which talks to the aforementioned middleware. One parameter I'm mainly working with - let's call it „In Game Progress" defines what type of music is being played at what time. In the real world, it means that the further you advance in the chapter, the more developed music is being played - thus rewarding you for solving the puzzles. I composed the music specifically to meet its need for variability. There are many more things that make it sound natural and the music will never sound exactly the same each time it's being played. So, if you get stuck with solving some puzzle, you can rest assured that music won't be boring after some time!



Working on The House of Tesla has been one of the greatest privileges for me as a composer. I cannot wait to go to my studio every single day and start working on it. The musical palette is also much more developed than how it was in The House of Da Vinci Trilogy. We are working with electricity and that gives me a much broader use of synths and also, I can use an actual Tesla Coil. Oh yeah!!!



Not that I own the Tesla coil (imagine how high would be just the electricity bills!), but fortunately I had access to one. My friend has a performance group, and part of their performance is quite large and working Tesla Coil. So, I asked him if I could record some musical material. Then I created my own synth based on just the sounds of the Tesla Coil. I can tell you - it was a lot of fun!!

So, it's about time I got back to composing in my favorite place on earth—my studio. I can't wait for you to hear the results! And keep your ears up for the official soundtrack release!



Cheers!
Tomas