1. Spiritfarer®: Farewell Edition
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Spiritfarer®: Farewell Edition News

Разработчики Spiritfarer заметили, что 85% покупок в Аргентине и Турции совершали игроки из других стран — и подняли цены

Thunder Lotus Games объявила о повышении цен на свои игры в Steam. Студия приняла во внимание рекомендации платформы, из-за чего стоимость заметно выросла в некоторых регионах, включая Россию.

Regional Price Update

Hey everyone,

Today, we're approving and locking in Steam's latest regional price recommendations on our games. Some of these new prices are a big change (check out the full list here), so I want to give a little context.

For those who are unaware, Steam doesn't simply use exchange rates to set prices. In a nutshell, they try and consider many factors so that, hopefully, the average consumer pays a fairer price in each country. Read more about their policy here.

We trust Steam with this; we always have, locking in Steam's recommended prices on all our games since we started publishing on the store back in 2015 - the alternative being to set, manage, and update prices manually across 30+ countries ourselves. As we understand it, Steam's new changes should account for all the crazy fluctuations in the worldwide economy over the past few years.

Special mention to fans in countries where the price changes are more dramatic - Turkey and Argentina, especially: we see you and appreciate you, and apologize if these changes affect you negatively.

What I can say is that we saw a huge increase in sales in your countries last year, but no increase in the number of players. Something like 85% of sales coming "from Argentina and Turkey" seem to be coming from people playing in other countries - people who are chasing the lowest possible price on Steam. This is apparently a widespread problem on Steam, which is why Steam is recommending an especially large increase in your regional prices.

This is not an easy decision, but we do agree with it - the alternative is basically encouraging people to abuse the system and pay far less for our games than we know they're worth. Thanks very much for understanding.

- Rodrigue and the Thunder Lotus Team

p.s. Unrelated but very important side note for y'all: please spare a kind thought for the people of Syria and Turkey, who experienced a devastating earthquake this week! We've made a donation to The Red Cross to support relief efforts in the region; if you're able, please consider doing the same. To our friends in the region, we hope you're safe and sound. ːstella_heartsː

Have a wonderful Holiday Season! - Recap of the Year 2022

Happy Holidays!


Hey everyone!

Another year has flown on by, it's time for us to look back and reminisce on just about everything that happened in 2022... but first, I'd like to thank each and every one of you who have been supporting us, be it through reading my shenanigans, playing our games, making art, or being involved in our community. Your passion for games gives us the fuel to keep on burning as bright as ever! We really wouldn't be here without you! 🥰



Now, without further ado, let's dig into our recap of 2022!

Start of 2022 - Winter


The year started off fairly smoothly.
With the busy release of the Spiritfarer's Farewell Edition at the end of 2021, we figured we'd take some time to recuperate and properly prepare the rest of the year.

[h2]Spiritfarer Poll[/h2]

With the release of the Daffodil plushie last year, I figured it'd be fun to see which other spirit you'd like to see as a plushie. Figured it'd be fun to showcase my findings.

Since I figured ranking 10+ characters in order of most to least huggable would be a nightmare to decypher (and answer 😰), I narrowed it down to Alice, Atul, Stanley and Summer, and sent it to our Mailing List. With ~ 7000 votes compiled, the battle raged on and, in a rather convincing fashion, Atul was crowned our winner! 🐸



[h2]Surveys[/h2]

Through this experience with the poll, I've came to realize that I did not know much about who was reading my emails & blogposts, so I've started cooking up some fun small~ish surveys for our Mailing List audience to answer, in order to could learn a bit more about who they are, where they're from, what they enjoy playing, etc.

While there were no big surprises to share, it did confirm my suspicions that I was indeed talking to an amazing group of lovely gamers 🥰

Big thanks to everyone that answered my silly surveys!



Spring


[h2]New Office[/h2]

We officially moved into a new, bigger office in the Saint-Henri neighborhood of Montréal, Québec.

It's a really lovely place, with a lot of open space, a gym and an outdoor pool!
We still haven't fully made this place our own just yet, so I won't share any pictures, but we love it very much and we can't wait to share how it will look once we're done!

With it, we changed our routine from full remote, to two in-office days, which took a bit of getting used to, but we're all pretty happy with our current arrangements 😊👍🏻

I get to see trains go by every hour. 🚂

[h2]Discord Events[/h2]

Soon after, Discord released a new feature called Events to all servers, so it seemed fun to try it out with our community.

Given my lack of culture of Ghibli movies, which were a huge inspiration for Spiritfarer, I figured I'd remediate the situation and host some movie watchalongs in our Public Discord. We'd get ourselves our own version of the film, synchronize on my timer and react together. We watched movies like Spirited Away and Kiki's Delivery Service.

It was a lot of fun, thanks to everyone that joined and hung out!
We also created an Events channel, for those interested in hosting their own event for the Discord community!



Fall


[h2]Soundtrack Update & Blogpost[/h2]

The long awaited, and often requested, Soundtrack Update was pushed live in mid-November, adding a lot of the missing tracks that were added with the Lily, Beverly, Jackie & Daria updates.

To commemorate this moment, and the shipment of the soundtrack's Vinyls, I sat down with MaxLL, our amazingly talented friend and composer, to talk about his processes while making the Soundtrack, and posted his answers in a Blogpost.



[h2]Artbook[/h2]

Alongside the Soundtrack, we figured we'd take a stab at updating the game's Artbook, to add the post-release content contained in the Farewell Edition.

Curious to know more about the Spiritfarer universe, see amazing high resolution art of all the locals & characters, and read about our inspirations? The updated Artbook is available here on Steam!



End of 2022


[h2]Discord documentary[/h2]

In early November, Discord approached us with a fun proposition to highlight our Discord community in a mini-documentary, focusing on Spiritfarer. We wholeheartedly accepted!

For the video, some members of the Spiritfarer team, two of moderators, a handful of community members and I had the wonderful pleasure of discussing with a lovely member of Discord's staff, about how our server came to be, how it has evolved in the last few years and how it has impacted our lives.

The video was released in early December and was teased at the Game Awards 2022.
If you haven't already, we highly recommend you to watch the video and join our amazing community. 💖

[previewyoutube][/previewyoutube]

[h2]Games We Loved 2022[/h2]

As always, we posted a list of all our favorite games we played this year! If you're looking for things to do during your holidays, I highly recommend you to check it out!



Plans for 2023?


We're now days away from the start of 2023.

Truthfully, there will be a lot going on next year, a lot of things I'm super excited about, but a lot of things I'll be unable to share with you until the time is right. We'll be taking two weeks~ish off to rest and prepare ourselves for the exciting new adventures that awaits us. We hope to see you there! 🥳

If you want to stay up to date with our news, I highly recommend you sign up for our mailing list, if you haven't already!

Thanks for reading!


Okay, that's all I have for 2022.

Thanks again for all the support, it really means a lot to us! Your passion for videogames grants us the ability to continue making what we love! Thank you for playing!

Stay happy, stay healthy and please don't forget to take care of yourself! Have a happy holiday season & a happy New Year!
See you in 2023!

Many hugs,
-Med and the Thunder Lotus team


Twitter: https://twitter.com/ThunderLotus
Facebook: https://facebook.com/ThunderLotusGames
Discord: http://discord.gg/tlg
Mailing List: https://thunderlotusgames.com/newsletter

Making Spiritfarer's Soundtrack | Max LL

[h3]Hey Spiritfarers![/h3]

To celebrate the long awaited Soundtrack update, which contains the theme for all the new spirits, islands and event (and some missing songs from the original game), I sat down with Max LL, our wonderful composer, to ask him some questions!

Max LL - Instagram

[h2]What is your history with Thunder Lotus?[/h2]

Will (the studio’s founder) and I are childhood friends. We used to play in a rock/metal band together in high school, Will as drummer and I as guitarist and singer. We share some great memories from that time. Those were also very formative years for me as a musician, I started trying my hand at writing, composition and experimented with different musical styles.

A few years later, as Will was contemplating the idea of starting a game studio, I was making my first steps in the film and game industry as a composer. We had kept playing music together through the years and it felt natural for us to collaborate on a first project, so Will asked me if I was interested in writing a musical theme for Jotun, which was still in its early conception phase. A Kickstarter campaign was launched, successfully funded, and this is what started this beautiful collaborative working relationship I’ve had with the Thunder Lotus team since.

Max LL, Ulric Corbeil Trudel & Ian Lafontaine working on Jotun's sound design.

[h2]How would you define the music you created for Spiritfarer?[/h2]

I’m not the most eloquent communicator when it comes to describing music with words. Music can evoke an infinitely nuanced, complex and colorful array of emotional worlds in a way that other mediums cannot.

For Spiritfarer, it was important for the music to have both complexity and simplicity at the same time and an intrinsic emotional duality, even sometimes dichotomy. Grief is a complex and difficult subject matter that the studio wanted to portray in a cozy and lighthearted way. Thunder Lotus wanted the game to help us free ourselves from some of the taboos surrounding death and passing. The music needed to reflect that, so it could never be just happy, angry, or sad. Sometimes, moments of happiness needed to be accompanied by a form of melancholy, moments of fear and sadness by nostalgia. Finding the right tone for some of the game’s moments was definitely a challenge but I think I eventually landed in an emotional space that felt right. I tried deeply reconnecting with all the moments of grief I had gone through in my life to summon the appropriate musical energy.

In general, I’d say that the kind of music I had to write for Spiritfarer is one that comes most naturally to me and that made the project such a joy to work on.

Spiritfarer's Sheet music - Max LL

[h2]What were your inspirations for the soundtrack, and how did you choose which instrument(s) to use?[/h2]

Nicolas Guérin, Spiritfarer’s creative director, shared a wide selection of songs with me at the beginning of the project. The genres ranged from manouche guitar, jazz and french folk to Ghibli film scores and 20th century classical piano music. We decided early on that piano was going to be heavily featured in the soundtrack. Indeed, piano is an instrument that feels very familiar and “cozy” in the western world as it is common for families to have one in their home. Stella plays acoustic/nylon guitar in the game, so that also became an obvious instrument of choice. Luckily for me, those are the two instruments I’m most comfortable with. Although coincidently, those instruments had not been used in any of the studio’s previous games. Playing guitar and piano for Spiritfarer felt like coming back home after a long trip abroad.

A wide variety of other instruments was also featured in the score: sitar, mandolin, dulcimer, shakuhachi, singing bowls, to name a few. The traditional orchestral sound was used to blend those textures and colours with the guitar and piano. It’s always present in a way that adds a more complex and profound emotional underscore when needed.

Max LL's creative space - Instagram

Some of the tracks were also written as duets. Conversations are an important part of the storytelling process, so it felt natural to have instruments “speaking” to each other, asking questions and answering, conversating (for ex.: the tracks Gurenu Fields, At Night and Hummingberg).

[h2]Can you walk me through the process of creating a track?[/h2]

The creative process was different for each track, but it always came back to connecting emotionally with the subject matter of the moment. I try speaking a language with music that most people, even if they don't understand it fully, will be able to feel. Everyone will experience the game and music differently based on their own life experiences and upbringing. A big part of my work was bringing to life the emotions that the characters inside the game were experiencing. If the player can relate to those characters, he will most likely experience those emotions as well.

What Will You Leave Behind - Spiritfarer's Animated trailer

For What Will You Leave Behind, I originally wrote the first version of the song for the animated trailer that was launched a few months before the release of the game. The team had contemplated the idea of covering a well-known song, but I felt it was worth trying doing something original before venturing into licensing territory. I took a couple of days to write some lyrics and a first draft of the song. However, words on a page, an instrumental demo and asking the team to use their imagination wasn’t going to cut it. I needed to communicate the idea as clearly and convincingly as possible. This was at the beginning of the pandemic, we were all in lockdown and I didn’t have access to my usual network of musicians. So I asked my partner Maude, who has a beautiful calming voice, to sing the song in an acoustic demo I produced.

The team fell in love with the song and were convinced an original track was the way to go. The animation style of the trailer called for a dynamic orchestral score and therefore, for a voice that was going to be able to soar over the ensemble. I emailed Timbre, a talented soprano singer and harpist who’s music I truly adore, to ask if she was interested to work remotely on the project. She agreed, we were absolutely thrilled by her performance and the trailer was received with great enthusiasm in the community.

Will mentioned to me a few times how much he would’ve loved hearing a calmer version of the song that had the same kind of intimacy the original demo he had fallen in love with had. I told him I’d try my hand at rearranging the song for the end credits if time allowed at the end of the project. So two weeks before the release of the game, I rewrote What Will You Leave Behind for piano and strings and asked Maude if she could once again lend us her beautiful voice for the performance. This became the song you hear when you finish the game and it’s truly heartwarming to witness how much it has touched and moved people everywhere around the world. In retrospect, it’s also one of the pieces of music I’m most proud of. Whenever I hear it, it brings back so many emotions from that particular moment of my life.

[h2]What were your intentions behind Alex the Seal’s infamous theme?[/h2]

When I asked Nico to describe to me who Alex the Seal was, he told me he was a kind of annoying bus driver. I wanted to try something a little different, so I took a more radical approach and went a little crazy!

The irritating honking imposed itself and the percussion ensemble was a way to evoke the circus-like nature of his behavior. The out-of-tune trumpet felt like the proper instrument to act as his “voice” and I added some cheesy vocals because Alex felt like the kind of person who’d constantly be singing in a dooo dooo rhythmic manner while “driving” without too much regard for pitch. The resulting music is quite annoying, but that was all part of the original concept and it was a lot of fun to write!

Alex the Seal

[h2]What are your thoughts on the game / soundtrack's success?[/h2]

The game was released a few months into the pandemic, one could say that it came at the right time and became a blessing for a lot of people who were trying to deal with a difficult moment in their lives. However, when the game launched, we were all apart, remote, separated. It made the moment very uneventful. We could see in the numbers that people were interested in the game but it all felt very impersonal and abstract.

Nonetheless, since then, the team and I have been submerged by an unbelievable amount of truly moving comments and messages from fans about how the game and music had helped them in a difficult moment in their lives. Some of the unbelievable testimonials we’ve received have been both heartbreaking and heartwarming. I’m so humbled and grateful when people take the time to write about their stories. I would love to be out there to personally support everyone that’s been through hardship, but I have to accept that it’s impossible. It’s comforting to know that the game and its music are now out into the world doing a little bit of good.

Spiritfarer is not only the studio’s project now, it has left home, has a life of its own and now belongs to everyone who wants to experience it. The initial launch was slightly bittersweet because of the circumstances I described above, but I think we all now all realize that Spiritfarer is a special project that we were all lucky to be a part of.

Spiritfarer's vinyl - iam8bit

[h2]Any final thoughts you'd like to share with your fans?[/h2]

To everyone out there who has been moved by Spiritfarer, who took the time to play the game, to listen to the music, to write to us, or share their stories, I would simply like to thank you from the bottom of my heart. And no matter the challenges you are going through, there are always ways to find support, don’t give up, the hard times will pass.



[h3]Thank you so much for the Music, Max LL[/h3]
We truly appreciate the wonderful work you've contributed to our games over the years and are looking forward to our next projects together!

-Med and the Thunder Lotus team


Twitter: https://twitter.com/ThunderLotus
Facebook: https://facebook.com/ThunderLotusGames
Discord: http://discord.gg/tlg
Mailing List: https://thunderlotusgames.com/newsletter

Artbook & Soundtrack Update

Hey Spiritfarers!

Small patch today for the game's Artbook & Soundtrack.

[h2]Changes:[/h2]
  • Added pages for Lily, Beverly, Jackie & Daria in the Artbook.
  • Added themes for the spirits, islands & event from the three content updates to the OST.
  • Added some of the missing themes from the base game to the OST.

To celebrate this update, we also wrote a DevBlog with the composer of the OST!

Thank you so much for the support these last few years! ːstella_heartsː

-Med


Please check out the Original Soundtrack & the Digital Artbook if you haven't already!