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An enchanting Adventure/RPG set in a magical realm. Master spells, battle foes, and quest forth in this full-length game.
An enchanting Adventure/RPG set in a magical realm. Master spells, battle foes, and quest forth in this full-length game.
3,157 backers pledged $125,174 to help bring this project to life.

Winter 2014 Summit


First things first, some belated happy new year's greetings to our dedicated acolytes! We've got quite a bit to report to you regarding Iginor's construction.

Himalaya Summit Meeting 2014 (and beyond)  

From the virtual pen of Daniel Stacey

Chris and I caught up for over a week, in real time and space in Melbourne Australia, to work on outstanding design issues and to cement a plan of attack as we move forward into this, the most pertinent stages of the game’s development.

A pile of puzzle design documents from January's brainstorming session.
A pile of puzzle design documents from January's brainstorming session.
The result of a very productive summit meeting.
The result of a very productive summit meeting.

As a result, the past few weeks have seen a phenomenal amount completed, both design and coding wise. Here are just a few of these achievements:

  • The Priestess' Palace labyrinth, assembled over an eye-watering span of just two days, is now fully navigable and ready to be explored. 
The Priestess' Palace Labyrinth. A network of doom and gloom.
The Priestess' Palace Labyrinth. A network of doom and gloom.
  • It’s in this very maze that we can now meet a collection of our esteemed backers… bodiless and bloodied, they are a worthy addition to the treacherous Amun-Cul’s collection.
  • Evoker tier backers have begun to make an appearance as full-bodied sprites and we are determining where these extras can appear in-game. In both cases, much painstaking work has been undertaken to ensure that the likeness of said backers is captured as accurately as possible. 
  • The palace of Amul-Cul now contains a mural room, which must be solved… in additional to an intriguing, intuitive, puzzle-driven treasury room where not all is as it seems.
Scrooge's money bin has nothing on this place.
Scrooge's money bin has nothing on this place.
  • D’arc’s non-combative spells have undertaken some serious refinement. He can now float (as an Air Mage) and a particle system has been implemented to accommodate his Jet spell (Water Mage).
  • The crossing of the lake, an enchanted expanse which must be navigated in a certain way, is now fully scripted… another incredibly speedy accomplishment.
  • A major redesign of the puzzles leading up to the Priestess’ palace has meant a more immersive experience for the player. A new character has been added, and those originally included to be mere traders now have a much greater role in the storyline. 
  • The boss battle for Act 1, and its relevant combat strategies, are being diligently coded as we speak.
  • An insane amount of art assets for Act 1 have been completed and now look unbelievably awesome in-game.

These are just a few milestones that we have achieved and we're looking forward to accomplishing even more!

We have set an internal goal to complete each game Act within a set time and we're pushing like mad to reach it. At the time of writing, we are agonizingly close to finalizing Act 1 (of 4) and our team is looking forward to playing through it and getting - for the first time - a proper feel for how the game is steadily shaping up.  



We announced in our last update that we had just started working on the wastelands region, it’s not fully playable yet, but we’ve made significant progress. Check out this video showing off the construction of a Burrower-infested wasteland in the AGS engine, by our programmer, Jason Mearls!

The Wastelands: An ideal place to build a summer home!

Swag Update

Iginor’s inhabitants have been showing up in droves and we can't wait to send them home to you! Our entire storage space is filled wall-to-wall with glorious resin figures.

Not pictured: the Ark of the Covenant.
Not pictured: the Ark of the Covenant.

We're currently working on manufacturing the Demon's Deal decks, and the 50-page hardcover art book. We worked out the specs with the printer and are formatting the backgrounds to make them transition seamlessly from the screen to quality paper. Our artist John Paul Selwood has been churning out the artwork for the decks like a demon! (Pun fully intended.)

Even though today's games have more capabilities on devices a fraction of the size of yesteryear’s computers, and the feelies were often intended to expand on aspects of the plot that disk space couldn't accomplish in adventures of olde, we really wanted to ensure authenticity and go above and beyond the stuff that used to come in old school boxes.

Mage's Initiation on Steam Greenlight

 As we approach Mage’s Initiation’s first anniversary on Greenlight, we're now teetering at 99% of the way to the Top 100 games, after another 50 titles were greenlit last week. Please help us break the Top 100 barrier! Tell your friends, family, dog, chiropractor, or anything with at least one mouse-clicking digit/appendage/apparatus. As of this moment, we only need 47 more “yes” votes to breach the hull of the magical steam mothership. And then… green us up, Scotty!

Al Emmo on Groupees - Pay what you want!

We’re on the Groupees Retro 2 Bundle! This past November we released the Enhanced edition of Al Emmo and the Lost Dutchman’s Mine, featuring revamped 2D cutscenes, a new protagonist voice, and 20 added achievements. If you haven’t snagged a copy yet, pop on over to Groupees while the getting's good -- you can pay what you want for Al and 7 other games! The Gobliiins trilogy is also in the bundle which should provide added incentive for all you hardcore adventurers.As a bonus, you'll also get the Al Emmo OST (53-tracks) as an mp3 download. But only for 1.5 more days!  

We’ve also partnered with the Humble Bundle, and if you'd prefer, you can purchase Al Emmo via their widget on our website. Or if you're an advocate of crypto-currency, you can buy the game with Bitcoin, too. 

We're excited to have made so much headway on this incredible journey, and we're very appreciative that you've been a part of it-- we can't believe a year ago at this time, we were feverishly planning this campaign, and the day we pushed the “Launch” button seemed so far away. So much happens within a year! Stay warm until next time!  

The Himalaya Studios Team


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    1. Chad Armstrong on January 29, 2014

      I love the interface for the game. It's almost like an old Sierra game...huh, small wonder, right?

      I probably haven't been this enamored about a game's interface since seeing screenshots for QFGV.

    2. Chris Warren on January 28, 2014

      Most likely, but we'll have to see how we're going in regards to space. There are more backgrounds in the game than there are pages in the art book, and we also want to include a section dedicated to the characters. So we'll have to see what we can cram in there!

    3. Sir Jordi
      on January 28, 2014

      also, are some of these sketckes going to be in the artbook?

    4. Chris Warren on January 27, 2014

      The wasteland video was actually an internal demonstration to show team members how things were progressing, but we thought it might have been interesting to release to backers so we could demonstrate the process we go through when creating these large game areas. And yes, sometimes it can be shocking to realize that constructing wastelands isn't quite as riveting as wandering through them and bashing up monsters. ;)

      But have no worries, after putting 6 similar games out, I think we can say that we have a fair bit of experience with working on these kind of systems and we also employ various tricks to both save assets/resources, while still making the screens look unique. If you played the second combat demo we released for Mages, you will have noted that there were various forest screens you could wander through. These screens all used a similar technique of "borrowing" the same base screen and then alternating different elements, backgrounds, and patterns to make each forest area look like a unique location. So don't worry, we have a handle on it, and the wastelands will be awesome! The video shows it in its earliest, most primitive form (literally mere hours after it was first put together), and by the time it's finished, the screens will look more like that wasteland screenshot we released in the previous update #32, with the burrower worm confronting D'arc.

    5. KSimms ✵ ✵ on January 27, 2014

      Also, I thought the person doing the Wastelands video seemed so blasé. Hearing, basically, "yeah, there really won't be that much to do, maybe an object here or there, meh, good enough" doesn't really get you too excited. Thought it could've been done with a little more umph, since the video is apparently on YouTube and representing the game. You get the impression he was just told to make that video when you hear him say, essentially, "eh, fine, I guess I could show you…"

      Regardless, it was really cool seeing all of the behind-the-scenes stuff, and I think the game is going to be incredible!

    6. Jeremie Lariviere
      on January 27, 2014

      Nice update, thanks!

    7. KSimms ✵ ✵ on January 27, 2014

      I love everything about the update, though I am a little concerned about the Wastelands video. I know a lot of work is still to be done, but it seems like there should be more basic backgrounds than just one. The ground not changing and being recycled from room to room seems like a problem. It really kills the illusion of vast exploration. At least have a mirror image of that same background, or something, if possible, if the goal is to reduce the work. Also, as a previous commenter said, the transition into the Wastelands seems extremely abrupt.

    8. Kahuna Kevin on January 27, 2014

      Suggestion for the wasteland: when you first enter, instead of showing a blank horizon, show the peaks of the mountains, as you progress northwards shift the peaks higher until you eventually see the entire mountain range. It's too abrupt as-is and looks odd. Maybe even fade the mountains opacity-wise when off in a distance (to mimic fog/atmosphere) and as you progress closer shift opacity towards 100%.

      And the wasteland background needs at least 1-2 more alternate graphics. Even flipping the current background 180 degrees would help break up the monotony.

    9. Michal Lange on January 27, 2014

      AWESOME!!! Can't wait!

    10. jorlinn on Linux on January 27, 2014

      Wow, looks like the Quest For Glory II Art Style. Love it; great work guys and gals. thanks for the update.

    11. Himalaya Studios, Inc. Creator on January 27, 2014

      @Michal- We're looking at a mid-late 2014 release, since we're blowing assets outta the way like a Casipoisse on the loose!

      @Egon- Chris is near Melbourne, I believe Daniel's on the other side of the country. :) Flipping back and forth between Bx time, LA time, and Melbourne time has given me a good feel for knowing what time it is in other parts of the world without having to look at a map!

    12. Egon L.
      on January 27, 2014

      You two were in Melbourne, Australia? I'm there! What were you doing there!? Does one of you live here?

    13. Michal Lange on January 27, 2014

      Just upvoted on steam greenlight.
      Awesome update! Really starting to feel the KQ 2 vibe.
      Also does anyone still remember the planned release date?

    14. suppafoxe on January 27, 2014

      Great update!
      Screenshots looks very very nice :)
      I love the 'old adventure games' vibe of them.