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Escape an abandoned building, in both your nightmares and the waking world, in a beautiful, first-person puzzle adventure game.
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Lucky Pause

1,503 backers pledged $27,897 to help bring this project to life.

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Polygon Feature Article!!!


Hi everyone, 

This is super exciting!  Polygon just posted a Feature article about Homesick!!  

It includes an interview with us, a play through video, and some amazing commentary, like that Homesick is “a gorgeous three-dimensional piece of art, storytelling and interaction”!!! 

Here is a link to the article: 


- Barrett & Morgan

PAX East and the Indie MEGABOOTH!


Hi Everyone! 

We were lucky enough to be selected to join the Indie MEGABOOTH at PAX East this year, in Boston, March 6-8. It is a pretty competitive process just to be accepted, and we were honored to be selected!  

It was so amazing mind-blowing awesome, that we are still coming down from it! 

Barrett made a dev diary video about it:

A big thank you to the awesome folks who organize the Indie MEGABOOTH, our good friends Tiffany, Shane, and Caldon that let us crash at their place for half of the time we were in Boston, and to all the amazing people we met at PAX! 

- Barrett & Morgan



Hi everyone!

There are good days, and great days, and then some days you know you'll remember forever as one of the best experiences of your life. We had one of those days yesterday.  

We had the amazing good fortune to get to spend the day in the recording studio as our composer and her team recorded the score to Homesick.  

Working with Composer and Pianist Heather Schmidt as she has been writing an original score for our game over the past several years has been on its own a really cool experience. It has been so rad to talk with her about the vibe, feeling, tone we are going for - and then she turns those concepts into beautiful and moving music. She nailed it, and we are in total awe of her.

For each song, she sends us a synth version of it, of her playing the music on a keyboard. We have been inserting these into the game as place holders, so if you have watched the trailer, or played the alpha as a tester, you have heard these synth-version tracks. Yesterday we recorded the real deal: the original score played live in the studio. 

A few weeks ago our jaws dropped when Heather told us where we would be recording. The Barbra Streisand Scoring Stage at Sony Pictures Studios. Which is known as the best scoring stage in the world. The Wizard of Oz, Lawrence of Arabia, Toy Story, and countless other epic scores were recorded there. And now Homesick! How we got to be so lucky, we will never know. 

And, in addition to Heather playing the piano, Heather's long-time friend, and wonderfully talented musician and music professor, Shauna Rolston played the cello. She flew down from Canada just for the recording session, and brought her beloved cello from the 1800s. 

This was the first time we got to hear the score played with actual instruments, live. Not only that, Heather and Shauna are amazingly talented. It was beautiful. Heather and Shauna were in the sound stage, while we were sitting in the booth (which is actually more like a large room) with the extremely impressive and great to work with Sound Engineer, Adam Michalak. When Heather and Shauna started playing the first track, our hearts just stopped. It was incredible.

Homesick has been a huge part of our lives. We eat, breathe, and sleep this game. Our hopes, our dreams, our hearts are poured into it. Getting to hear the score come to life, in such a special place, played by such amazing musicians, mixed by such a skilled engineer ... it was just magical. I wish you all got to be there with us to share in the experience, and we can't wait until you get to hear it in the game. 

We are forever grateful to Heather, Shauna, and Adam. We cannot thank you enough.

Although this won't do it justice, we put together a quick little video to capture the day: 

And here is a pic of the whole team: 

(From left to right: Awesome Sound Technician Guy, Sound Engineer Adam Michalak, Composer and Pianist Heather Schmidt, Cellist Shauna Rolston, Barrett, Morgan) 

Thank you all for being on this adventure with us!

- Barrett & Morgan 

Happy New Year! New Alpha!


Hi everyone! 

I hope everyone had a great holiday! 

Today we started rolling out a new alpha to the testers! We had planned to release it (which has 80% of the game in it) to our testers back in November, but we just couldn’t stop adding new things in. We are super jazzed about this alpha, and we hope they like it too! 

In other news, we finally started working with a Sound Effects expert - Kole Hicks! Kole has been excellent to work with, and he already made us a few sounds that we put in the game. It is amazing how much it helps bring the game to life. 

We also have been collecting some more of the content from backers, and inserting some of it into the game. So far we have collected book content, photos, and photos to make busts. It has been really fun to get to see the submissions! If you haven’t submitted your book content, photo, or photos for a bust - it is not too late! Please email it to us as soon as you can. 

- Barrett & Morgan

New Screenshots + Progress Update!


There is a light at the end of the tunnel! We’ve made a lot of progress and are hoping to have a new alpha version of Homesick to share with the testers in November. This will be the first 80% of the game, which is more than double the size of the last test.

The part we are most excited about is probably the puzzle that will let you figure out how to read all the text in the game. Once the player can read the text, then the player can learn a lot more of the story, including getting a sense for the building and the people who lived there. Mechanic-wise, it is by far the best puzzle in the game and the most rewarding.

Right now we’re in the process of writing the text for the world. We want this next test version to include all the text we are planning for the world, so we can get feedback on it - if it’s too much, not enough, how people like it, so we can know what to tweak.  

We’re also filling the world out in other little ways. We got some helpful feedback that all the empty filing cabinet drawers were a let down for players, and we've always meant to fill them with interesting things. We've figured out some of that and hope to have that stuff in this next test version as well. Basically this will hopefully be the first 80% of the game with just about everything in it - all the world flavor and details. 

The one thing that will be missing in the next version will be the sound effects. We're considering hiring someone to do them. We're not experts in sound design so it takes me longer than it should and it’s one of the easier parts of a game to get help for, since it can be more easily added in at a later time. 

The music is coming along really well. The piece that testers will hear in the last section of the test version we think is the best so far. Our composer Heather has really hit it out of the park and we’re starting to plan the live recording session. 

We are shooting for a Spring release, partly because everyone we’ve talked to says that is a really good time for a small game like ours to release, and partly because we could certainly make good use of the development time. We probably won’t be making any new videos until the game is done and then we’ll put together one final trailer that shows off the game in the best possible way and release that shortly before launch. 

One question we are struggling with at this point is how much to share. When we release a new version to the testers or even share screenshots, we worry whether we are spoiling it too much. What do you all think? Would you prefer to keep seeing screenshots and game footage in Let’s Plays - or would you rather be more surprised once you get to play the game when it comes out? It feels tricky to figure out how to balance sharing stuff to excite new fans, but not sharing too much to spoil the experience when playing the finished game. 

- Barrett & Morgan