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An all-new, immersive adventure game from the award-winning creators of Myst and Riven.
Created by

Cyan, Inc.

22,195 backers pledged $1,321,306 to help bring this project to life.

Recent updates

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Mini update

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Hello, Obductees!

I just wanted to fill you in on a few things. Next week we start filming 3 live-action characters. The end of the week also brings a deadline for the team. I'm happy to say we already hit the deadline. I'll have some pictures from the shoot and other exciting news next week. Stay tuned!

Kicking it forward 

Former co-worker and friend of the studio, Manny Trembley, has a Kickstarter with less than 17 hours to go! It's already successful, so help him hit some stretch goals and be a part of the action.

Victoria Jr.

I'm also funding a project by Steamroller Studios. They are a small, passionate team that wants to make a fun game. Check it out!

Deadwood: The Forgotten Curse

'Til next time!

Ryan

From the Producer's Desk: 3 of 3

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Hello, Obductees!

First, I'd like to say, "Thank you!" for the overwhelmingly positive feedback to the image we released yesterday. Sometimes when in the trenches of game development, all you can see is everything that is wrong with a product. The feedback was nice.

Over on our Developer Blog, you might have seen an image of me in front of a green screen. That was done for a test shoot a few months ago. It looks fantastic, and we are excited to tell you more about the full-motion video in Obduction. We're planning that for an update closer to the end of this month.

Rand and RAWA have been spending a lot of time writing and re-writing the scripts for the characters. This process has helped us really boil down what is important for the player to take a way from a speech. Ryan Miller (Rand's brother) came in and helped give us some direction on the characters. We've also had a few individuals come in for auditions and have some very convincing actors picked out. Once everyone is signed, I'll release the cast list.

Of course we locked down Robyn Miller as one of the main actors in Obduction. At this time I can't tell you what role he is playing, but we are excited to have him on board. The characters of Obduction are all unique. I think you'll like the direction we took them.

What I see everyday.

The artists bullpen
The artists bullpen

I mentioned that we had meetings at GDC. Some of those meetings were with the vendors we plan to use as our distribution channels when we launch Obduction. I have many roles on this project; one of them deals with distribution. For months we've allowed people to pre-order the game via Paypal. Behind the scenes, they are still a part of the same database we are using for Kickstarter distribution. At this point, we need to lock everything down and move any pre-ordering over to our distribution sites. So as of Monday of next week (April 6th), we'll be shutting down the pre-orders on Obduction.com. We will allow pre-orders again at some point before the launch, but I will be working with our vendors to make that happen. If you want to pre-order before that, make sure you do it this weekend. Thanks!

I've been meaning to mention something. If you pledged for a reward tier of an Easter egg or Model in the game and have not yet submitted one, please contact me. We need to get something planned ASAP. Also, 142 individuals that signed up to get physical rewards still have yet to give me their physical address. Please search your email from warzecha or backers at Cyan.com in order to fix this. For those of you who paid for T-shirts, they will be on their way soon.

And finally,

We plan to add more items to our Cyan store soon. I should let you know we have about 150 of the Sunner Lagoon and 50 of the Riven Village posters left. Get them before they sell out.

Until our next update, have a great few weeks.

Ryan Warzecha

From the Producer's Desk: 2 of 3

63 likes

Hello, Obductees!

Ryan here.

April Fools!

You might have seen we announced a Gameboy version of Obduction yesterday. However, that idea was scrapped, because the fidelity just wasn't what we are aiming for.

Here is a new screenshot. Still a work in progress, but CLOSER to what the final product will look like.

News from GDC

Eric Anderson (Art Director) and I attended the Game Developer Conference this year. It was the first year for either of us to attend GDC. You might be saying, "Ryan, GDC was a month ago. Why are you telling us now?" Well, we've been busy! We had a few meetings while down in San Francisco, and I hope to tell you more in the months ahead. Please check out Hayden Dingman's article in PC World. We were able to meet up with him and fill him in on Obduction production.

I think the best part of GDC for me was conversing with other developers. So much of my life is talking to individuals outside of the industry. It was nice to talk to others who "speak" the same language: the pain and elation of running a Kickstarter campaign, dealing with deadlines and timelines, where VR technology is taking us, etc. It was fantastic! I even got to hang out with some Uber Myst nerds that convinced me to put more on my plate. (More on that in the future.)

Leaving GDC, here are the games I'm excited about!

Xing - Produced by White Lotus. I can't say enough about this incredibly talented and amazing team. They are passionate and driven, and I can't wait to play the final release.

Firewatch - Produced by Campo Santo. They win Best in Show for me, and they weren't even on the GDC floor. In a studio space a few blocks from the convention center, Campo Santo showed off the game. You walked into a faux National Forest and played the game while sitting on cut-off logs. It was so amazing I dragged Eric and a few others over to it later in the day. They are some of the nicest game developers you could ever meet.

ADR1FT - Produced by threeonezero. What an amazing concept and follow through. I can't want to play this game. Better yet, I can't wait to play this game in VR!

Flame and the Flood - Produced by The Molasses Flood. I backed this Kickstarter, and I'm extremely happy I did. It might be a small studio, but they are going to make some great games. I can feel it.

Last, but not least.

Bounden -  Produced by Game Oven. When I mentioned this to some individuals on the team, they laughed. However, for me, it was two things I love mashing together. I couldn't help but smile when I saw random strangers dancing with each other at GDC. It made me so happy. Please check out the videos.

Cheers,

Ryan Warzecha

P.S. I'm funding this Kickstarter. It would be great to see them get a booth at E3.

From the Producer's Desk: 1 of 3

80 likes

Hello, Obductees!

It's been a busy few weeks at Cyan. The team is moving ahead on multiple fronts including: script writing, costume design, auditions, GDC, and just working on the game. In this time we have added members to the team and continue to push forward to a major milestone in the next month. In the next few days I will work on a series of posts to catch you up.

New Hires

Our Art Department has expanded as Obduction production picks up steam. In the last few months, we’ve beefed up the number of CG Artists from two to seven. Here are the new additions (in order of joining the art team)…

Joe Perez: Joe joined us a few months ago as our first art team addition. He made the move from San Francisco to Spokane and has already made amazing contributions to Obduction.

Jeremiah Castro: Jeremiah has been helping at Cyan for a while. He cut his teeth in QA and has added his artistic touch to other Cyan productions in the last year. He is moving over to the Obduction art team full-time.

Austin Thomas: Austin joined Cyan years ago during the Uru days and has worked with us on and off through the years. With Obduction production ramping up, Austin now adds his artistic talent to the team.

Blake Bjerke: Blake is an Arizona native who was willing to brave the colder climate to add his CG prowess and artistic skills to Obduction. Some might recognize him from his Katha Island ideas on the forums.

Celeste Masinter: Celeste is another San Francisco transplant. Celeste brings her desire to make worlds, her artistic aesthetic to our art production team, and her “I’d Rather Be Linking” bumper sticker to our parking lot.

In addition to shoring up the art department, we’ll also be adding another programmer to the mix.

Hannah Gamiel: Hannah is a familiar face here at Cyan. In an intern and part-time role, she's rebuilt the Cyan web site and picked up several internal programming projects. She be joining the programming team full-time.

QA has also filled in some holes with the addition of another team member.

Lloyd Woodall: Lloyd is a Spokanite whom I've known for years (since before I joined Cyan). He’s been lending his skills to the QA team, already doing a great job helping us make sure we’ve got our quality in order.

I'm incredibly grateful for the Cyan crew. Every one of the individuals on the team brings something unique to the table. We’re all passionate about this project, and it shows. The artist bullpen is outside my door, and it's great to hear the collaboration and discussions going on. It's going to be an intense year, but we have a dream team, and I couldn’t be more excited. If you want to check out who's who at Cyan, you can go here.

Tomorrow I'll let you know more about GDC. Meanwhile, if you haven't had a chance, go take a look at the Developer Blog.

Cheers,

Ryan

Don't Panic!

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