The Music of Gone Home!

We’re less than 18 hours from launch! How time flies! While we wait, we wanted to share a bit more about the music featured in Gone Home. Our sound is a mix of garage band and old-school Riot Grrrl licensed music, and a brilliant original score by our friend Chris Remo.

Since Gone Home is set in 1995, and focused on the travails of a teenage girl in the Pacific Northwest, we knew we wanted to get authentic Riot Grrrl music into the game. So we worked with Kill Rock Stars to license tracks from a couple of the most groundbreaking Riot Grrrl bands of the time: Heavens to Betsy and Bratmobile. The sound is lo-fi and emotional, just the right soundtrack for this episode in the life of Sam Greenbriar.

Some of the tracks are more mellow, like Some Special by Bratmobile, which emphasizes a kind of nostalgic summer teenage feeling:


Heavens to Betsy was the first band fronted by Corin Tucker, who would go on to form Sleater-Kinney in the mid-’90s. Their sound is more aggressive and raw, though some tracks, like Complicated, are also a bit mournful:


Finally, we met a local Portland band, The Youngins, at the Grrrl Front Music Festival earlier this year. We checked out their music, and it has this perfect female-fronted garage band sound. So we “cast” them as a fictional band in the game! Their sound could easily have emerged fully-formed in 1995, so in the game their music plays the part of Girlscout, a band that we created for the story of Gone Home. Their music is rad– check it out!

The role of the licensed music in Gone Home is to emphasize a sense of place, both geographically and temporally– it is as much a part of the game’s setting as the house you explore and the notes you read. But the music you’ll spend the most time with in the game is the original score. Chris’s music plays ambiently as you explore the house, but he also created a custom track for each and every audio diary in the game, giving each voice sequence its own unique feel. Here’s a sample from one audio diary, with the voice removed (no spoilers!)

We’re hoping to make the original score available for purchase sometime soon after Gone Home launches– Chris has created more than 30 minutes of original music, which works great on its own. As for the music licensed from the bands, visit their Bandcamp pages linked from the embedded tracks above to hear more of their stuff and buy the albums yourself!

Alright!! Almost there! See you tomorrow for LAUNCH DAY!!

Posted in Media, Music | 12 Comments

The Gone Home Steam page is live!

Check it out! GONE HOME ON STEAM!

Oh man, that countdown! At this moment, it is approximately 25 hours until Gone Home unlocks on Steam! Give the page a look for minimum system system requirements, screenshots, our trailer… and of course feel free to add Gone Home to your wishlist if you like!

Something you may notice down in the bottom right there:

Yes, Gone Home will feature Steam Trading Cards!

We were worried about these at first– would they pop up while you’re playing and interrupt the game? We’re not doing Achievements to avoid just that issue. Would they cause spoilers, or otherwise make the game itself worse? In researching the system, we found that Steam Trading Cards do no cause any popups if you’re playing the game– you just have a notification waiting for you when you exit telling you that you have new inventory items available. And the content of the images and text on the cards is totally under the developer’s control, so they won’t give away anything we want to keep secret.

So what did we make for this goofy system? Cards, Badges, Emoticons, and Profile Backgrounds. Kate, our 3D artist and also a talented graphic artist, put together a bunch of gorgeous images for the set. I’ll share a sampling here!

First are the Steam Game Cards, which we’ve chosen as unique objects from inside the game. In this case, a Frankly Awesome Binder. The super cool Puffin illustration on the binder is by our super cool friend Aleks Sennwald:

These can be “crafted” (?) into Badges, which we’re basing on the music of Heavens to Betsy, Bratmobile, and The Youngins that we licensed for the game:

There are also Emoticons that you can use in Steam chat. Check out :ufo:

I want to believe.

And finally, profile backgrounds based on the game. Here’s Mixin’ It Up, with tape graphics by Emily Carroll, remixed by Kate:

So yeah! Check out Gone Home on Steam, and keep an eye on that countdown clock… we know we will be!

Look for one or two more posts here before that countdown ends!

Posted in Announcements | 4 Comments

All About Modifiers

Yesterday Johnnemann described our fan translation system— as we lead up to launch (just a day and a half away! August 15!) I wanted to highlight one of Gone Home’s more unique features: our Modifiers system. It allows you to tailor certain aspects of the game to fit the experience you imagine.

Gone Home, in its standard form, is about exploring a dark house, turning on the lights as you go, unlocking doors and finding audio diaries that tell the story of a year in the life of the Greenbriar family. The dark house is foreboding and atmospheric; the locked doors allow us to arrange the story in some semblance of order as you open up new areas; and Sam’s voice provides a human connection to the story.

But we think there are a number of possible experiences contained within Gone Home, and we wanted to allow purists and casual explorers to experience the game differently if they so desire. That’s where the Modifiers screen comes in.

Modifiers

When you start a new game, you can optionally choose from four modifiers: All Lights Start On, Disable Map, Unlock All Doors, and Disable Voice Diaries.

Some players might be picturing a very literal exploration experience– they don’t want audio diaries playing in their ears, or a map helping them find their way; they just want to find the physical artifacts left behind and piece together what they can, and track their location in the house by memory and landmarks as they would if they were exploring the Greenbriar residence in real life. So this player could Disable Voice Diaries and Disable Map, for that purist explorer approach.

Or you might not want to deal with peering into the darkness as you navigate the house, or searching for keys and clues to unlock doors– you just want to explore the space at your own pace, and not worry about what might be going bump in the dark. For the player that wants full run of the place from the beginning, they could try All Lights Start On and Unlock All Doors.

All of the modifiers are mix-and-match, to fit how you want to play. I think one interesting experience, for instance, will be for players to try turning off Audio Diaries, exploring as much of the house as they can, then starting a new game with Audio Diaries turned on, to reveal a new side of the experience and “complete” the story. Or for players that unlock all the doors and explore the story completely non-linearly, to see what it’s like doing the equivalent of starting with chapter 3, then skipping back to chapter 1 and so on. It’ll be fascinating to see what people think is the “best” way to experience Gone Home!

But of course, all these Modifiers are totally optional– the game with all Modifiers turned off is the canonical way to play, the experience that we’ve designed as intended. But we didn’t want to make Modifiers a New Game+ deal, where you were forced to play through the whole game “our way” before we unlocked the ability to play it “your way.” No matter how you decide to play through Gone Home, we can’t wait til folks have their hands on the game, and can share their thoughts… release is less than two days away!!

We’ll have more updates before the game goes live. Keep an eye here!

Posted in Design | 5 Comments

Gone Home Will Support Fan Translations

Hello everyone! Our game is almost out (August 15th!), and that’s really exciting. We’d love for everyone to be able to play it, of course, so here’s some notes on how we’re trying to make that possible.

Gone Home has a lot of words in it, and the game is very much centered around understanding sometimes-subtle clues and artifacts. In order to make these things more accessible to players for whom English isn’t their first language, we wanted to translate the content – or “localize” it, in game-development parlance.  However, we’re a tiny, four-person team. We don’t have a lot of resources, and I blew my opportunities and took Latin as my language in school, so there’s limited translation we can do in-house.

Screenshot of text-heavy pamphlet

Lots of words, none of them Latin.

Our solution was to support a full framework for localization – we pull all the text in the game from various files, we support dynamically changing fonts, we have subtitles for audio content, we include text overlays for text-heavy objects, and we added many non-English characters to our standard fonts – so we could open our content up to the players for the actual translation! When the game ships, all of the text content will be available to anyone who would like to create their own translation.

Text Overlay!

Text Overlay!

I’m now going to go over some technical things for would-be localizers – feel free to stop reading now if you’re not interested, and go happily on your way with the knowledge that Gone Home will (hopefully eventually) be playable in your native language!

If you’re interested in translating Gone Home, here’s the information you’ll need:

  • First, I would recommend playing the game fully and uncovering all you can of the story – Obviously digging through the text files will expose you to all of the content, and may spoil your enjoyment of discovery.
  • The game will include a file with more detailed instructions on how to localize, including the location of the included text files, the process for using different fonts, and a walkthrough of the start of a translation.
  • For writing content with non-English characters, you will need a text editor that can save UTF-8 encoded text files. I use Notepad++ for Windows, which works very well.
  • The default fonts for the game support the English, French, Italian, German, Spanish and Scandinavian alphabets, and should have most special characters available.
  • We also include Korean, Japanese, Chinese (simplified), Greek, and Cyrillic fonts.
  • We aren’t able to support resizing text areas to fit different languages’ length requirements. So if you’re localizing for a language that generally takes more space than English text, you may have to summarize or edit the text you present in order to fit the display area.
  • Some miscellaneous pieces of text will not be localized, and only text that is story-relevant will be translatable, so things like soda cans and pizza boxes won’t apply.
  • There may be bugs as the game hasn’t yet been tested with full translations. Let us know what bugs you find and hopefully we’ll be able to fix them!
  • (Important) You can also localize the game to Klingon.
Christmas Duck with Klingon-font text

Klingon duck

Posted in Announcements, Programming | 18 Comments

Gone Home will be released on August 15!

Check out that headline!!

Today we’re announcing that Gone Home will be released on PC, Mac and Linux on August 15, 2013! We’re super excited that we’re only TWO WEEKS AWAY from release! It is kind of crazy to type that out!

To answer a few questions: Gone Home will be available for $19.99 on Steam and DRM-free via our own website, http://www.gonehomegame.com (which you should check out now, because our friends Chris Remo and Jake Rodkin made it super pretty.)

We aren’t doing preorders, or a demo. But we can’t wait for people to get their hands on the game on August 15!

To celebrate the announcement, we’re posting four new screens from the game. Since Gone Home is all about exploring a family’s house to uncover their story by finding artifacts and clues they’ve left behind, we’re releasing four of those artifacts today, below. Gig posters, business cards, cryptic notes and newspaper clippings start pointing toward the story of a house, and the fate of the Greenbriar family.

Thanks for checking it out, everybody! Here’s to August 15!

Posted in Announcements | 28 Comments