Real news, coming soon

Hi folks,

I just wanted to check in for a minute. Things have been pretty quiet on this blog (and on our Facebook and so forth) for a little while now. And it is because we’ve been really busy… finishing the game! That’s right, we’re in the final few weeks of development right now, jamming away to get everything in and polished and bugfixed. So what’s that mean? It means in just a week or two we’ll be announcing our launch date, and then not too terribly long after that, the game will be available to buy!

To answer a couple questions that might come up: No, we aren’t planning to do preorders. And yes, we are still planning to support Windows, Mac and Linux. We’ll announce which distribution services will offer Gone Home when we announce our launch date, but know that we will definitely be selling the game through Steam and through our own site.

So yeah! Just a little more radio silence before we start Announcin’ Stuff for Real! Stick with us!

Discover more… soon.
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Big Sushi

Hey all. Just a quick link. Steve appeared on the Big Sushi podcast this week. It’s their 80th episode– give it a listen! http://bigsushi.fm/episode-80-the-fullbright-company/

It’s a nice, in-depth conversation all about who The Fullbright Company is, where we came from, our design philosophy and process, and tons of inside info on Gone Home and our thoughts on the games industry at large. Very much worth your time if you’re interested in what we’re doing!

Thanks for listening. And thanks to the Big Sushi guys for hosting a great podcast!

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Rezzed!

News reaches us that some people had an awesome weekend– specifically, those that got to attend the Rezzed Game Show in Birmingham, UK!

Rezzed is a gaming expo focused entirely on PC and indie games, put on by the good people at Eurogamer and Rock, Paper, Shotgun. Lots of awesome stuff was shown there this year including Sir, You Are Being Hunted, Hotline Miami 2, Prison Architect, Surgeon Simulator 2013, and more. We were lucky enough to have Gone Home selected as part of the Leftfield Collection, a section of the expo dedicated to smaller and more experimental indie games.

Rezzed_Leftfield
(thataway!)

Sadly for us, we weren’t able to attend in person, what with the cost of travel and us trying to get the game finished. But one awesome thing about the Leftfield Collection is that the Rezzed organizers do all the hard work of setting up the demo stations and keeping them running, meaning all you have to do is send them a build, and people on the showfloor will have the chance to play. We conscripted a few of our friends in the UK– Phillipe Bosher, Emma Smith, and Aubrey Hesselgren— to chat with players and keep the booth running smoothly. They also marked up our booths with a nice hand-drawn version of the Gone Home logo, and the twitter handles of the game and the team:

(for the record, that’s @GoneHomeGame, @fullbright, @zusty, @koalaparty, and @johnnemann)

So while we regret being unable to show up ourselves, we were incredibly excited to have attendees of the show get their hands on Gone Home. In fact, this weekend was the first time the game had been available at a big event open to the general public. And we hear it went really well!

There were two demo stations running Gone Home, and we’re told they were in constant use throughout both days of the show, sometimes with quite the queue of people waiting to play (sorry if you had a long wait in front of you! We appreciate your patience!) We also had some swag to give away, in the form of lapel pins, postcards, and a few fridge magnets that apparently disappeared quite quickly:

Rezzed_Swag

We’ve gotten a ton of nice tweets and emails from people that discovered Gone Home at the expo:

So a huge thank you again to everyone that came out to Rezzed and tried Gone Home, and to the organizers and our friends who made it all possible! Here’s hoping we’ll be there in person for next year’s show!

Posted in Announcements, Media, Press | 4 Comments

Why we are not showing Gone Home at PAX

We made a difficult decision today.

Earlier this month, Gone Home was accepted into the Indie Megabooth at the PAX Prime expo. The Megabooth is awesome– a huge area of the showfloor dedicated entirely to indie games. We’ve attended a number of times as fans, and the energy there is inspiring. It’s wonderful that via the Megabooth, indie games can be such a destination at such a huge event. We were very excited when Gone Home was accepted by the organizers.

But in the back of our minds all along, we’ve been bothered by the public stances that Jerry Holkins and Mike Krahulik, the founders of PAX’s parent organization Penny Arcade, have taken on a number of issues.

First there was the entire “Dickwolves” debacle, during which Mike said that it “felt pretty good” to “support rape culture.”

Then there were the Penny Arcade Kickstarters, one of which offered to let backers pay them $7,500 to work as a Penny Arcade intern for a day.

When critics recently raised objections about the over-the-top depiction of female characters in Dragon’s Crown, Jerry referred to opinions that differed from his own as “censorship.”

And then yesterday a panel was announced for PAX Australia entitled “Why So Serious?” Its description initially included the lines

Any titillation gets called out as sexist or misogynistic, and involve any antagonist race aside from Anglo-Saxon and you’re called a racist. It’s gone too far and when will it all end?

Soon after, it was changed to a less inflammatory description, but the fact that the original panel was okayed by Penny Arcade still stands.

Which finally led to Mike tweeting ignorant dismissals of transgender people, then posting an email chain that, as part of a self-serving quasi-apology, includes him attempting to defend his position by saying

I hate the idea that because I think boys and girls have different parts I am “transphobic” that pisses me off it makes me angry and so I lash out.

So here’s where the difficult decision comes in.

This morning we stopped pushing those long-held reservations about Jerry and Mike into the back of our minds. We talked to each other and did a simple show of hands– do any of us feel comfortable presenting Gone Home at PAX?

No hands went up.

We believe that people’s opinions and actions on social issues and business ethics are important. We believe that agreeing to pay the organizers of PAX over $1,000 for booth space, and to present our game on their showfloor for four days, provides explicit support for and tacit approval of their publicly demonstrated positions on these subjects. And we have finally come to the conclusion that we cannot support Jerry, Mike, and their organization by participating in this event.

We know that this will do them no harm; that’s not the point. Another developer will take our slot at the Megabooth; they won’t lose any ticket sales; we won’t hurt their feelings. If anything, we’re hurting ourselves– our ability to reach new fans who might not have heard of Gone Home, to connect with players, sell stuff, meet with press and video crews, and so on.

But this is not something that we’re doing for practical reasons.

We are a four-person team. Two of us are women and one of us is gay. Gone Home deals in part with LGBT issues. This stuff is important to us, on a lot of different levels. And Penny Arcade is not an entity that we feel welcomed by or comfortable operating alongside.

We wish all the best to the organizers and participants in the Indie Megabooth, as we really do believe that it is an incredibly positive force for indie games and video games in general.

We just wish it weren’t at PAX.

Signed,
The Fullbright Company
Steve, Karla, Johnnemann and Kate

Posted in Announcements | 123 Comments

Behind the scenes in the recording studio!

Today we wrapped up voice recording for Gone Home! In the game, you hear a big part of the story through the voice of your younger sister Sam. She describes the events of the prior year in her own words, giving you a window into her personal take on the events that lead up to your arrival at the Greenbriar house.

Sam is voiced by Sarah Robertson, a Portland-area voice actor we’re incredibly lucky to be working with. We record at White Horse Studios in Portland. We took a bunch of video at our first recording session and, to commemorate the completion of voice recording for the game, we’ve edited it into a little mini-featurette for you to check out. Get a glimpse into our process as we capture the voice of Sam Greenbriar!

Can’t wait for everybody to hear Sarah’s performance in the game!

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