Creators of Marie´s Room, an award-winning story exploration game, are showcasing their next project Ghost on the Shore to guests in the Gamescom´s business area. Journalists and publishers are welcome to visit the team at the Belgian Games booth, Hall 4.1, booth #A051g.
Ghost on the Shore is a story exploration game set on the deserted Rogue Islands, where a young woman Riley ends up after escaping her abusive father. She encounters the ghost of Josh, dead for as long as he can remember. Bound by a peculiar bond the duo will set to uncover the darkest secrets of the islands. As the history of the islands unfolds, Riley will have to make irrevocable choices that shape the nature of the relationship between her and the ghost, which will ultimately influence the outcome of the game. Ghost on the Shore is set to release in 2020.
- Environmental storytelling
- Emotional choices with consequences
- Branching narrative
- Multiple endings
- World exploration
- Relationship exploration
Exploration of life and death
Writer Dagmar remembered a vivid dream in which she’d died, still drifting through the rooms of her house watching the people who’d remained behind. She stayed with them every night, wishing for them to feel her presence. That feeling of not being seen anymore, of having been torn away from the people you love without the hope of ever returning to them … became the inspiration for Ghost on the Shore.
About like Charlie
Kenny and Dagmar met at a printing and publishing house where they worked together on a Flemish video adventure game for children. Their collaboration felt so natural, they decided daytime hours weren’t enough: they would take on a side project: Marie’s Room. About 18 months later the successful release of the game exceeded all expectations: 200.000 downloads. What else was there to do but start their own game studio and make another game? They asked Alex to program, Steven to lead the project and think about the gameplay design and Dries and Ward to design the soundscape and musical score. Having all previously worked together, they knew they´d make a strong team to take on the world of narrative-driven games. After learning about this ambitious project, Kristi joined as a community manager and then they were seven.