Let’s start with the shiny new trailer showcasing more gameplay: In case you’re attending the devcom, there will be also be a demo available to playtest. And we can’t wait for the reactions! Sure, we’re playtesting a lot with friends and other gamedevs, but this is the biggest demo we did so far with three…
Read moreWe’ll be at Devcom!
Right after we achieved our first major waypoint – to have a Steam page where you can wishlist PATOU – and first exhibitions to showcase and test our good fluff boy, we’re happy to announce that our next waypoint is on the horizon: We will be at Devcom! We submitted PATOU for the Devcom Indie…
Read moreNow on Steam!
We just hit the “Publish” button in the back-end of PATOU’s Steam page – which means it’s now possible to wishlist it and write your thoughts in the Steam discussion board. While we’re still working on the game it’s a nice milestone to have an official store presence already. By the way, we’re currently working…
Read moreAt the AMAZE 2023
We attended the AMAZE two weeks ago and got some great feedback by people who play-tested the game during our 3 hours at the Open Screens. After several years of a pandemic that forced every exhibition to be online-only mostly, visiting the AMAZE this year was an absolute must. And it really still is the…
Read moreStart menu
This is just a minor thing when it comes to creating PATOU, but of course it has some importance: The start menu is the first thing people will see from a game (apart from the 50 company logo animations, of course) and therefore set expectations. There are games with very beautiful menu screens with a…
Read moreNew Devlog: Talking about Dialogs
Since Behind Stars and Under Hills we wanted to bring back dialogues in our games. PATOU is heavily about memories. Thus, perfect to add some effort and flavor into dialogs, as players will spend some time with our characters. For our dialogues, Friedrich was reworking his dialog editor connected to allow branching dialog with choices,…
Read moreNew Devlog: Patou is dead, long live Patou!
It is time to go for good old Patou. We are saying goodbye to the old model and hello to the new one.
Read moreNew Devlog: Fog and volume effects
It’s time for a new devlog! This time Friedrich and Jana talk about the atmospheric effects. Those are not just tools to let PATOU look nice, but also function as a symbol for memories – or in case of fog: forgetting things. Though, implementing fogs was a challenge. Why? Friedrich explains how the volumetric and…
Read moreThird devlog video
In our third short episode of the Patou vlog we have a closer look at the portals in the world of the game. While their core functionality of transporting the protagonists from one place to the other is quite simple, the implementation can be quite tricky.
Read more