Key Features

  • Set in beautiful fantastical world, with hand drawn environments.
  • Minimal combat interface for easy access, but deep progression system allows extensibility.
  • Original sound track
  • Crafting system allowing players to create unique ammo for weapons.
  • Relationship based combat, where the relationship between characters can be levelled up unlocking unique combat abilities, encouraging the player to play in different ways.

Settings and StoryEarthlock Festival of magic is set in the fantastical world of Umbra. Two thousand years ago, before the telling of our adventure, Umbra stopped rotating leaving half the world in light (Zenit) and the other in darkness (Nadir). During the great halt, the high tech and advanced civilizations that ruled were almost entirely destroyed leaving but few. The players adventure starts two thousand years after the Deadly Halt…

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2 comments by bendikstang on Mar 20th, 2015

Hey everyone!

Here's a report from GDC 2015!

This year we brought Bendik, Frits, Eivind, Kenny and Thomas for the show floor at GDC Play. Eivind won a scolarship so he has been off to lectures about Artificial Intelligence and other cool stuff.

We were invited to showcase Earthlock at Microsoft's indie event in San Francisco. It was a superb event with a bunch of other awesome indie developers we were proud to be amongst.

Progression update

Since GDC we have been busy with:

  • Moving the project from Unity4.6 to Unity5
  • Changed Version System to Perforce
  • Cleaned up the whole project removing unused assets and obsolete elements.
  • The art team is busy making new concept art for all the areas that still need to make it into the game. Here's a sample:

It has been a bit tedious, but now that it is done, we feel lighter and are ready to take on the last part of the journey.

And here is the gameplay trailer

I'd also like to introduce Thomas French, our new Senior Game Designer. Thomas started working for us this month, and is bringing a lot of experience to our team. He spent the last 10 years with Rockstar North working on GTA4 and GTA5.

Best regards,
Snowcastle Games

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Post comment Comments  (10 - 20 of 81)
Dieblein Nov 21 2013, 8:40pm says:

Great work on the game, I am actually a little jealous :-) Great Art and Design! But again some things I want to mention, please don't be mad:

1. The combat animations/effects are still very basic, I think you know that so that's not going to be a big deal :D
2. Environments start to look very nice, please put some extra effort into the normal trees (e.g. on the green island), they look better than before but still not like they should, I know its difficult, I have been through 3,4,5 versions of our trees as well...

Keep up the good work! Tracking!

+2 votes     reply to comment
dCepT Creator
dCepT Dec 5 2013, 7:54am replied:

Thanks for your input! Yeah, there's definitely work to be done on the visuals still :)

+1 vote   reply to comment
turikiller96 Nov 21 2013, 6:51pm says:

I look forward to the release of this game

+1 vote     reply to comment
Foxxen Nov 13 2013, 3:28am says:

This game looks well designed and gorgeous. Im VERY happy to see a Wii U release, woo!! You guys rock lol Lastly, your Snowcastle animation logo is downright badass.

+3 votes     reply to comment
dCepT Creator
dCepT Nov 14 2013, 1:21pm replied:

Thank you!! Yeah we're stoked about the WiiU as well! Glad you dig the logo animation!

+3 votes   reply to comment
MrValtor Oct 20 2013, 5:19am says:

Will buy when it comes to Wii U. Love the artstyle and characters.

+3 votes     reply to comment
supragamer Oct 16 2013, 5:02pm says:

Grat and good luck on GreenLight.

+3 votes     reply to comment
dCepT Creator
dCepT Oct 17 2013, 3:24am replied:

Thanks! Fingers crossed ;)

+3 votes   reply to comment
supragamer Oct 14 2013, 5:52am says:

Amazing art.
Don't forget sewers labyrinth as they are classical in towns RPG with some traps and treasures.

About combat system , seeing the video it seems like there is only very few ennemies ? Perhaps it could be more ennemies spread on the map.
I don't know if your game will focus more on exploration or combat ?

For the combat flow, some RPG propose some shortcuts :
-Auto Combat : you choose that option and your party will attack ennemies in next turn without needing you to enter commands (usefull when you fight easy ennemies or when returning to an old place to do some stuff)
- Replay previous commands : like old Fantasy star games, choosing this option, your party will replay the same commands you entered before.
Can be usefull a lot making easy battles faster.

+4 votes     reply to comment
dCepT Creator
dCepT Oct 17 2013, 3:24am replied:

The combat will definitely evolve as we move into the beta phase. We definitely want the combat to feel like it has as much flow as possible. We appreciate the feedback! Thanks!

+2 votes   reply to comment
supragamer Oct 4 2013, 7:46am says:

I have a technical question :
Is the combat field/scene loaded as independent map and when combat is finished you reload the game scene ? Or is combat scene a portion of the main map where player is moved and ennemies loaded ?

+2 votes     reply to comment
dCepT Creator
dCepT Oct 7 2013, 7:09am replied:


I asked our programmer, here's what he said;

It's sort of a combination of the two. The combat stage for any area the player is in loads up in tandem with said area. When combat initiates, we spawn the enemy you've encountered as well as the player combat team. When the combat is over, we delete the combat characters and resume play in the scene you were in.

So neither of the scenes gets loaded/unloaded during combat. We're doing it this way to minimize loading time when you enter combat.

I'm paraphrasing, so if I'm not making sense, please let me know and I'll have Eivind clarify more :)

+3 votes   reply to comment
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Earthlock: Festival of Magic
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Snowcastle Games
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