Coursing through the veins of this narrative is the singular notion of epistemology and the futility of it; the correlation with death that knowledge holds, and the inescapable grasp of mortality. Strokes of the Lovecraftian, the strange, the occult and the esoteric have been brushed heavily upon the story of two brothers, Dorian and Jeremiah Caulm. A singular event of betrayal leads to a rift between them while an ancient cosmic horror grows to the influence their worlds. Written and Developed by the makers of The Worry of Newport, Triptych will be the swan song of our Cryengine 2 development coming Q4 2016.
Triptych is a playable horror story with a strong foot in the 'walking simulator' genre given the limitations of the engine rather than the intentions of the developer. A lot is done with a minimal amount of tools to the greatest production values I can offer.
Glenn Winkelmann Jr - Developer | Level Designer | Lead Writer |
Jarod D'Camp - Lead Composer
Finn M.K - Dorian Caulm
Jamie Campbell - Jeremiah Caulm
David Smolanowicz - Sound Engineer
Dark Craft Studios extends special thanks to these contributors, both past and present. Thank you all so much!
Ian Wiese - Secondary Writer (Countless Past Drafts & Revisions)
Hanger34 - Flash UI Main Menu & Loading Screen
Alan Grant - Graphics Artist (All Book Papers)
Followers of Triptych and Dark Craft Studios, it has been two years since I've announced my footing and placement in the world of game design and weird fiction writing. I've been busy, very busy, keeping the threads intact and curing them with time. As you know, Triptych was lost to a double HDD failure in a RAID accident (due to lightning, despite my best efforts of protection) and I had no had any truly safe cloud backup storage present on a project/engine so old. I took time off this winter and autumn to review and revise the screenplay, and finding it much to my liking, have decided that I cannot leave the bones unburied. I will complete Triptych up through the year and fulfill my years old promise on delivering an aesthetic and uncompromising lovecraftian tale for Cryengine2 -- a swan song, of sorts, of this chapter of my development life.
I have completed Chapter 1 entirely by utilizing captions and subtitles. There are no VA's currently attached to the project as both declined a return, and professed a disinterest in the genre (having moved on to quieter, greener pastures of writing.)
Instead of letting that depress me, I'm moving on and sculpting the entire game first before I find two VA's suitable for the project.As I mentioned, Chapter 1 is done, and rather than post produce it now (Soundscape, optimization, tweaking) forever, I am shelving it and moving on to Chapter 2 immediately. Work on Chapter 2 is underdoing blueprinting now and should be done in the next two months. Then I will tackle 3, tie it all together with flowgraph and narrative, and then post production. It is during this stage I will hire Voice Actors, a Sound Engineer, and Composer to tie the whole project together. I fully expect an October release or earlier unless finding voice actors proves to be maddeningly difficult. Thank you for your patience with me, and be assured hope is not lost.
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