Schlagwort: okomotive

  • How we Got the “Herd” in Herdling

    How we Got the “Herd” in Herdling

    Reading Time: 4 minutes

    Summary

    • Atmospheric adventure about shepherding mysterious creatures through fantastical mountainscapes.
    • Create and customize your herd.
    • Encounter and overcome obstacles on epic adventures.

    In our game Herdling, you leave the city behind to start an adventure through the mountains. But you won’t be alone. Always with you: your herd of fantastical mountain creatures.

    Your task is to guide and shepherd these creatures, called “Calicorns”. Together you journey through autumnal forests and vast mountainscapes full of treacherous pathways, encountering mysterious discoveries and breathtaking views. You have to learn how the Calicorns behave, how you can responsibly guide them, and explore everything they are capable of.

    The herd of Calicorns is the core of the game. The player as the protagonist, named Via, has to move with and around the Calicorns to guide them into the correct direction, and help them find their way around obstacles and dangers. This careful navigation in hazardous environments takes turns with wide open plains that allow the herd to stampede – a powerful, exhilarating movement that can also take the Calicorns up otherwise slippery slopes when used strategically.

    Every once in a while, you find a spot to rest, where you can care for and bond with your Calicorns. You can tend to their wounds, clean their fur, play with them and sit around a cozy bonfire to get some well earned rest. On your adventures, you can find various ornaments and keepsakes to decorate your herd.

    Herdling campfire

    From a developer’s perspective, the herd guiding was the first thing we started working on and we never stopped improving it until the end of development. Our main goals were to make the guiding feel intuitive and natural, and to make the Calicorns feel alive enough to care for them. These two goals can be very opposing in many cases, so it was all about the right balance.

    To create a flowing and fun gameplay we wanted to avoid the feeling of an escort mission or an obstacle course. The player’s motivation should be the enjoyment of pressing forward, and not to avoid obstacles. To achieve this, there are different kinds of flowers on the ground that give the Calicorns the ability to stampede or to interact with specific parts of the environment. The stampede can then be used situationally to move faster and to charge through obstacles, such as sturdy shrubbery, deep snow or steep slopes.

    To make the herd believable, it was important to decide on the right size of the herd: Too many Calicorns would make the individual animals unimportant. Too few and it wouldn’t feel like a powerful herd.

    To create a bond with the Calicorns, each had to be distinguishable in some way. So, they have different fur colors and patterns, horn shapes, body sizes and even behave differently in some situations. We also wanted to let you give each Calicorn a custom name as you tame them to further strengthen that bond and sense of individuality. Later in the game, you will have a mighty herd of Calicorns, each with a different look, name and decorations … and experiences made together during the journey.

    Herdling screenshot

    Now, at the end of development, we’re very proud of our herd of Calicorns and everything we went through during the last few years. Every time we play the game – which we do a lot – we’re excited to go on an adventure with a new herd and run across mountain ridges with them. And we hope you will too when Herdling releases this Summer 2025. Wishlist today.

    Herdling

    Panic

    Herdling is a brand new adventure from Okomotive, creators of the atmospheric and acclaimed FAR games, and Panic, publishers of Firewatch. Head out on a grand alpine expedition with a herd of loveable beasts, as you ascend a mountain path, encounter eerie dangers and surprising obstacles, and forge your way to the mystery at the summit.

    Website: LINK

  • FAR: Changing Tides sets sail for PS4 and PS5 March 1

    FAR: Changing Tides sets sail for PS4 and PS5 March 1

    Reading Time: 3 minutes

    Hey, I’m Don Schmocker, co-founder and lead artist at Okomotive and today I’m really excited to announce that FAR: Changing Tides is coming to PlayStation 4 and PlayStation 5 on March 1. FAR: Changing Tides is an atmospheric vehicular adventure that follows the story of a boy who must journey across a flooded, post-apocalyptic landscape at the helm of a unique ship. 

    FAR: Changing Tides sets sail for PS4 and PS5 March 1

    Following the release of our debut game, FAR: Lone Sails, we had a lot of feedback from fans that spoke to how the meditative, reflective nature of the game resonated with them. For FAR: Changing Tides, we wanted to ensure that we captured that same familiar, meditative atmosphere whilst offering players a fresh, thought-provoking experience. We’ve expanded on the setting seen in Lone Sails but instead of sun-scorched, dusty plains, players will face stormy waters and submerged cities. We hope that this new environment combined with new puzzles and ship mechanics will bring an exciting experience to fans of the series and new players alike. 

    Like FAR: Lone Sails, the narrative of FAR: Changing Tides isn’t told but instead must be found. Players will discover sunken items, images, and buildings – victims of the floods – all of them relics to the past, all of them telling a story. This environmental storytelling presents a very different type of game design, but we feel it helps to build a close bond between the world and the players, as they choose how much of the story to seek and engage with. With Lone Sails, we found ourselves defining and building elements of the story throughout development, which became increasingly difficult. For Changing Tides we wrote the majority of the story and world-building during pre-production, this gave us better direction and allowed us to plan and design the environments together with the story.

    One of the key differences in FAR: Changing Tides is the verticality added by the flooded landscape and how that adds a whole level of exploration for players. The earth has been covered with water and so it makes sense that there’s a whole other world to traverse below the surface. This new landscape required a change to one of the key game mechanics – the vehicle. The vehicle is one of the most important elements in a FAR game, we almost think of it as a second protagonist! In Lone Sails, although the vehicle had a sail, it was entirely land-based, which suited the dusty, desolate plains. In FAR: Changing Tides, the player’s journey takes place almost entirely on the water, both above and below the waves, and we wanted to create a vehicle that could stay with them for all of that. The sails and oars are perfect for navigating the world above the surface, and these can be retracted and the engine engaged for exploration beneath the waves. As the player progresses through the game, they will see a relationship develop between the protagonist, Toe, and the ship. The relationship is a symbiotic one, the ship won’t sail without Toe to control the sails or oars, and Toe can’t overcome certain obstacles without the ship. 

    We hope that everyone is as excited about this next installment in the FAR series as we are and we look forward to hearing everyone’s feedback when the game launches on PS4 and PS5 on March 1!

    Website: LINK