A Ukrainian video game studio’s emotional map about the war and its next project

We share with you Frogwares latest blog entry, where he announces a new project and reflects on the conditions in which it was born. Founded in 2000, Frogwares is the developer of games such as The Sinking City or the recent saga of graphic adventures inspired by Sherlock Holmes (The Devil’s Daughter, Crimes & Punishments, The Testament of Sherlock and Sherlock vs. Jack the Ripper, among many others). , many deliveries). Located in kyiv, Ukraine, the company was affected by the Russian invasion and had to rethink its methodology and its future, as it shares in the note. We leave you with it:

” Hello everyone.

We come to the fourth month of the Russian invasion. This “special operation” was only to last a few days. It’s funny how things in life don’t always turn out the way we expect. We have no doubt that Ukraine will remain an independent nation no matter what Russian forces throw at us. But because of the war, we have to adapt. And the work must continue. That’s why we have an announcement to make.

A new story is told.

Now we can officially reveal that we are working on a game called “Palianytsia”. The name Palianystia is symbolic for Ukraine as it refers to a dish from our national cuisine, but it is also the black soul of the words for Russians, who tend to mispronounce it phonetically when trying to impersonate Ukrainians. Palianytsia will be a horror and mystery experience that fans of The Shining City and Sherlock Holmes will love. We’ll announce more details soon, but for now we have a few concepts to share with you.

To be honest, Palianytsia is not the project we planned to work on next, but with this war, we had to re-evaluate everything. It’s a little more linear than our previous open world titles, but it’s the only game we’re confident we can pull off in these extreme conditions.

As an independent studio, we have always juggled to combine efforts and resources to finish our games. But the war sent us noticeable obstacles and changed the process we had. Constant communication and interaction between colleagues became difficult to maintain, so we needed a project where each of us could operate independently. Roles and responsibilities had to be redistributed to cover those who went to fight or provide humanitarian aid. And the threat of what could happen tomorrow has forced us to adapt drastically and be flexible.

With that, we had a decision to make.

Go ahead with a big project and put our reputation at risk by innovating less and losing access to skilled developers and the right tools, or be smart and create an affordable project that’s easier to do, but as ambitious, of quality and with a beautiful story and a mystery behind. This way we can not only make a game, but support those who have decided to fight.

We’ll tell you more about the game soon. Thank you all for your support. Stay safe wherever you are. »

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