Hi sailors! Seasons after Fall is now available on PlayStation 4 and Xbox One! Following its warm reception from players and critics alike on PC, our hand-drawn adventure is ready to enchant a whole new audience on consoles. Were you waiting for it?
Explore a gorgeous 2D graphical world, accompanied by an enchanting soundtrack recorded by a live string quartet. In this magical world, you are a wild fox embarked upon a perilous adventure, with mystical powers that allow you to manipulate the life of the forest through dynamically changing the seasons. Powers that allow you to modify the environment by summoning one of the four seasons, whenever and wherever you want.
Seasons after Fall is now available for Windows users only. We are still working to release Mac and Linux versions later this year. We are investigating for possible consoles versions. Stay tuned!
During the last months, we have worked on many different things, including: – animation, improving the moves of the fox and slightly changing its shape so it feels more like a living creature – game context, expanding the universe, its characters and their motivations – game structure, starting implementing some levels and creating more gameplay elements – narration, figuring out how we want to tell our story in harmony with the gameplay Of course there’s still a lot to be done, but we are not going backward so it’s pretty encouraging!
In Seasons after Fall, Spring sometimes will be associated with water and rain. That’s what Géraud Soulié, aka Operion, wanted to demonstrate in this brand new artwork called “Long Grass”.
We first met Focus Home Interactive in 2010 during Game Connection Europe and we were already working on Seasons after Fall at this time. Let’s be honest, our prototype was not succesfully completed… You know what happened next: we had no money, no experience, so we froze the development of Seasons after Fall. Then we released two games by ourselves: Blocks That Matter (2011) and Tetrobot and Co. (2013).
Last year, we decided it was time to come back to Seasons after Fall, so we created a new prototype for Gamescom. We had a cool dev team, we wanted to give the game another chance, but we just couldn’t make Seasons after Fall alone. Focus Home Interactive is the partner we needed: great games, great team, great trust.
Let me tell you this, and this is not a coded message: the fox is in good hands.