Year Walk
Title:
Year Walk
Genre:
Folklore Mystery
First released:
Feb 21, 2013
In the old days man tried to catch a glimpse of the
future in the strangest of ways.
Experience
the ancient Swedish phenomena of year walking through
a different kind of first person adventure that blurs
the line between two and three dimensions as well as
reality and the supernatural.
Venture out
into the dark woods where strange creatures roam, on a
vision quest set in 19th century Sweden. Solve cryptic
puzzles in your search to foresee the future and
finally discover if your loved one will love you
back.
Mysteries and clues await everywhere
in Year Walk, but to fully understand the events that
took place on that cold New Year’s Eve, you will
have to delve deeper than the adventure and lose
yourself between fact and fiction.
Gameplay & Development
Original iOS version
The initial idea of
Year Walk was conceived with the question: “How would you
control a first person game in 2D on an iPhone?”. We started
to imagine a game in which you would swipe hallways like web
pages in a sideview, and swiping up and down to move in and
out of doorways. We were also keen to make a game with a
heavier emphasis on story, and a darker tone than our previous
games. Around this time,
Jonas Tarestad had casually shown Simon a script
for short film he had been writing on for fun, involving an
old forgotten pagan rite called “årsgång” and folklore. It had
an almost quest-like structure, so these two ideas
married naturally, and the corridors in our idea became a
little prototype in which you could move around in a forest.
Some months into the development, we realised that we needed
to explain the rite, and perhaps provide more context to the
creatures of the folk lore referenced. We came up with the
idea of a separate app, and soon the idea of interplay,
involving a post-game meta-narrative, between the game app and
a very dry informational
companion app
was born. Being able to access a secret part of the app,
through a hint given when completing the game, was never
explicitly explained by us anywhere. We wanted players who
solved this to feel like they were part of a secret club.
During the entire project, we created
sites
and
riddles
on the internet, which all aimed to break the fourth wall.
PC and Mac version
In 2013, releasing a
game on Steam was not as easy as it is today. Games were
manually curated. Games nominated for the Independent Games
Festival were guaranteed a slot, and as Year Walk was
nominated in the Visual Art category, we decided to adapt the
game for PC. We gave the game completely new mouse and
keyboard controls, re-designed many of the touch and gyro
puzzles to have similar meta-twists, but instead involving PC
interfaces. The companion app was integrated as an in-game
menu, we added an entirely new hint-system, and a map to give
Year Walk a more traditional game flair when it released on
Steam and the Mac App Store on March 6th, 2014.
Wii U version
In 2015, Nintendo were
looking for smaller western projects to publish in Japan. We
were asked if we were interested in bringing Year Walk to Wii
U. As we had always wanted to make a game for a Nintendo
platform, we were of course thrilled. We quickly decided that
this should not be a port of the PC game. Instead, we decided
to reimagine the game to integrate the
Wii U GamePad as a central piece to the experience. All the best features of the PC version such as the map and
the hint system were carried over and it was decided that
companion features would always be displayed on the GamePad.
In addition, we added a very handy note taking feature using
the GamePad touchscreen and stylus. With the help of
Rhodri Broadbent/Dakko Dakko
we designed new controls that utilized motion controls to
“point” with the GamePad on screen, and redesigned many of the
puzzles to integrate the GamePad in various innovative ways.
We even integrated the required e-manual of the Wii U system
into one of the final puzzles! This project was really fun to
make, and we really enjoyed working with Dakko Dakko and
Nintendo on this project. We think Year Walk took advantage of
the Wii U features more than most games on the platform, and
it felt like a natural home for the game with its two
screen-setup. Year Walk Wii U released September 17th 2015,
but is sadly no longer available, as the Wii U eShop has
closed down.
The Wii U version was self-published by us in North America
and Europe, where it was localised to all the major European
languages. In Japan the Wii U version was
published and localised by Nintendo, and it was given the title
Year Walk 最後の啓示
(Year Walk – Saigo No Keiji) which roughly translates to “Year
Walk – The Final Revelation”.
To promote the Wii U version, we created an e-book called Year Walk Bedtime Stories for Awful Children.
Images
Year Walk was an evolution of the art style in Beat Sneak
Bandit. We found inspiration in children’s book illustrations,
and stop motion. Visually, it was heavily inspired by
Hedgehog in the Fog, an animated film from 1975 by
Yuri Norstein
. Beat Sneak Bandit mainly used sprite animation, but in
Year Walk, the creatures and characters are animated like stop
motion 2D puppets, with individual limbs. It’s our first game
to integrate 3D elements and models, such as the doll and the
church. When travelling between the different layers of the
forest, we were inspired by pop-up books, but we kept this
effect as subtle as possible, as we thought it would break
immersion if it felt like the world was animating, rather than
you travelling in it. In the PC version we added more snow,
and a subtle bloom effect. These effects were carried over to
the Wii U version of the game.
In the secret part of the companion app, we used photos to tell a meta-story. The secret puzzle box that is a big part of the story and is used in these photos, was created physically by Magnus Eriksson.
Videos
We first revealed Year Walk with a teaser trailer after a talk
we gave at GDC Europe in Köln. We created
several small videos
for the game, many using material and footage from an
inspiration road trip
we made during the development.
To promote the Wii U version of Year Walk, we thought that it would be fun to make a surrealistic trailer, featuring a man in a horse-head playing the game in surrealistic dark room.
Wii U trailer
iOS trailer
PC trailer
Music
This was the first Simogo project for which Daniel Olsén created the music.
Jonathan Eng once again returned, to create the folky hymn
Oh The Joy
which is used in the credits. He also created the song which
we released to promote the Steam version.
The
Year Walk soundtrack
is available on most streaming services.
Game Credits
Story adaptation, design, art
& sound
Simon Flesser
Programming & design
Magnus
“Gordon” Gardebäck
Original story
Jonas Tarestad
Music
Daniel Olsén
“Oh The Joy” written & performed by
Jonathan Eng
Wii U version programming
Rhodri
Broadbent
Reviews, Press & Awards
Reviews
Metacritic
(iOS) 87
Metacritic
(PC) 87
Metacritic
(Wii U) 82
Opencritic
Eurogamer
9/10
The Telegraph
5/5
PC Gamer
84
An iOS game like nothing else you’ve seen on the format to
date. This is a brave and truly original work.
Edge – 9/10
Press
The Verge – ‘Year Walk’ is a feverish
vision quest through Swedish folklore
Polygon – Looking back: The story of Year Walk
Pocket Gamer – A rewarding journey: The making of
Year Walk
Awards
Game Innovation at BAFTA Games
Awards 2014 (Nominated)
Excellence in Visual Art at Independent Games Festival 2013 (Nominated)
Excellence in Art Design at International Mobile Game Awards 2014 (Winner)
Excellence in Storytelling at International Mobile Game Awards 2014 (Nominated)
Best Nordic Handheld Game at Nordic Game Awards 2014 (Winner)
Best Nordic Game at Nordic Game Awards 2014 (Nominated)
Best Nordic Innovation Award at Nordic Game Awards 2014 (Nominated)
Pocket Gamer Top 10 iPhone Games of 2013
Game App of the Year Award at Dataspelsgalan (Winner)
TouchArcade Game of the Year Award (Runner-Up)
Best 2D Visual Experience at Unity Awards 2014 (Winner)
Community Choice at Unity Awards 2014 (Nominated)
Golden Cube at Unity Awards 2014 (Nominated)
Best Adventure Game Award at Pocket Gamer Awards 2014 (Honorable Mention)
Best Role Playing Game Award at Pocket Gamer Awards 2014 (Honorable Mention)
App Store Editors’ Choice
Age Ratings
ESRB content descriptors:
Violence, Blood