It was August 2013, it was raining and I was wearing sunglasses. In a flash I had the vision of an Isometric RPG like game set in the 80’s with all the trimmings. How could I do such a game on a small budget but where we were going we didn’t need roads!
Majestic Nights came about in its early concept the team latched onto it like Indiana Jones snatching a priceless relic. We had come off a big multi-year project, Frozen Hearth, and due to mixed reviews and numerous perfect storm events we didn’t want to enter into the fray with something so massive quite so soon. One year and one month on, Majestic Nights is ready for preview, though as we say: it’s all in the reflexes.
Stick around and I’ll tell you why we did it, what we learned and where we hope it will go. First thing we wanted to do was learn to really tell stories well in games. We had a huge amount of narrative for Frozen Hearth that we didn’t get into that game. Secondly, we wanted to do a smaller project that would serve as a break for a bit for the team. And finally, when you have an idea that ‘feels’ right, and test it and turns out to be good: follow it.
Majestic Nights springs from my love of finding and researching secret information, and this game exposes those secrets in a fun way. And after all, why do us Indies get into something so challenging as making games?
Fortune and glory, kid. Fortune and glory*.
*Both Fortune, and Glory, sold separately.