0

Cart

Solve the mystery of Inexplicable Deaths in Damipolis: Inner Thoughts

After 44 years of fun (if we set the mythical Colossal Cave Adventure by Crowther and Woods as the first reference, back in 1976), adventure has been one of the genres that has been most lavished in the history of video games. At this point our capacity to surprise should be practically non-existent, but fortunately there is the creativity of the developers to test our intelligence, and capacity to amaze, once again. Next December 10th you can check it out with Inexplicable Deaths in Damipolis: Inner Thoughts, a surprising mystery adventure developed by TieSoft from Seville and produced by Badland Publishing for PC via Steam.

IDIDIT_Badland_Publishing

We could detail all the elements that will give shape to this peculiar odyssey that includes murders, puzzles, a mysterious mansion and a destiny marked by tarot cards, but we don’t want to ruin one of the most groundbreaking experiences you will live this year, so we have preferred that it is the main responsible of the project, Rafael Sanchez, CEO of TieSoft, who tells us about this macabre adventure.

IDIDIT_Badland_Publishing

When was TieSoft founded? How many of you are on the team?

TieSoft was founded in January 2018, but we had been working on the game for about half a year. We are 3, Jesús Expósito (2D and 3D artist), Beni Bermúdez (Music and sounds), Rafael Sánchez (Script, design and 3D modeling) and the two programmers from Badland Publishing, Adrián Peláez and Víctor Ávila.

IDIDIT_Badland_Publishing

How did the concept of Inexplicable Deaths in Damipolis: Inner Thoughts come about?

Well, it was born from wanting to tell a typical mystery story that included a macabre event in a mansion, but trying to tell it in the least typical way possible. Whether or not we succeeded in doing so is left to the opinion of the people who play it.

IDIDIT_Badland_Publishing

What have been your main references, both visually and mechanically?

The “film noir” in terms of the visual, and in terms of the mechanics, is a game of exploration and puzzle solving in the first person but I couldn’t say that there has been a specific reference in the playable part.

One of the most striking aspects when you start playing is the design of the characters, which are mannequins. Why did you opt for this aesthetic?

For two main reasons: they simplified their creation and it’s an allegory of how we’re all puppets in the hands of others, whether we know it or not, whether we recognise it or not. Everything in IDID:IT is adapted to the dummy universe (its meaning of “dummy” in English also comes to it that not even painted, when talking about the game of manipulation, people who are dumb or let themselves be fooled…) and we believe that these details are elements that will be appreciated by those who play it.

IDIDIT_Badland_Publishing

How would you describe the “Feelmgame” concept?

Basically I created it because I consider the concept of “Walking Simulator” a little bit derogatory. It won’t be, but it doesn’t sound good or like it to me. We were working in a coworking space and one of the companies hosted there was “YouFeelm”. I liked the word game (Feel, Film) and since our game was inspired by film noir, I stole a part of the word and adapted it to what I think could be considered a type of game, those that go between the walking simulator, graphic adventures, experiences or more narrative games, etc.

What role do tarot cards play in the game?

A main role: through them the player knows the story that shapes everything that happened. The esoteric component that they provide I think it suits IDID:IT very well, as it is a mystery game.

IDIDIT_Badland_Publishing

How will the player’s actions affect the end of the game??

The player’s decisions are important in certain parts of the game, as the story itself is about the different versions, six in total, that exist about an event that happened in the past, but the ending will be unique because what happened only happened in one way and not in six. This is why the “end of everything” is unique. Honestly, I like less and less (although I enjoyed them at the time) open-ended productions, so I decided not to do that and to give an ending that would explain what happened.

How would you describe Inexplicable Deaths in Damipolis: Inner Thoughs to an adventure fan?

It’s an atypical adventure in terms of narrative, full of symbolism and that has drunk a lot from film and music, and if I had to describe it in three games or game concepts it would be a “Cluedo” + “Guess Who?” + “Escape Room”.

Deaths in Damipolis: Inner Thoughts will debut on PC on December 10th in digital format