Welcome to Reality FallsA dusty, dilapidated town on the former Soviet steppe, where Europe bleeds into Asia. People first settled here hundreds of years ago, but only a few remain. Reality Falls sounds like the adventurer’s dream: a destination off the beaten track, home to a collection of oddballs and misfits, all yearning for something different. But something strange lurks within the curiously named Reality Falls.
A story-driven adventureFrom the co-creator of Richard & Alice comes a brand new story-driven adventure. Join Adrian Watts on the journey of a lifetime, as his round-the-world trip takes him to this unlikely destination. Meet its strange set of inhabitants, discover the town’s fascinating history, and unravel the surreal and unsettling tale that begins to unfold.
Reality Falls fuses intricate storytelling with classic point-and-click puzzles and a retro JRPG-style look and feel.
Follow developmentFollow development behind the scenes! Reality Falls is being crafted with an ‘open production’ methodology in mind. Visit the game’s website and
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Coming 2019 look I really don't know, but I'm chipping away at it, I promise!*****
Well, this is a thing. Hello, it is me, Lewis, co-creator of Richard & Alice and co-producer of The Charnel House Trilogy, with a new project.
Elephant in the room: I was already working on a new project, with Grundislav and Khaled. Sadly, the project simply wasn't coming together in the way that I'd envisioned - there were significant problems with both the narrative and the very structure of the game. This, combined with real life getting in the way, led me to thinking long and hard about the project and whether it would realistically turn out a decent game in the foreseeable future, and the answer turned out to be no, so we made the difficult decision to cancel it.
But! A lot of the ideas I had for that project have come to fruition in Reality Falls. Long-term AGSers may remember a very early version of Reality Falls from literally like eight or nine years ago. I made a short demo, pretty much as a way of learning AGS. The idea has morphed since then - I think it's smarter, more mature and more interesting. The art style is a sort of Richard & Alice ++, something I feel comfortable tinkering with and playing around with myself, which is important so that the game doesn't get backed into a corner via iterations in the way Anthology did.
Anyway, that's just a bit of background. It's predominantly just me working on the project right now, but that may change in the future. Release date is
tentatively, and very non-specifically, 2019. a complete mystery.