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Welcome back dear readers. Today we bring another great news.

After 16 long months of hard work and much hardships, Qasir al-Wasat is finally ready for release. It took us a long time, much longer than what we expected, but it is here! Qasir al-Wasat will be offically released August 31st 2012! We thank everyone who pre-ordered for your support and patience. For those who didn’t, there is still time to pre-order the game with the promotional price of $7.49.

So, next weekend, get ready to explore the wondrous palace of Qasir al-Wasat and unearth its mysteries! Hope you all enjoy it!

We have exciting news today! Qasir al·Wasat was selected from more than 490 submitted games to be featured as a finalist at the IndieCade festival. Called the “Sundance of Video-Games”, IndieCade is the only stand-alone independent game festival in the United States and one of the biggest in the world. We are delighted and honored to be featured alongside such great games as the other finalists. You can check the full list of finalists here.

 

 

As the game gets closer to its final version we can see how Qasir is really going to look like.

You can also check these screenshots on Qasir’s site or on the facebook page. =)

Hello everyone!

Exciting times are coming. We are very proud to announce that Qasir al-Wasat is days away from being released. From the production room we can say that the game is finished, and the team is currently in full debug mode. We will be announcing the release date very soon.

 

And if you want to be sure not to miss this release, or any other important news here from the studio, put your e-mail in this little form (or use the form on the blog’s sidebar), and we’ll send them right into your inbox.

This e-mail list will be the first place were we will announce the important stuff, such as our games release and the start of new projects. It will be exclusively for the big news, though, so we promise not to fill your inbox. If you like to see the details of the games development, you will find those here on the blog. (Use the RSS feed to receive the blog’s updates in your reader or in your inbox).

So make sure to put your e-mail in the list, and see you very, very soon.

 

Hello everyone. We just updated the public (and the pre-order) demo of Qasir al-Wasat. This update carries major improvements on performance and some new content and tweaks. As we approach the release of the game, most bugs are being squashed and solved so the current demo is considerably more polished than the previous one we released. You can check it out by visiting the game’s official website.

There are some major issues we need to solve in order to consider the game finished, so we are focusing our full attention to those in order to have the game ready ASAP. Expect some good news on the upcoming weeks. See you soon!

Hello everyone! I’m here today to post some info about the sound design of Qasir al-Wasat.

The concept behind Qasir soundscape came mainly from a perception trait of it’s protagonist. It is not from this realm, and thus have a tenuous distancing posture that brings a layered perception based on its opinions/view of this realm. This generated a scale: things of its realm are less abstract than our objects that are less abstract than our animals that are less abstract than humans. Unfortunately, animals had to wait due to scope limiting and they are planned to appear only in a eventual Qasir sequel. Everything that appears on the game is put somewhere in such scale of meaning before producing it.

Objects have a blend of normal and reverse sounds, animals would be reversed with a strong filter, and humans are so abstract that the they lose completely it’s reference. Every sound emitted by them are heard as a musical note (thanks to Prokofiev and the first animation sound designers). But it is not music itself, as it lacks several attributes. However, one attribute not missing is that every note is under a specific scale, strongly referenced to the Arabic Maqam, an ethnical “”melodic mode”" from traditional arabic music based on improvisation. Also, each distinct kind of human has its own instrument, all of them chosen to better represent the feel of the ambience of the game.

One of the biggest issues we had during the audio development of the game is that everything was… empty, dull empty. We did want to create an eerie atmosphere and work with the solitude of the protagonist in a not so comfortable zone, but… it got too dull. Fortunately, two masterpieces got into my hand (or.. ear =). One was the indie game Limbo and the other was Tarkovski’s movie Stalker. Both of them has a very similar approach to soundtrack, as they don’t really work with music in the common sense. But they create GREAT atmosphere with sound only, and we adapted several aspects according to what we have learned with them.

Wanna check it out how things are now? Download our public demo or pre-order it on Qasir’s website! ;]

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