For the occasion of our tenth anniversary, we are selling a bundle of experiments and prototypes, most of which have never been released before and will probably not be available later. All the money generated by this sale will go directly into the development of our next project. We deeply appreciate your generosity.
Since these are unfinished experiments, we cannot guarantee that they will behave perfectly on your computer. But we have tested them all and they do run fine on ours. Most of these require Windows . But there's quite a few of the more recent prototypes that run on OS X too, albeit sometimes not on the most recent versions of that platform.
Below is a brief description of the files in this bundle. For each of these you will get a download link after your purchase.
To discuss the projects in more detail and share your discoveries and tips, please use the dedicated forum.
The Godlove Museum (1999-2006)
Ancient history! One of the first things we created together was this epic series of interactive web pieces mixing the stories and texts from the first books of the bible with romantic feelings and cultural and political issues. After seeing Genesis (1999), Exodus (1999), Leviticus (2000) and Numbers (2002) crumble under the relentless progress of technology, we recreated them in a standalone application and added a fifth conclusive chapter: Deuteronomy (2006).
Adam and Eve (2001)
Long before we started actually making videogames we dabbled with realtime 3D technology. When the San Francisco Museum of Modern Art commissioned us to make a piece for their major 01.01.01 online exhibition, we created a web-based 3D world called Eden.Garden (which sadly does not function anymore). The Adam and Eve characters were based on 3D scans of our own bodies. We also created models for Quake 3 of them. To get rid of the guns, we hid them under floor.
The Kiss: Incorporator original (2001)
In the same 3D scanning session that lead to the Eve and Adam models mentioned above, we also stepped into the scanner together and had the machine scan us while we were kissing. The result was a bit broken and weird and we liked it so much that we created a sort of game in which you float through the model. Different parts of our bodies emit different sounds. And there's a big shared heart like a 3D cross in the center. This program was created with Blender, back when it was still commercial software.
The Kiss: Incorporator remake (2007)
In 2007 we recreated The Kiss in Quest3D for an exhibition about nano-technology. This version could be operated with two joysticks and we had a special pedestal built for that. It can also be controlled through a regular game pad, mouse or keyboard. Push both joysticks together to move. Push the joysticks in different directions to turn. Press a trigger button to accelerate.
8 is the game that started Tale of Tales. Our name came from the title of a book that contained a nice version of Sleeping Beauty, the fairy tale that this game was based on. We had to abandon the project when we couldn't find funding for it in 2005 but we came back to with fresh ideas in 2011 and plan to finally release it some time in the not too distant future.
8 Alpha 1 (2002)
The very first game prototype we ever made. Featuring the first appearance of the Girl in White using animations based on motion captures of Michaël's daughter, Martha, then aged 5. And home made physics to push chairs around.
8 demo VAF (2002)
An expansive demo of the entire game world that we used to convince the Flemish film fund that videogames deserve arts funding too. Click to tell the Girl in White where to go. Click and drag to tag along. Or move the camera independently with the cursor keys. Double click to move the girl to that spot immediately. Press the CONTROL key to get close to her. To jump to another room, hold down the N key and type a room number. To see the room numbers, press the I key.
8 demo 1 The Formal Dining Room (2003)
A single room demonstration of the look and feel we were going for. Controlled in the same way as above. Right click to pick up or put down and object. Left click and hold down on the servant sleeping on the floor to see her dream.
Girl in White portrait (2003)
This is just a portrait of the Girl in White, idling in the garden of the palace. We love our little girl. She was originally called The Deaf Mute Girl In The Pretty White Dress and was inspired by a photo of Auriea as a child.
Poussière Sidérale (2003)
Back in 2003, people still used CRT monitors! We had programs called screensaver to prevent a static image from burning into the screen while the computer was not being used. We found screensavers a great medium for art and made many at the time. This one is a collection of particle systems we had designed for 8.
8 demo 2 The Theater Gallery Tragedy (2004)
This is a more expansive demo that we worked on with a larger team, also to illustrate the look and feel. It includes one of the "tool puzzles" that Chris Bateman came up with (move your cursor to the left of the screen when facing the barred niche in the wall and cut the rope). Same controls as above except left click to pick up objects and right click to put them down. Press SHIFT+U to toggle between dirty and new state (and to run the fountain). Press SHIFT+E to toggle display of an overview of the entire palace.
Beauty, Sleeping (2011)
7 Years later, we had ideas for a new game based on the same premise. This prototype is controlled with the thumb sticks and shoulder buttons of a gamepad. You may need to configure the input to match your device. Instructions are depicted in an overlay on the screen. Move the left stick to look around. Hold the bottom right shoulder button (trigger) to hold the Girl's hand. When holding the Girl, moving the left stick controls her. If you let go, the girl will walk around and do things on her own.
The Endless Forest< Single Player Test (2005)
The Endless Forest had originally been designed as a big MMORPG. But since we did not have access to the kinds of budget required for such a production, we created a tiny part of this game, with the core elements. This part was expanded later, but rather than following the original plan, we collaborated with the players and the venues and festivals that featured the game. The Endless Forest is still thriving (and free) today thanks to a very enthusiastic community of players.
Min & Meer (2005)
After hearing his Kleine Blote Liedjes ("little bare songs") on the radio, we invited Gerry De Mol to create music for our game 8. Later he composed for The Endless Forest too, and for The Graveyard and Fatale. For his second CD with Eva De Roovere, entitled Min en Meer ("less and more"), we designed some interactive scenes inspired by the songs on the album. We dedicated this piece to Alex Mayhew because we were inspired by his CD Rom designs. Little did we know that we were going to collaborate with him later (see below).
The Apartment Test (2005)
An old idea that morphed its way into grandmother's house but that we will revisit soon! There's been several iterations of this idea and many narratives connected to it but the basic premise is that you explore an empty apartment at night and interact with objects. Move by holding mouse buttons. Turn with the cursor on the edge of the screen. Click on objects when the cursor changes.
Ophelia (2006)
When the National Bank of Belgium asked us to create an art work for their collection, we proposed to make a screensaver for all the computers in their offices. Since because of security we were not allowed to use the network, we decided to connect the computers together by means of time. So the screensaver became an elaborate clock that shows the time of day and the season equally on all computers but with local variations in the exact behaviour of the different animals and effects. On the hour, a woman floats to the surface and remains there as many minutes as the hour. Ophelia was set in the Endless Forest universe but we never got around to actually putting it in the game, except for the Koi.
Vernanimalcula (2006)
Sadly not all computers in the National Bank of Belgium were equipped with good display cards. So we ended up created a 2D screensaver for them instead that simply generates symmetrical shapes on the screen. The name is derived of the oldest symmetrical organism discovered on this planet. Isn't it odd that so many things come in pairs? We are all two!
Drama Princess Test 4 (2007)
Since the creation of the Girl in White in 8 we had been fascinated by the idea of autonomous characters. Drama Princess was a research and development project to create an engine for driving autonomous characters. In this demonstration you can see actors behave autonomously and direct their actions. You can also tweak their personality, as defined by their affection for things (by pressing C). Press SPACE to add an extra character. This system was subsequently used in The Path.
144 test (2007)
Following up on the game called 8, The Path was originally called 144. Also a game inspired by a fairy tale, and also featuring the Girl in White. This early prototype was basically a mod of The Endless Forest with Drama Princess implemented to drive the three characters (Ruby, Charming Wolf and Girl in White). You can actually play any of the three since "being controlled" is just one of the behaviours they can do (press TAB to switch). The Drama Princess characters are in there too (press SPACE to add one).
The Path GDC IGF demo (2008)
This is the demo of The Path that we created to show at the Independent Games Festival when the game was a finalist. It featured only a single red girl (Ruby). But most of the game was there: the wolf, the Girl In White, the red room, grandmother's house, the playground, the field of flowers, the path itself, the music, etc. Best played with a gamepad. But mouse works too. There's control instructions in the Settings menu (ESC).
Fatale prototype scenes (2009)
We found this prototype but honestly don't really know what it was for. It shows the first scene of Fatale in the cistern and when you press the ENTER key, your head falls on the floor and the titles roll. After that nothing? Will not run on current Macs! Requires 10.6 (Snow Leopard) or less.
Fatale prototype wind control (2009)
This is an early experiment with the unique first person controls in Fatale. We wanted to give an impression of feeling very light and floating on the wind (after all, you play a spirit). We also wanted to avoid inducing motion sickness typical for first person experiences. And, as always, we wanted the game to be accessible for non-(hardcore-)gamers too. So we tried to used familiar point and click as the basis for the controls. This prototype contains the entire scene of Fatale's second act fully blocked out with temporary geometry. Even the moon is there. Will not run on current Macs! Requires 10.6 (Snow Leopard) or less.
When our friends at f0am invited us to particiate in a game project involving research into the behaviour of plants, we were very intrigued.
growHex (2009)
We wanted to create a casual game because we felt that such games bring players in a state as close to a plant as seems possible. We wanted a sort of slow and passive clicking on things without a lot of thought but that still resulted in a beautiful plant and, together with other players, a garden. We figured that a plant does most of its work underground, searching for nutrients. Will not run on current Macs! Requires 10.7 (Lion) or less.
randomGarden (2009)
This is a rendition of the part of groWorld that would be visible above ground. This is simply an area to observe. There is no interaction apart from navigation. The plants are generated randomly with parts designed by Lina Kusaite (who also designed the deer in The Endless Forest and created a lot of concept art for 8).
singlePlant (2009)
Here we see a single plant generated with the same system as above but rendered in bright light.
The Bridge (2010)
Soon after we had started notgames.org, the forum members wanted to organize a sort of contests to create small games around a common theme or idea. Basically exercises to see what we could design in the notgames spirit of avoiding conventional rules-driven, goal-oriented play. The first, and so far only, of these was entitled The Bridge. This is our contribution.
Ever since playing the 1997 CD Rom Ceremony of Innocence we had been fans of Alex Mayhew. To our unmeasurable delight, he was actually interested in a collaboration. Over a few years we worked together off and on on several ideas, none of which has lead to a publication yet. But we haven't lost hope. One day!
Our chosen platform was iPhone and iPad (we even named our first iPad after Alex). But we have built Mac and PC versions for this bundle.
Lost Memories house (2010)
There's a house with a lot of rooms. In each room wasps are keeping a butterfly captive. Find the key to open its cage and then enter the cage to go to the next room. Navigation is done by hitching rides on the wasps. Will not run on current Macs! Requires 10.8 (Mountain Lion) or less.
Lost Memories prototype (2010)
This is a look and feel demo in which a butterfly collects objects. The general idea was that these objects referred to memories of a person and through playing you put them back together and figure out the story.
Vanitas Match 3 (2011)
We've always had a fascination with casual games such as hidden object puzzles and match 3 because they are so easy. The gameplay layer of these games is so shallow that there seems to be plenty of room for atmosphere and story. Somehow we never got around to actually releasing a casual game. At one point we did mess with some Match 3 prototypes. This one uses the objects from Vanitas with a physics simulation that makes playing the game completely impossible.
Bientôt l'été grey experiment (2012)
Our initial vision for Bientôt l'été was of a blurry grayscale environment in which only the elements that were relevant came into focus when you paid attention to them. This is a first realtime but non-interactive rendering of that idea. With a panoramic view of the beach of Trouville-sur-mer, the French coastal town where Marguerite Duras used to live.
Bientôt l'été full environment (2012)
In order to blur an environment, we actually needed to have one, with sufficient detail. In this prototype you will find a row of shops and restaurants based on actual façades in Trouville, dunes, a villa for the female protagonist, a staircase to the beach, the two piers of Trouville with their red and green lighthouses and an industrial terrain where the male protagonist would go to work.
Bientôt l'été inside prototype (2012)
This is a prototype for the inside scene. We were originally going to collect many different objects on the beach, like the ones here, taken from Vanitas, not just chess pieces. And we were considering an interface to speaking the phrases built into a newspaper lying on the table.
Our latest game Luxuria Superbia is a first release to come out of our broader research and development project codenamed Flower/Lock or Cncntrc. Most of these prototypes are played with a gamepad.
Disco Tunnel Balls (2010)
An early prototype in which you make the walls of the tunnel blush by touching them with your avatar. In the beginning we wanted to move through the tunnel backwards. Will not run on current Macs! Requires 10.7 (Lion) or less.
Stop and Suck (2010)
The Flower/Lock concept includes an aspect of gardening. In this prototype your avatar would cling to the tunnel wall and interact with it in order to create a sort of plant. These plants would continue to grow over time, and attract other life forms. Will not run on current Macs! Requires 10.8 (Mountain Lion) or less
The Cosmos and the Cave (2011)
This is the most expansive prototype to come out of the Flower/Lock project. It is a fully playable vertical slice that contains the first four of twelve levels. Contrary to Luxuria Superbia, here there is only one tunnel ("Cave") that you go through over and over but you have many sorts of "hearts" that affect the tunnel differently. These come from the different spheres of the Cosmos (earth, water & air, fire, moon, etc). The changes that you cause in the Cave remain and some elements even continue to grow. By stimulating the elements on the wall of the tunnel with your avatar, you cause changes in shape and color.
Luxuria Superbia prototype II (2013)
After being overwhelmed with the flood of ideas that came out of Flower/Lock, we decided to create a very simple game first, to establish a solid core to build upon later. This is an early prototype of the complete game with placeholder graphics and colors. This version does not have a losing state yet. But it does have a tutorial. Later we replaced the latter with the former.