LOST GOD
<Formerly Remnant>
The unwanted, sinners and criminals, are sent to atone in the forest of God.
To be hunted down by a dark monster.
Their sacrifice will appease the wrath of God.
Who are we?We are Time Stop Interactive, a new studio based in Skellefteå, Sweden.
Website /
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TwitterI am Alva Öhrling, designer and writer on this project!
DescriptionThis is a game about exploration. About the delight of surprises and the joy of discovering something.
Hopefully, it can also be a game about challenging combat and tricky puzzles.
InspirationThe chief inspiration for the game is of course The Legend of Zelda on the NES. The original title has a certain feel to it that I think is missing from many modern games.
Miyamoto once said that he thought of that game as a “Garden in your drawer”. I love this expression.
I also want to create a game that is like a small garden! A closed off space that the player can explore at their own pace. This is why Remnant is a game about exploration.
I have always been intrigued by a sense of mystery in games, the feeling that there is something more to everything that what it appears to be at first sight.
World and StoryRemnant is set in a unique world of my creation. I want it to be an absurd and strange universe where players can never be sure what will happen next.
My approach to the game’s story is that it is an interactive piece that is meant to be explored and discovered by the player. It will require some puzzling to connect the dots.
It is important to raise the right questions and then answer them satisfyingly.
GameplayThe idea is to create a base game experience that is immediately familiar to many players and then expand upon that in surprising ways.
Combat is very simple initially. The player character can swing her sword and roll to outmaneuver enemies. More complexity emerges later, such as ancient artifacts that grant mysterious powers.
The game world is open and non-linear. As the player explores, new locations and challenges are uncovered, that can be tackled in whichever order the player desires.
Secrets are an important part of the game. It is important to be consistent and hide a lot of secrets. Players have to learn that searching for hidden stuff is worthwhile, if it becomes a fruitless endeavor it is only natural to stop searching.
Unity3DWe made the decision to use Unity to develop this game. Initially, we decided on a 2d game in Unity, but after lots of discussion with the artist about how to best deliver the art style that we wanted the decision was made to change to 3d. The conversion was surprisingly smooth!
The Art of RemnantThis is the look we are going for. We want a game that is colourful and expressive.
This forest looks tranquil enough, but maybe darker secrets hide underneath?
Under the ground, ancient ruins form a labyrinth, filled with traps and hostile creatures.
A familiar concept that features in many games. But what is the story behind this place?