Technobabylon is now available on iPhone and iPad!
Tiny Technobabylon is now available for $4.99 on the App Store!
Y’all know how this works by now. These games live and breathe by word of mouth, so please leave a review/comment on the App Store!
Thanks and enjoy,
-Dave, Janet, James et all.
Shardlight is now available on iPhone and iPad!
Palm-sized Shardlight is available for $4.99 on the App Store!
As always, please leave a review if you enjoyed the game! Games like this live and breathe by word-of-mouth, so if you have time we’d appreciate it.
Thanks and enjoy,
-Dave, Janet et all.
Primordia is now available on the App Store!

We are slowly but surely porting our back catalog to mobile. Currently up? Primordia! Now available for $4.99 on the App Store!
Word-of-mouth is our bread and butter, so please spread the word and leave a nice review on the App Store if you like it.
Thanks and enjoy,
-Dave, Janet et all.
Children’s television and presidential candidates
Like any parents of small children, we have been exposed to LOTS of children’s television. And like any parent in this situation, we have to invent little mind games to prevent ourselves from going crazy.
My current mind game: analyzing the attributes of each show our three year old Eve watches and matching them with the current presidential candidates. Since talking about the election is click-bait galore, I’ve decided to post my findings here. Enjoy.
Show #1: Daniel Tiger’s Neighborhood
Daniel Tiger is the followup to Mr. Roger’s Neighborhood, and the pitch is basically “The Land of Make Believe: The Next Generation.” Eve loves loves loves this show. It was the first show she watched and she always comes back to it. She’s seen each episode like ten times.
Like its predecessor, Daniel Tiger tries to teach kids about their feelings, having good manners, and how to be nice and kind. It’s an ideal world that you can’t help but wish existed, but you know deep in your heart that it doesn’t. This is reinforced when your kid is throwing a tantrum and you try to try to sing the “When you’re feeling mad” song from the show and can barely get to the third word before their screams drown you out.
So to recap: an idealist whose ideas you really want to work but probably aren’t practical, and who the kids also love:

Daniel Tiger is Bernie Sanders.
Show #2: Bubble Guppies
Eve was obssessed with this show for months. So much so that the word “bubble” became her word for television. I’m glad she went off of it, because this show has the potential to break your brain.
The show is about a school of mermaid children. They sing. They learn lessons. They go camping, they go sailing, they go on airplanes… and yes, this show takes place underwater. It’s almost like the producers of the show decided to set the show underwater in the middle of production but didn’t tell the writers. Nothing these kids do make any sense. There’s no internal logic. One minute they just swim over a house, the next minute they need a ladder to reach a window. It’s pure spectacle with only a thin veneer of pretending to teach you.
Recap: makes no logical sense, does whatever the heck it wants to at any given moment, held together by pure spectacle, and yet inexplicably remains popular.
No contest.

Bubble Guppies is Donald Trump.
Show #3: Tumbleleaf
My wife and I really like this show. It’s calm. It’s gorgeously animated. It’s well put-together. It teaches lessons about problem solving in a straightforward, logical and entertaining way. It doesn’t treat kids like idiots. It’s probably the only show that we’ll willingly sit down to watch with Eve. There’s only one problem. She never wants to watch it.
In a nutshell, this is a perfectly reasonable show that very few people care about.

Tumbleleaf is John Kasich.
Show #4: Caillou
Oh god, this kid. Go to any parenting forum and everyone will universally agree. Everybody hates Caillou. He’s annoying. He’s heavily moralizing. His voice makes you want to punch him after five seconds. Oh, and he’s from Canada too.
The answer is obvious.

Caillou is Ted Cruz. You might hate him, but it’s better than letting Bubble Guppies teach your kids.
Show #5: Dora the Explorer
A classic. Everyone knows Dora. Eve loves Dora, and especially digs her monkey partner Boots. Dora’s been around for a long long time. She’s helpful, she’s hard-working, she’s tireless. But at the same time, she’s kind of over-exposed. Her “brand” has been carefully managed and presented. When you watch the show, you can’t help but think that every word, image and animation had to pass through a series of marketing and PR meetings. She’s been around so long that you might be a little sick of her. And she’s become so corporate that maybe you don’t really trust her anymore.
She is experienced, closely aligned with corporate interests, and partnered with a guy that occasionally hogs the spotlight.

Duh. This stuff writes itself.
-Dave
Shardlight now available for pre-order! Also – a demo!

Shardlight is now available for pre-order!
Why buy early, you might wonder? Because of all the extra goodies you get. That’s why. Pre-order before the March 8th launch and you’ll get the following:
- A 10% discount!
- Digital soundtrack—three hours of post-apocolyptic tunes composed by Nathaniel Chambers (Primordia)
- Behind-the-scenes video of voiceover recording sessions
- Propaganda concept posters – the Aristocracy is watching you
- Concept character art
- Exclusive desktop wallpaper
All of these goodies are available FOR FREE during the pre-order period, and will be delivered by email on or before March 8th. You’ll also get the game as a DRM-free download from the Wadjet Eye Games website, or a Steam key.
Still not convinced? Want to try before you buy? Download our free demo.
For more information about the game, including screenshots and a spiffy new trailer, check out the Shardlight page on this website.
Or you can bypass all of that and pre-order directly from here:
Thanks and we hope you enjoy the game!
-Dave, Janet, Francisco, Ben, et all
Shardlight launch date announced!
Shardlight is coming on March 8th!
We also have a spiffy new story trailer:
Pre-orders are coming soon!
-Dave
Coming this spring: Shardlight!
Shardlight: A post-apocalyptic adventure game coming Spring 2016!
The world ended on the day the bombs fell. Since then, it’s always been like this: disease, hunger, death. The ruling Aristocrats — a faceless oligarchy that controls all resources — have unchallenged authority. There’s never enough food, water, or vaccine to go around. The rich receive regular doses of vaccinations in exchange for their unconditional government support. The poor live in fear, superstition, and squalor until they die.
Amy Wellard, a young woman reluctantly working for the government to qualify for the vaccine lottery, believes there’s a cure — and she’s going to find it. Even if it costs her her life.
Blackwell Deception is coming to iOS!
It took awhile, but we got here. Blackwell Deception is coming to the App Store on September 24th!
In the meantime, we are offering a special deal on the other iOS Blackwell games. From now until the 24th, Blackwell Legacy on the App Store is FREE and Blackwell Unbound and Blackwell Convergence are $1.99 each (a discount of 50%).
(Android port will be coming)
-Dave, Janet, et al
Post-Mortem: A Golden Wake
In roughly mid-2008, I decided it was time to finally realize my ambition of becoming a commercial indie developer. I had been developing freeware point and click adventure games for the past 7 years, and found myself dedicated to completing an 8-part series which I knew had to be completed before starting any new projects, if only for my own peace of mind. In the meantime, I began brainstorming ideas for the next game I would do, the one that would be my big break into the commercial scene, the one that would put me on the map and make me a comfortable living doing what I wanted. I may not have made the perfect adventure game, but A Golden Wake taught me some very valuable lessons, as well as got me started on my ideal career path.
POST-MORTEM: A Golden Wake
In about 2009, I began thinking about what sort of game I would do after completing my freeware Ben Jordan series. I’d had a few dud ideas, including one about a trilogy of games where the same story was told from the perspective of three unlikely protagonists: a wealthy socialite, a freelance artist, and a male prostitute, all set in my hometown of Miami, Florida. Upon reflection, it dawned on me that these games were really more style over substance, focusing more on the fact that the protagonists came from walks of life not often seen in adventure games instead of the story itself, which, though not fully designed, didn’t strike me as anything special.
So I went back to the drawing board, preserving some ideas from that failed project, namely the unorthodox character professions and the real world setting. I drew some inspiration from Dave Gilbert’s Blackwell series, specifically Blackwell Convergence, in which a key plot point involved some obscure yet fascinating local New York history. Having always been intrigued by the history of Miami, specifically its establishment and growth in the early 20th century, I began doing some research into the Florida Land Boom of the 1920s. From there, things snowballed: I would make my game about a real estate agent who tries to make it big in the 1920s. I figured it would be my chance to do historical fiction, set in a time and place not commonly talked about, with an unusual protagonist. It had all the makings of something interesting, and so I began to design what would later become known as A Golden Wake.
THE GOOD
I think where A Golden Wake succeeds the most is in establishing a sense of time and place. I spent a lot of time researching the era, from the clothing to the architecture to the music to the slang, and really wanted to get it right. I took heavy inspiration from L.A. Noire, which, for all its flaws, did an excellent job of making you feel like you were in 1947 Los Angeles. I wanted anyone who played the game to feel like they really were in 1920s Miami, so my goal was to make the game feel as authentic as possible.
One of the biggest tricks was getting the manner of speech right in dialogues. Obviously, people spoke differently back then, but cramming some slang word or phrase in every single sentence would make it feel artificial and forced. I decided to limit it as much as possible and take a “less is more” approach, with the main indulgence being main character Alfie Banks’ proclivity to exclaim “Horsefeathers!” when upset. The mobsters in the later half of the game also tend to speak with a fair amount of slang, although I tried not to make them the sneering caricatures from Looney Tunes. All in all, I think I struck a decent balance, as several comments regarding the game praised it for its authentic feel.
The music was also something that really shines in the game. I worked with Pete Gresser, who had done the scores for the last 3 entries in my freeware series Ben Jordan: Paranormal Investigator, so having a good working relationship and ease of communication was extremely helpful. We were both excited about the prospect of getting to do a 1920s jazz influenced score, which I also felt would add significantly to the game. In the initial phases, we spoke about having a live clarinetist on the score, but in the end we decided against it for both time and budget reasons, opting instead to use a fully digital score, albeit with a sound library specifically designed for jazz and era-appropriate instruments. This attention to detail really brought the score together and boosted the game’s atmosphere.
THE NOT SO GOOD
In constructing the story for A Golden Wake, I wanted to be as historically accurate as possible. The result was a narrative that wove actual events into the story of Alfie Banks and his rise and fall in the real estate world. However, one issue with the game’s story was that I stuck a bit too close to historical events, at times putting them ahead of Alfie. For example, the story begins in 1921, but major events such as the incorporation of the city and the first big hurricane didn’t occur until 1925 and 1926, respectively. As a result, there is a large jump in the narrative of 4 years during the game’s second chapter, which I think many players felt was jarring. Also, Alfie himself wasn’t as well-developed as he could have been. There are multiple ways this could have been solved, from expanding upon the relationship between him and his brother, to adding a rival in the real estate office for him to go up against, but ultimately I made the history of Coral Gables priority #1, which resulted in Alfie’s story being somewhat lacking. Interestingly enough, this was one of the more polarizing aspects of the game. Some players loved the story and Alfie, while others found both bland and boring.
The game’s difficulty was another point which wasn’t as balanced as it could have been. In trying to stay grounded in reality, I made the puzzles as logical as I could, which resulted in most of them being extremely easy. On the other hand, I wanted to try something outside of the box with the idea of the persuasion puzzles and Seller Intuition. This system went through some major tweaks, and while they turned out much better than originally executed, they wound up becoming more of an exercise in trial and error than a rewarding puzzle. The main issue was avoiding having the correct answers seem extremely obvious, and thus removing all challenge from the puzzles, but in the end the challenge of figuring out the best answer became somewhat muddled.
FINAL THOUGHTS
All in all, I’m proud of A Golden Wake. I knew from day one that it was going to be a hard sell, and not a game for everyone, but I was given the opportunity to get the game out into the world, and ultimately accomplish what I set out to do. During the process of researching the game, I remember feeling genuinely excited about the idea of telling this story and virtually roaming the streets of 1920s Miami. To see it all finally come together was an absolute treat. Despite its flaws, my vision for the game was kept intact, which I feel is the most important thing of all. I’m grateful to Wadjet Eye Games for publishing it, and to everyone who played it. It was a fantastic learning experience and a great stepping stone for what will hopefully be a long career of adventure game development.
Technobabylon is RELEASED!
Aaand it’s here! Technobabylon is now available to buy and play on PC. You can buy it directly from us, or Steam or GOG if you prefer using them.
If you pre-ordered the game, you should have received links to your pre-order bonuses already. The bonuses will be available for purchase directly from this website in a few days.
As always, thank you to everybody! We hope you enjoy the game.
-Dave, Janet, James et al




