Shortly after the Torment roll off, we started discussing what we wanted to do next; it became abundantly clear that there was an ever-growing itch internally to create something substantial that we could pour our hearts and souls into and call our own. For quite some time we had been developing a set of lore with quite an elaborate backstory and encompassing world, with multiple games in the series that could be part of the vision of Dethol.
Congratulations to the team at inXile Entertainment and all the parties involved in bringing this beautiful gem to life. It was truly a monumental effort across numerous teams and countries with the guiding direction of “what would the backers want”. We were ecstatic to work together with the engineering team on this project, and look forward to seeing the reception in the RPG community, as well as first time player experiences.
It’s not often that we get to talk about the development process of a game so publicly as we can with Cloney; most of the time we are bound by contract not to discuss anything, so this certainly is a nice change for us. Cloney presents a rare and wonderful opportunity to discuss some of the decisions made throughout the development process, the mistakes, and divulge what it actually took to get a simple game like Cloney made from start to finish, in a postmortem of sorts.