|Q1 2020||PC||Tales art studio||Tales art studio||Go to|
September 10, 2019 – Kumo started on July 31 as a Kickstarter and within two weeks it reached full funding of €24.375. During this Kickstarter campaign, solo developer Benjamin Gregg released a demo to give the backers an idea what the game is going to be. Benjamin gave me a code for this demo to check out the game. And altough it’s an early version, i can see where he wants to go with this.
Kumo is a story about a boy stuck in limbo, looking for a second chance at life. Solve puzzles, discover secrets and keep the boy’s will and determination to search for his parents and finding his way back home. This is all set in a beautiful heavenly world. The demo starts with you in a snowy landscape. You slowly walk towards a rock that’s a gate of some sort to another beautiful, green and sunny world. Here, you will need to discover and solve puzzles. One in particulair got me very interested. In order to open a door you need to fill a water basin by using small canals which you have to open in a surtain way with levers so the water can reach the basin. It reminded me of my childhood when you make all kind of canals at the beach.
Like i said. The demo is an early version so after less then a half hour there wasn’t anything else to discover and you can tell there is a lot of work to be done before Kumo is a full game. But the world and the story behind Kumo left me intrigued. So i reached out to developer Benjamin Gregg and asked him some questions about the game and the development process he is in.
– Kumo is about a boy looking for a second chance in life. Can you tell a bit more about the story?
So the story of Kumo revolves around a young boy who is on the urge of death after a cruel accident in life, being stuck in Limbo he will be guided by his parent’s spirits to overcome each obstacle along the way.
– The demo looks very serene, almost heavenly like. I bet there is a story behind this. What inspired you making this game?
So initially the feeling of it being heavenly with clouds throughout the world and strange and beautiful notions throughout the environment is supposed to reflect on Kumo’s existence of what would be know as an entryway to heaven, The inspiration behind making Kumo comes from witnessing people who have been through the despair of loss and giving hope to what the journey there loved ones will be taken when passing on.
– So far you have developed Kumo in your spare time next to your daily job, what was your job? And what was it you wanted to develop your own game? And is this your first one?
So before I started developing Kumo I was a freelance environment artist and prop artist for multiple independent and professional studio’s as well as having a more stable position as a bar manager, having developed several games throughout my years which was just passion project’s I decided to sit down and develop my first commercial project.
– Now that you have reached the 100% funding goal on Kickstarter, sincerely congratulations by the way, you become a fulltime developer? Looking forward to this time?
Thank you, It was a crazy experience, yes I have gone full time in developing Kumo as a regular job and I am looking forward to the venture’s in the future to continue building this game and any other future project’s
– The game is fully funded on Kickstarter. Can people who are exciting for Kumo still support the game? Do you have any extra goals or features in mind you need funding for?
People can indeed! You can still find Kumo over at Itch.io and Indiegogo. I have some plans that I would love to bring in such full voice acting for NPCs and bringing an extended soundtrack and some extra areas.
– Do you have a release window in mind?
Kumo’s current release window is at earliest Q1 of 2020. This is dependent on scheduled development and no backtracking with bugs or issue’s.