Press mentions

For this week’s second post we rounded up some of the articles that struck closest to our dainty little hearts. We are always good for all kinds of media interaction, so be sure to give us a ring.

Kill Screen

Our writers are in awe of how Maddi portrayed our world to the… world. Look, I’m not a writer, okay. She captured the atmosphere of our realm perfectly from snippets around our devblog and social media.

“Having gone through their share of uprisings, wars, and rebuildings, it’s no wonder such foundational commentary is coming out of Estonia. It couldn’t be more different from Fallout’s nuclear Americana.”

Orange Bison

Stephen contacted us through Facebook and very kindly sought after an interview. Being the awesome chaps we are, we let Robert do most of the talking while others were busy playing Journey in the studio. Nah, just kidding, we are always knee deep in 3D and never get to play anything. Ever.

“You’ve described the game as “neither fantasy or any kind of punk” i.e. not any recognisable genre and instead have called it “fantastic realism,” could you elaborate on that? Why avoid those genres?”

“The worldbuilding we’ve done is, honestly, beyond sane. We’ve been working on it since… 2001? When we were 15. First we started out with something I would maybe call bronze punk. Bronze age punk? Early history meets high fantasy stuff. Then, year after year, we started adding: classic era, renaissance era, industrial era elements. But we kept all the previous versions too, those became previous historical eras in the history of this world.

The last thing we put in was postmodernism. So now we have a history of ideas and technology spanning 6000 years of civilization. This means we’re not static. Not a comment on a specific era of human development, like for example high fantasy is for middle ages, but for… well, all of it.

I don’t much like to blabber on about it in interviews. The game is the best way to experience this world. So I’ll stop now. All I wanted to say is – I stand by our promise that the setting is something entirely new.”


Wes, being a writer/designer himself, was fascinated with the premise and art style of our game. We had a fun and very detailed back and forth with him.

“I’ve seen interesting pitches about the game as an exploration of failure, which helps set it apart from the usual “Be an awesome hero!” sort of game. Did “reversing the epic RPG” drive this anti-hero approach?”

“Yes, but I wouldn’t call it an anti-hero approach. The anti-hero is still a hero, only cool. Most of us would actually like to be that, and not a Dirk Squarejaw straight up hero type. Instead of what we are, which is, let’s face it – varying degrees of failure. The person you wake up as in No Truce is not a cool, deranged anti-hero. He’s a failure.

Like you and I. Like the Soviet Union, or your first love. This person is catastrophic. Ruin is his rest state, it’s hard to steer him anywhere but. We expect actually solving the case and not ending up as an insane drunk to be the non-standard ending.

It’s about being a man, really.”

Puhata ja Mängida

The guys at P&M are local chaps running an awesome weekly podcast and Youtube channel. Their lair was small, cosy and with good company. A damn shame they didn’t offer any tea. Only in Estonian though, sorry!

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