When we were looking for inspiration in the beginning stages of development, one game was on our minds; Myst. It was a classic as far as gamers are concerned; and it occupies a strange point of common experience among children of the 90s. Like the cracking sound of a modem connecting to the internet, Myst's foreboding ambient soundtrack and proto-steampunk art direction suggested that your computer was going to be something other than just a big calculator. It could be a place of exploration, connection and discovery. 


Despite it's many faults (Has anyone ever solved the clock tower puzzle…?), Myst shines back to us today like and exit sign in an abattoir in an era where every game that comes out involves shooting some variation of Nazis or aliens. Inviting players to explore rather than conquer their environment. Painting its story in strokes of impression and memory as opposed to the vulgar gestures of a Hollywood screenplay. 

We are carrying this tradition into our first tablet game. We feel that games that make you think don't have to look like homework.