Name | Hidden Folks | ||
Developer | Adriaan de Jongh | ||
Publisher | Adriaan de Jongh | ||
Tags | |||
Release | 2017-02-15 | ||
Steam | 5,99€ 5,49£ 6,49$ / 50 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  15  | ||
Steam Rating | Overwhelmingly Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  2 Hours  | ||
Main Story + Extras |  3 Hours  | ||
Completionist |  3 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 159 | ||
Average playtime (last 2 weeks) | 54 | ||
Median playtime (forever) | 208 | ||
Median playtime (last 2 weeks) | 54 | ||
Public Linux depots | Hidden Folks Linux [113.04 M] | ||
DLC | Hidden Folks - Mouth Sounds Pack Hidden Folks - Beach Pack |
The team and I (Adriaan) are proud to release the On Tour areas as a free update today!! Watch the trailer:
<3 [h3]The On Tour areas[/h3] I won't spoil too much here but you can be sure to see and interact with all kinds of instuments, bands, weird objects, animations, and, weirdest of all, you'll get to hear the mouth sound music that Martin put together!! It's weird and wild that it kind of works and the tunes are totally stuck in my mind. Some screenshots of the areas: While illustrator Sylvain Tegroeg drew all those cute little characters and instruments and objects, game designer and artist Celine Veltman did nearly all level and interaction design for the On Tour areas. Martin Kvale made mouth music with our mouth sounds, Bram van Dijk helped us write all the kind-of-funny clues, Mitty Venbrux made the On Tour trailer, and Aran Koning did some nerd stuff for Hidden Folks on Android and Nintendo Switch. I (Adriaan de Jongh) improved the game's interface, fixed bugs, set up store pages, wrote this newsletter, and did countless of other small things. And last but not least: the incredible Hidden Folks community translated the game to 21 languages! I'm so grateful. [h3]New areas in the future?[/h3] It's possible that On Tour is the game's final content update. We know you want more; some of you remind me of this every week! But after five years of making Hidden Folks, we also want to make different, weird, new stuff! We hope you can savor the On Tour update. Maybe you can even replay parts of the game you nearly forgot! Regardless, thank you for playing and for enabling our incredible journey!!! See you around, folks. Adriaan |
Hey folks!
Price and business model changes are hard to communicate clearly, so if you have any questions, ask away in the comments or on the forums. It took us a little detour through DLC land before we understood that a single purchase structure is a simpler value proposition, less of a technical hassle in the background, and a couple of emails by really confused customers per week less. I hope that's clear! Now please feast on these screenshots from the On Tour areas: Hidden Folks: On Tour - June 4th. Talk to you soon! Adriaan ps: we're still looking for a few folks who want to contribute to translate the new On Tour areas in Hidden Folks! If you're native to Italian, Turkish, Swedish, Finnish, Czech, Vietnamese, or Arabic, please reach out to me! You'll get access to the game before anyone else. Sign up here. |
Hey folks. |
Today's Deal: Save 50% on Hidden Folks!* |
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Hey folks! |
Today's Deal: Save 50% on Hidden Folks!* |
You read that right: multiple new things today!!! |
What's up everyone! |
What's up everyone! |
We are working on two new themes, a few surprise areas, and thinking about rewriting various internal systems to allow for features like controller support, resetting a single area, and a more dynamic interface. |
We are working on two new themes, a few surprise areas, and thinking about rewriting various internal systems to allow for features like controller support, resetting a single area, and a more dynamic interface. |
Sylvain and I (Adriaan) are proud to add three new Snow areas to Hidden Folks as a free update available right now!!! Check out the new Snow trailer: |
Sylvain and I (Adriaan) are proud to add three new Snow areas to Hidden Folks as a free update available right now!!! Check out the new Snow trailer: |
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Hey everyone! |
Thanks to Steam users Bucketsmith, Phaota, Prezombie, DNF, ZenWidjet, caga, Pavocado, Gameboyalex, and Lloydo for reporting the hundreds of sorting issues we fixed in this patch!!! |
Today's Deal: Save 25% on Hidden Folks!* |
This update wouldn't have happened without the support of many of you: the translators, the beta testers, all the players leaving heart-warming reviews on our store page, all the players giving suggestions or commenting on our forums, the streamers, let's play-ers, and video makers, and all the other players who reached out to us, liked or retweeted our posts, or just lurked our feeds for all those juicy GIFs! A big THANK YOU to all of you!!!! As you guys and girls keep refuelling our motivation to continue working on Hidden Folks, this is what we plan to do next: But for now: HAVE FUN with the new Factory!!!! - Adriaan de Jongh & Sylvain Tegroeg |
In this third post of Hidden Folks’ Factory announcement series, I (Adriaan) talk about the targets, their clues, playtesting, community translation... and I announce the targets of the Factory! |
In yesterday’s announcement, Sylvain and I (Adriaan) announced that the Factory update will release on June 15th (HYPE) and we talked about the process of putting together the graphics and stories in the world. Today, I’ll try to explain in a non-technical way how we continue to add interactions and systems to those graphics, and sound designer Martin Kvale will step in to show you what sounds do with the Hidden Folks areas. So anyway... Everything you find in Hidden Folks that moves or responds was put together or touched by me. The new Factory has exactly 3800 interactive objects that were each carefully put together and placed within their own system. Here's a few highlights: You'll figure out how these and all the other interactions in the Factory work once you get your hands on them June 15th! :D Another thing that we put a lot of effort into are the sounds. Even though Sylvain and I recorded every sound you can hear in the game, we asked sound designer Martin Kvale to do the mixing. I'm handing the mic over to Martin to tell you all about sounds in Hidden Folks! Martin? ---- AGGHUM, yes, hi, I'm Martin! Adriaan and Sylvain asked me to take good care of the audio in the game. They had already done heaps of great sounds effects, but needed someone like me to make the areas really come alive in terms of sound. I've primarily been placing sound in the areas, as well as balancing the sound volumes throughout the game. I also designed a system to manage the volume and reverb of ambient sounds throughout the game. From the very start of my collaboration with Adriaan and Sylvain, they made it clear they wanted all sounds to be mouth made, unedited, and all made by Adriaan and Sylvain. This separates it from games like Eggggg and Burly Men at Sea who use human voices but modify it somewhat, as well as having music playing in the background. The process of recording was done in batches, usually over Skype, with me on one end of the call listening (with my microphone muted) to the sounds Adriaan and Sylvain made, giving them suggestions on what to try next. Here's an example of me editing Adriaan making vulture sounds: https://www.youtube.com/watch?v=poz0wVPJNbA After our recording sessions, I would cut the sounds out of the recorded track, pick the best ones, and either add them to objects in the game or add them as ambient sounds to an area. For the pleasure of your ears, here's some really good sheep sounds you hear in the farm area of Hidden Folks: https://www.youtube.com/watch?v=4gwihFZ-QSo (Fun fact: Adriaan once won an audio award during the Global Game Jam for these sheep sounds.) Since we used only sounds made with human voice and did not heavily process those sounds, our concern was that crucial sound effects would get lost or obstructed when a myriad of other sound effects would continuously play as well. If you, for instance, find the chicken in the chicken coop, there's a corresponding 'found it + pling' sound that for the satisfaction of finding something is important to hear - but if there are 20 other sounds playing at that same time, you wouldn't hear a single thing! On top of that: I was concerned about listening fatigue as mosts sounds are in a similar frequency range, which could potentially wear out people's interests in the sounds entirely. In the video below, I show our solution to these two problems. In short, we differentiate areas by grouping together certain ambient sounds depending on their location on the map. As a result, some places sound busy, some sound sparse, some sound hectic, and some sound calm. So when you play, you won't just be bombarded with exciting sound effects all the time, but you'll also get some rest here and there. https://www.youtube.com/watch?v=EOAwtmh3tIg In addition to having the ambience change when you scroll around on the map, we added an effect to zooming in and out to reflect you moving closer or further away from the action. Not that zooming only affects the ambient sounds, not the sound effects that happen when you click and interact with something. Here's an example of the zooming in City: https://www.youtube.com/watch?v=UPn6zDWXyI0 All in all, these videos show the principles and methods we've used to craft the living world of Hidden Folks. I could probably keep talking about the sounds for much longer, but this should suffice for now :) I hope you will have a lovely time seeking out funny sounds in the new Factory!! Back to you, Adriaan! --- Thanks Martin Kvale! This wraps up the second post in preparation for the update on Thursday, June 15th. Talk to you tomorrow! |
Yooooooo!
At this point in the process, most of the stuff we do really comes together visually. The following images are a couple of highlights of the stuff you will find in the new Factory area as a result of this step in the process: Now that there is a whole map filled with stories and scenarios and cool looking places, I take over to put together the systems and interactions in scene that make it more lively. Think about cars, trains, conveyor belts, many small interactions, and sounds (although at this point Martin probably adds more sounds to objects than we do). This is what our article tomorrow will be all about! |
Exactly one month ago, Sylvain and I (Adriaan) released Hidden Folks. It's all been a little overwhelming for us; the bugs (I'm working on it!), the questions, the requests... but honestly; it's really been freaking amazing and it warms our hearts to see nearly all of you enjoy the game so much and longing for more!! |
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Hey everyone, |
Wowowowow crazy big update today! Sylvain and I have been crunching away and we've made a loooooot of progress. We're still on track, and a release somewhere mid-February is still on our timeline! But aside from our progress on the game, loads of other things have happened too: |
https://www.youtube.com/watch?v=EBBdkGioiMU |
I'm in Austin, about to fly home to Amsterdam. Hidden Folks showed here at Fantastic Arcade, an event for a group of like-minded, artistic, and heartwarming people that all make beautiful video games. It was hugely inspiring, with games like 'Everything' by David O'Reilly, 'Loot Rascals' by Hollow Ponds, and 'TumbleSeed' by a group of friends in Chicago. I highly, highly recommend you to look up these and so many more games from Fantastic Arcade here!
You could say this timeline is a general timeline, and you have to be aware that there are various simultaneous timelines not even mentioned in there, like: sounds, various interface things, playtesting, creating promotional assets, merch, business things, marketing things like reaching out to people, platform-specific integrations, and many, many other tiny things. Woooof, there is a lot to do still, loads of timelines, and we are working around the clock to make all this happen as soon as possible - or at all. The timeline above is a plan, which means this isn't set in stone, but it is what we strive for. Right now, we have about 5 levels which we feel confident about putting in the final build of the game, so there are still a lot of levels to build. The biggest push for content will happen in November and December. After that, we will need to playtest the game A LOT to make sure the levels work the way we intend to, savegames don't go corrupt, stuff like that. Quality Assurance (QA) helps a lot here, but we are also considering organising a private beta. More on that closer to the release of the game. New interactions The whole idea of Hidden Folks is based on interactions, and we continue to add and work on new interactions throughout the development process. Most recently, we've added a lot of interactions to our desert themed level. Without spoiling too much of the game, here's two of those: Keep an eye out on both Sylvain's and my twitter account for more GIFs as we work on the game! |
TL;DR: Check the awesome GIFs in this update! See you at Gamescom? |
TL:DR: PAX East was awesome. We're redoing all the levels in the game. We ported Hidden Folks to Apple TV during Unite Europe. And did anyone say Linux?! |
TLDR; Awesome press coverage in The Verge and Polygon, play Hidden Folks at Now Play This in London, and development is going well! |
Sooo excited!!!! |