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My new game is We Harvest Shadows, a first-person farming horror allegory

It's been a crazy few weeks! My new game I revealed to the world at gamescom is called We Harvest Shadows, a first-person farming horror allegory. Here's the trailer: [previewyoutube=5svvtbIdKFU;full][/previewyoutube] I released a demo along with the big announcement, and the reaction has been absolutely wonderful. People love it! I really had no idea if people would like it or not, especially from all the lukewarm reactions I got when showing the game to publishers and playtesters. Countless content creators and streamers have said this is now their most anticipated indie game of the year, and might be the most interesting horror game of the last few years. I can't tell you the relief I'm feeling. If you would like to play a beautiful (but scary) story-driven anti-cozy game like this, then please wishlist We Harvest Shadows on Steam. The support would be amazing. Thank you for everything! Sincerely, David


[ 2024-09-12 22:51:14 CET ] [ Original post ]

My new game will be revealed in the Opening Night Live pre-show

Hello friends, it's been a while! I'm still around believe it or not, and I'm really excited to announce my new game to the world soon. It's very different from The First Tree, but it still shares my love for personal and emotional storytelling in games.
Geoff Keighley and Kyle Bosman have invited me to share my game for the first time during the Opening Night Live stream for gamescom (!!!!!!). There's also a surprise announcement during the reveal, so be sure to watch the whole pre-show on August 20th. [previewyoutube=iT5ilwECdrA;full][/previewyoutube] If you're going to gamescom, please come find my booth in the Indies of America (in the Indie Hall, 10.2) section and come say hi! Elise, who voiced Rachel and helped a lot with The First Tree, will be there too! This is my first time in Germany, and I'm looking forward to meeting you all. I can't wait to share this new game with you. I've been working on it in secret for years now, and I think some of you will really like it. I'm pretty nervous, but I'm excited to share this new story with you. Sincerely, David


[ 2024-08-14 18:57:08 CET ] [ Original post ]

Earth Appreciation Sale, 90% off The First Tree! + Live Stream

Hi everyone, I was invited to the Earth Appreciation Festival sale on Steam, and my game is the cheapest it will ever be, which is 90% off! I'm also broadcasting a pre-recorded stream when I played my whole game from beginning to end and showed off all the easter eggs, so that will be running on loop for the next few days. Watch the stream on the store page, and thanks for your support! http://store.steampowered.com/app/555150/The_First_Tree/


[ 2022-04-20 17:26:45 CET ] [ Original post ]

The First Tree Limited Edition, now available!

I know, I know, you're probably thinking "a Nintendo Switch announcement here!?" ...BUT, this is a really special thing that I've worked hard on, and I think most fans of my game would find this limited edition interesting. This will be the last thing I release regarding The First Tree. A big thanks to all the amazing people who've played my game and enjoyed the journey. Without further ado, here's what you get in the full special limited edition:
I've partnered with Strictly Limited Games, and we're both excited to share this collection with everyone. Pre-orders are open NOW, and there's only a couple thousand units available, then it's gone forever! Thank you for all the support, I can't believe this game is worthy of a physical release like this, and it's something I'll treasure the rest of my life. I'm excited to keep making games, and I can't wait to show you what's next. Sincerely, David


[ 2021-12-03 22:55:33 CET ] [ Original post ]

A personal update + my next game

OK, time to do this. Ive been meaning to do a big DAVID WEHLE update for a while now and explain why I havent released a new game yet, but you know how life gets in the way. Especially when life is a quarantine hellscape, you have three beautiful, amazing, exhausting kids to raise, a spouses job you support, a viral YouTube channel that turns your brain to mush, a thousand emails waiting in your inbox since your game is free on the Epic Games Store (with an impressive number of redemptions too! meaning lots of emails and customer support issues), etc., etc. What also contributes to my lack of updates is because I just dont really like posting online. Fascinating correlation, I know! Dont worry, this isnt going to be a venting/ranting blog post (well, maybe a bit), because my life is seriously AMAZING and INSANELY BLESSED and LUCKY. I cant believe how many dreams keep coming true, so much so that I feel I dont deserve it and I really pulled the wool over everyones eyes but I did want to at least be honest, because I owe that to myself. Wow, where do I even begin? Well, how about we start with the reason Im even a full-time indie game dev now: The First Tree. This small hobby project I worked on at night morphed into this gargantuan beast (or fox) that took over my life the past 5 years. Which is great! Im living the dream! And yet, I really didnt expect it to do as well as it did. At its core, my game is a slow-paced, sad walking simulator (ahem, I prefer the term exploration game, but you know what I mean) that somehow seemed to launch at the right time to the right audience. It resonated deeply with some of you, and for that Im eternally grateful. I still get emails almost daily how my game changed their lives in some formative way. Im beyond honored. However, with that spotlight came criticism and demands from the ever-present, insatiable internet. I would randomly be surfing the gamedev subreddit trying to decompress, and I would see a comment by some rando saying how much I didnt deserve my success, and how it was all one huge lucky fluke. And I believed them! And to add to it, some devs considered me an indie marketing guru, which I was uncomfortable with. I worked hard to market my game every week, and after my GDC talk, people assumed marketing was my passion; the reason I got up every morning. Just to clarify NO, I dont like marketing, and I hate being the center of attention. I dont like asking people for money and wishlists. But I did what was necessary because I was passionate about telling stories, and I wanted to give my story a fighting chance to be seen on the crowded pages of Steam. So now, youre probably wondering well then David, why did you make fancy YouTube videos showing off your success? Not very modest if you ask me. This honestly could be a long blog post all on its own, because my experience of putting myself in the spotlight and becoming a content creator is complicated. It was an unusual step for me, especially since I never even showed my face online (as a game developer) until my GDC talk. First off, I always wanted to teach and start a YouTube channel. I love video editing, especially since Ive been doing it longer than making games! Its a huge passion of mine. And teaching people who didnt know they could make and finish games was a huge motivator (and its been so rewarding already). But the second reason is, I was scared. I was self-employed, and I was riding the success of a huge lucky fluke that would probably not happen again. I wanted to make sure I could provide for my amazing family, and give them food and health insurance and security in these tumultuous times. I was turning my lifelong passions and hobbies into a business, and it wasnt as simple of a mental transition as I thought. So, I went all in on YouTube and the accompanying online course called Game Dev Unlocked. I spent years editing the scripts and videos, and polishing them to a shine. At first, no one watched my videos, no one was buying and in the blink of an eye, the YouTube algorithm picked up my main autobiographical video (How Making Indie Games Changed My Life), and I started getting 5,000 subscribers a day. Right now, Im at 150,000 subs, which is still hard for me to believe. I always had a dream of earning 100k subs on YouTube, so I was pretty happy with the whole thing. Sales were OK, but mostly people didnt want to buy the course. Then the emails came in Something you should know about me: I am a textbook people pleaser, and if someone asks for my help, I take it very seriously. If someone is mad at me, even if I didnt do anything wrong, its all I can think about, and it ruins my day. So, taking an onslaught of people begging for help and multiplying that by an impossible amount of people for my brain to truly comprehend thanks to the internet and lets just say it wasnt a healthy mix. I received thousands of emails from people who were begging me for some kind of reassurance that everything would be OK. That their dreams would come true too. And I wanted to help every single one of them. I went from a nobody working on a game for fun to becoming a spokesperson for the indie game dream. I couldnt even get a shake from the Chick-Fil-A drive-thru without someone recognizing me and asking for game dev advice. And it didnt stop there I would get emails from suicidal kids asking for help, teenagers from Afghanistan asking me to get them out of their country, and on one occasion I received an email from a hopeful game developer in a war-torn country who had just experienced a bomb blowing up their neighboring village. His friends were dead, and he was hoping he could finish a game before he died too, and he needed my help. How do you say no to something like that? Didnt I owe it to everyone because I was lucky with my hit game and I needed to pay it forward? (Something people constantly reminded me of) And then to top it off, after youve given everything youve got to other people in need you get hate mail in your inbox. You spend the whole day serving your children and strangers on the internet, then when the kids are finally asleep, you hit the bed to relax and take a look at your phone to decompress, and you randomly come across an angry gamer in your Twitter mentions telling you your game they got for free sucks, and that you took away a potentially great game from them and that your apology isnt good enough. Long story short, I went to a mental therapist for the first time in my life. I was broken trying to care for two toddlers and a new baby in a pandemic (which is very, very hard), taking care of my course students who gave me their hard-earned money and demanded results, and the countless people begging for help on the internet. I was this introverted, internet-lurker trying to take on the weight of the world. I was so tired and hurt that no one cared about me and my needs only what I could do for them. Quitting my day job and making this hobby my full-time job has stirred up mixed emotions. This statement may disturb some of you, but I was definitely 100% happier when I had a full-time job and I was working on my game at night. I missed working with the amazing team at The VOID, working on Star Wars back when the success of my game was this abstract thing I could only daydream about. Mostly, I was making my game for me with no outside expectations to pay the bills or satisfy the ever-demanding internet, and that brought me a lot of joy. Its not all doom and gloom though! Im actually very happy now and in the best shape Ive been since the pandemic started. Ive had to confront my weaknesses and personality quirks, but Im a better person for it (and Im sure these issues wouldve come out eventually). I hired an awesome community manager for Game Dev Unlocked who is helping SO MUCH with the emails, I cant even tell you the mental burden it alleviates. I even leased a co-working office to help separate work from my home, and thats been a huge help too. Ive decided to work with my old friends from The VOID on a cool, new VR experience. It will take me away from my projects a bit, but Im ecstatic to work with a great team again (and not manage anything, whew). These are all things I wouldve never guessed I needed, because I thought I knew myself pretty well turns out I didnt. The reality is: running a business is HARD. Running it solo is even harder. You have to remember, I was burnt out on The First Tree well into the Steam release in 2017, but I kept working on it for 4 more years due to my fears of failing again and not earning enough money for my family. So, I was wrestling with the age-old concept of commercialism and art. There was this dichotomy of doing whatever I wanted and being true to my vision (what most people assume the indie dev dream is like), and doing only what customers wanted to buy. This is something that has killed me with YouTube in one specific instance, I was super excited to make the exact video I wanted to make. I loved every part of its creation, and I thought it had a message that would inspire everyone. I lovingly edited it over several weeks, posted it, and excitedly waited for the stats and it was by far my worst performing video. This is not a new problem. Even the Sistine Chapel by Michelangelo was a commission forced upon him by the very violent Pope Julius II. My wife and I regularly talk about the fine balance between artistic integrity and commercialism, a problem she is very familiar with as an artist who constantly needs to balance what she wants to make with what the customer wants to hang up in their home. For The First Tree, I was lucky. It was pretty much what I wanted to make (I had to compromise a lot of things of course), and it turned out millions of people wanted it too. Recently, I thought the safe business decision would be to do it all over again, so I started work on a spiritual successor to The First Tree (an idea that I may revisit one day since I do love the story idea). But that isnt happening anytime soon. Trust me when I say I am now currently burnt out on animal exploration games. So that realization left me with a question: what do I do next? Ive decided I need to make a game that I want to make, for me. It will be a bit different and Im almost certain most fans of The First Tree will not love it but its an idea that gets me super excited. Its an idea that could help me fall in love with game development again. A few more details: this game will be story-driven, first-person, and will use the Unreal Engine. That means development is gonna be slow going, because I have to learn a whole new tool. The smart business decision would be to make something quickly in Unity which Im already familiar with but I want to do this for me, and UE5 looks like a lot of fun. Im also shooting for an early-ish release date so I avoid burn out and I keep the game short: I want to release it in Fall 2022, but knowing game development, it will probably take longer. With the help of my therapist, Ive also concluded that Ive been too accessible on the internet and that my self-worth isnt determined by the amount of people I try to help online. Of course, I love helping people and seeing them succeed, but I need to step back and focus on my family and myself. I will delete my social media apps on my phone (I will still post big updates occasionally) and stop responding to most emails, tweets, DMs, etc. Its not that Im ungrateful in fact, if I dont say thank you or at least acknowledge the incredibly nice people who share a sweet message about my game or want to tell me how I inspire them (still hard for me to believe, lol), I feel a ton of guilt but I need to let that go. Please know Im extremely grateful to all the fans who follow my work, so even if I dont thank you directly, I truly mean it: thank you. I will still post and stream occasionally on YouTube when I want to (and I still do live Q&As for my GDU students). The online course sales will help support my family as I work on a potentially risky game idea (and my new job will help alleviate the risk too). Im gonna try one more marketing experiment and sell a mini-course soon (and add an Unreal section), and after that Im done working on it. A gigantic thank you to the people who bought my course and are part of the amazing community, it has helped me and my family tremendously, and its inspiring seeing the games you make! Im a bit worried about the whole thing since this new game idea could flop, which could definitely affect my family. But a sappy, high-school yearbook quote is coming to mind I think it applies here: A ship in harbor is safebut that is not what ships are built for. Thanks for reading, David


[ 2021-09-08 21:11:29 CET ] [ Original post ]

My game dev school just launched! Steam followers get 40% off

It finally happened after 2.5 years of work: my online school GAME DEV UNLOCKED hit version 1.0! There is so much content that I can't even type it all up, so I made this sweet sizzle reel of everything: [previewyoutube=42zkhTh66fw;full][/previewyoutube] Don't know how to code? No problem. Don't know how to market your game on social media? It's covered. Want to publish your games everywhere including Steam and consoles? You got it. I put my all into this learning resource, so if you've ever been tempted to make a game yourself and release it on Steam, you'll love this online course. I even walk you through how to make a beautiful exploration game called The Last Waterfall, and show you how to publish on Steam and start making money from game dev.
I'm very proud of all this content, and I would love if you joined our GDU family. It also has one of the best, nicest game dev communities ever, so take a look by clicking this link! You'll automatically redeem a coupon for 40% off! I'm excited to see what you create. :) - David


[ 2021-04-14 19:47:10 CET ] [ Original post ]

Vinyl release of The First Tree soundtrack

I'm excited to announce that a limited edition vinyl OST of The First Tree is now available, courtesy of Mana Wave Media! It includes the gorgeous orchestral tracks by Josh Kramer, and also features new gorgeous artwork.

Here's where you can buy a copy, hopefully there are still some in stock. All the income supports the record label and the composer, so if you loved the music in my game and you're a vinyl collector, I think you'll really like this record. Take care everyone, thanks for taking a look. :) - David


[ 2021-02-01 21:33:21 CET ] [ Original post ]

The First Tree is coming to consoles!


Im super excited to announce that youll soon be able to take your journey to The First Tree on Nintendo Switch, Xbox One, and PS4! I dont have a solid launch date yet, but Im setting my sights on a late 2018 release (with a simultaneous launch on all three consoles hopefully). This wouldnt be possible without the assistance of DO Games, who also helped with porting Pinstripe and The Adventure Pals. Thanks everyone for the support, and please let me know in the comments if theres anything youd love to see in the new console releases. Take care!


[ 2018-03-30 15:56:42 CET ] [ Original post ]

Nomination Celebration!


Something unbelievable happened to me last week my humble, small interactive story was nominated alongside some of my favorite games ever. Thats right, The First Tree has been nominated for Best Game and Best Music at the Emotional Games Awards, and Im accompanied by masterpieces like INSIDE, Hellblade, and Abz. I know I said I wouldnt put the game on sale for a while, but to honor the unexpected event Im discounting the game by the same price as before for any interested newcomers. The First Tree has also been receiving lots of attention from Asia overall (8.4 review from IGN Japan, whoa!), so I thought nows a great time to be part of the Lunar New Year sale. Take care friends, and thanks for the support!


[ 2018-02-15 18:12:12 CET ] [ Original post ]

New languages!


Im pleased to announce that The First Tree just added official subtitles for 10 different languages! Originally I was using a fan translation system where players could post their own subtitle files for others to use, but now you can find them in the games settings menu. Im also discounting the game by 20%, which is the same price as during the Steam Winter Sale, just so all the new international players get a chance to take a journey to the first tree. This will also be the last time to buy the game on sale for a while, so nows the time to buy! (And so you can help fund the upcoming console ports :D ) Here are the languages:

  • French
  • German
  • Spanish
  • Italian
  • Portuguese (Brazil)
  • Simplified Chinese
  • Traditional Chinese
  • Russian
  • Japanese
  • Korean
The interface is also localized, and you can change that by right clicking on the game in your Steam library, clicking Properties, then clicking on the Languages tab. Finally, I added a lot of small tweaks and optimizations to make the game better and less frustrating. Special thanks to Level Up Translation, Bruna Oliveira, Thomas Faust, and Alex Fortes for their services, and a million thanks to all of you for the support. I hope 2018 smiles upon you!


[ 2018-01-08 18:03:21 CET ] [ Original post ]

The First Tree
David Wehle Developer
David Wehle Publisher
2017-09-14 Release
Game News Posts: 10
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive (4426 reviews)
Public Linux Depots:
  • The First Tree Linux [2.29 G]
From the creator of Home is Where One Starts… comes The First Tree, a third-person exploration game centered around two parallel stories: a fox trying to find her missing family, and a son reconnecting with his father in Alaska. Players take control of the fox on a poignant and beautiful journey that crescendos at the source of life, and perhaps result in an understanding of death. Along the way, players can uncover artifacts and stories from the son's life as he becomes intertwined in the fox’s journey towards The First Tree.

Key Features:

  • For fans of Journey, Firewatch, and Shelter.
  • Not a "fox simulator," but an emotional, intimate story by a one-man team with an ending you won't soon forget.
  • Featuring a gorgeous soundtrack by acclaimed artists like Message to Bears, Lowercase Noises, and Josh Kramer.
  • A short game (about an hour and a half) focused on story with some light puzzle solving and platforming.

MINIMAL SETUP
  • OS: 64-bit only (tested with Arch Linux 4.12+. Fedora 25. Ubuntu 16.04+. Mint 18. Tumbleweed 4.13)
  • Processor: 2.4GHz CPU Dual CoreMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Dedicated GPU recommended with 1 GB video memory. may still work with Intel HD 520. Mesa 17.2+ and Nvidia 384+ tested
  • Storage: 4 GB available spaceAdditional Notes: BETA VERSION. MSAA disabled on Linux. most gamepads compatible except for wireless Xbox 360 controller. some other minor bugs may be present
GAMEBILLET

[ 6105 ]

16.97$ (15%)
7.86$ (78%)
16.99$ (15%)
4.44$ (11%)
4.12$ (17%)
50.39$ (16%)
8.49$ (15%)
17.54$ (12%)
16.57$ (17%)
12.59$ (16%)
1.63$ (18%)
16.59$ (17%)
24.98$ (17%)
16.79$ (16%)
49.79$ (17%)
7.50$ (70%)
11.01$ (15%)
25.00$ (50%)
22.24$ (11%)
12.87$ (8%)
22.99$ (8%)
22.99$ (8%)
8.27$ (17%)
12.74$ (-28%)
17.59$ (12%)
12.59$ (16%)
12.71$ (15%)
5.99$ (85%)
15.00$ (50%)
3.29$ (18%)
GAMERSGATE

[ 1087 ]

1.7$ (91%)
3.0$ (85%)
6.25$ (75%)
10.2$ (74%)
1.28$ (91%)
1.28$ (91%)
0.85$ (91%)
1.28$ (91%)
5.74$ (62%)
20.0$ (50%)
12.74$ (36%)
17.0$ (66%)
31.49$ (48%)
2.55$ (91%)
5.1$ (83%)
9.36$ (71%)
4.0$ (80%)
30.0$ (50%)
2.7$ (91%)
1.28$ (91%)
18.75$ (62%)
5.1$ (74%)
14.99$ (40%)
0.43$ (91%)
0.85$ (83%)
0.43$ (91%)
6.8$ (66%)
1.05$ (85%)
5.95$ (70%)
1.28$ (91%)

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