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‘Back Then’ is a short atmospheric first-person adventure game, with elements of detective exploration, mystery, and themes of self-discovery.

Back Then takes place in a retirement home, where the players control Thomas, an aged man in his 80’s suffering from Alzheimer’s.
He moves around in his wheelchair, and rarely receives visits from his family. Seeing himself alone and with no one to talk to, he starts to try remembering his past through the various important objects in his life - such as a wedding photo, his father’s dog tag from WWII, his guitar, his wedding ring, among various others.

Back Then is currently in development by Outriders and RP Studios in a joint effort to create a truly memorable experience.

Key Features:
- In-depth narrative and storytelling experience;

- Innovative mechanics of movement, where the players control an elderly man in a wheelchair;

- Creative gameplay mechanics related to Alzheimer’s and forgetfulness, where the character starts to remember (and forget) his past and present;

- Inspired by real events and stories of people with Alzheimer’s and neurodegenerative diseases, told by family members, loved ones, and by the victims of the diseases;

- A well-blended mixture of mystery and detective exploration;

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​Hey everyone!

It's been over a month ever since we last posted a blog, so as you might expect, we have some news for you.

Short and sweet this time, just a general update.

The title of this particular blog is "Foundation", as that is what the team and I are focused on doing at the moment, building our studio foundation so Back Then, and eventually, other projects, are as tight as can be.

This includes contacting people for partnerships, organizing events, a lot of business traveling, etc.

I'm getting ahead of myself, so let's start with at the beginning.


​We've been talking about this event for the past 3-4 months now, ever since Back Then was confirmed as one of the 10 finalists.

Now, after all the storm passed, we're very happy to not only win the 'Games 4 Good' category but also the 'Best Game' prize.

​This win absolutely catapulted us into the spotlight, allowing us to have TV appearances, to show up on basically every tech/gaming website in Portugal, and of course, guaranteeing that the game releases on the PS4.


​What followed was one of the busiest weeks in terms of PR we've ever had, in just a mere 4 days, Calebe and I showed up in a radio station, were in a podcast, got interviewed for 2 websites, and even had our first meeting with the PlaystationPT folks, where they offered us a PS4 for our upcoming physical studio (thanks guys)!​
Note that only the Exilecast podcast is in English, so I'd recommend that one if you don't understand Portuguese :)

Although that week in specific was rough, the PR never stopped as I personally been on another podcast that I recommend called Exilecast, where I delved into detail what makes Back Then special.


​You'd think all of this got us everything we need to complete Back Then in a timely and relaxed manner, but that couldn't be further from the truth.

Currently, we're ironing out partnerships, as we don't have investment to open our own studio without help. There's also a big problem, geographically speaking, 2 out of the 4 team members are from Lisbon, I live 2 hours away, and the other lives 1:30h away...That, coupled with the fact that half of the team has a full-time job and the others are working for free, makes this a very tough situation, where we've had several meetings about what we want to do, what's the best procedure and whatnot and we still haven't got a clear plan.

What we're looking for, is funding, and we have a couple of options lined up in the coming months, but, having options and actually getting funded are two very different things.

In order to keep transparency, January and this month were completely focused on studio building and marketing. That's all we had time for, Calebe is polishing the game's narrative so the rest of the team can get to work, but while that doesn't happen, we're on hold.

Being on "hold", has allowed me to explore a lot of outside the box ideas I've had in terms of marketing for the game, and while some of them will happen, most can't, as I mentioned previously, we're not getting paid to work on the game, and I really like eating. You can see how that becomes a problem.

Although we hope to have everything ironed out by March, we also would love to go to LGF in March-April, but everything is happening all at once and we're trying to make sense of it all.

A short blog for now, but the wait will be worth it, next month we'll have tons of news for sure.

Follow our social media!

Discord: Discord.gg

Facebook: Facebook.com

Twitter: Twitter.com

Cya folks,


Back Then - Teaser Trailer

Back Then - Teaser Trailer


‘Back Then’ is a short atmospheric first-person adventure game, with elements of detective exploration, mystery, and themes of self-discovery.

Back Then - Devblog #8 | Elapse

Back Then - Devblog #8 | Elapse


If we had to describe 2019 in a word, that would be it. Looking back, the past year has without a doubt been a roller-coaster. There’s been ups, and...

Back Then - Devblog #7 | Stride

Back Then - Devblog #7 | Stride


The month of November brings a lot of good news and great strides by the team. From conventions to us winning an award to country-wide national coverage...

Back Then - Devblog #6 | Renewal

Back Then - Devblog #6 | Renewal

News 2 comments

It's been quite a while since we showed you what we've been working on, with good reason. This past month of October was spent in full production mode...


Parabéns pessoal não desistam, portugal necessita de mais gente como vós a fazer jogos.

Reply Good karma Bad karma+3 votes

Portugal newspapper right there. Im proud

Reply Good karma Bad karma+3 votes
Firebal69 Creator

We were very honored to have such a huge opportunity in showing people that not all videogames are about violence, some of them, have a message :)

Reply Good karma+3 votes

indeed. But even the ones with a lot of senseless violence have an intention behind it. It's how a lot of people relief their stress. You could have a sandbag to punch but not everyone has it, so games are really good for that.
And many games now have a beautiful message and important one as the base of the game. Like this game for e.g :) I congratulate the whole team for their work

Reply Good karma Bad karma+2 votes
Firebal69 Creator

Of course, violent games have a spot in the market, like every other game/movie or book. It's entertainment at it's purest, and people have different tastes :)
Doom 2016 was my GOTY that year, because of what you just said, it's stress relief!
Appreciate the comments!

Reply Good karma+2 votes

e só agora me apercebi que és português também xD desculpa

Reply Good karma Bad karma+2 votes

Uuuuh i really want to play Doom 2016 xD saw so many good memes about it.
Always here to support great projects and the good people working on it

Reply Good karma Bad karma+2 votes
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Back Then
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Latest tweets from @backthengame

We'd like to congratulate our good friend Filipe for the massive achievement that is creating a game by yourself an… T.co

Jul 31 2020

Hey #PitchYaGame! Back Then is a story-driven adventure game about an elderly poet diagnosed with Alzheimer's. Fee… T.co

Jul 29 2020

For our portuguese speaking folk, Ruben, our programmer, recently went on the MODO Playstation to talk about the pr… T.co

Jul 28 2020

Best of luck to those participating! T.co

Jul 28 2020

❤️ T.co

Jul 24 2020

We'd like to congratulate our friends over at @MrCamel101 for releasing @ThoseWhoRemain today! Best of luck, and b… T.co

May 28 2020

RT @OnceABirdGames: It's #followfriday so here are some great indie #gamedev accounts: @AstralShiftPro @BackThenGame @canplay_devT.co

Apr 17 2020

If you like deckbuilding games with roguelike elements @ForTheWarp is right up your alley! The art is just stunning… T.co

Mar 30 2020

Thank you so much for the share! T.co

Mar 29 2020

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