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Post news RSS Devs interview about themes and tools used for creating Aeon of Sands

The Gazette of Indipendent Gaming interviewed us, talking about the narrative of Aeon of Sands and the tools we created to develop it.

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How often does an exchange on a game’s forum evolve, not only in a sincere friendship, but also in a fully developed, commercialized game?
Not often, I bet.
Yet, that’s the real lore behind the game
Aeon of Sands, the first released game from Two Bits Kid.

The recipe is simple, but it takes a rare chemistry and two matching ingredients:
Florian, a software developer living in Germany, and Marco, an illustrator and artist from Italy, meeting each other on the Legend of
Grimrock’s website.
One was working on a 2.5d engine, the other on a user interface and character portraits, and both shared the same passion: retro, first-person perspective crawlers, think
Eye of the Beholder and Perihelion.
A recipe made in a dungeon crawler’s heaven, I told you!

Now all good things take time : it took our two-men’s crew 6.5 years of their life to make Aeon of Sands, a game that’s not only a love letter to the crawlers of yore, but a unique potluck of many inspirations, from The Hitchhiker’s Guide to the Galaxy to the post-apocalypse genre, with some Lawrence of Arabia’s zest thrown in.

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