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theo 06-07-2011 04:17 AM

SLX Games and Skygoblin merge to focus on TJD

I am proud and happy to announce that SLX Games (The Gothenburg, Sweden based company where I work for a living) has now merged with SkyGoblin (the pseudo-fake company I started for the Journey Down development group) and now form one single entity: SkyGoblin. "What does this change?" I hear you ask. Nothing, really. It just makes life for everyone involved in the development of "The Journey Down" a lot less confusing, since it's now developed under one flag, instead of two.

The core team behind the game is still exactly the same. Namely me, the two programmers Mathias and Markus, as well as our animator Henrik and our musician Simon. The only real difference is that SLX Games (now SkyGoblin) as a corporate entity makes a large official focus shift toward working on the commercial release of our point-and-click title "The Journey Down", rather than spending all its time working on our other title, the social mmo "Nord".
A look at the charter interior in the high-res commercial release of TJD.
The cockpit of Kaonandodo's ol' airplane, now a cacti farm!

So why am I posting this? Mostly because I wanted to share the good news of us now focusing a lot more on TJD development and because I wanted to share my relief of now having made my life a tiny bit less schizophrenic on the "where I work" front. Also, hopefully giving our development group one title instead of two will reduce the risk of confusion a bit.

Since the initial AGS engine source code release (and since we now finally finished our silly facebook-credits implementation into Nord) our two programmers have finally been able to start poking around in AGS (Adventure Game Studio) to make it 720p friendly, which is the resolution we intend to release TJD in. I would like to take this chance to thank CJ (The AGS mastermind) for the bold move of releasing his precious source. A highly commendable and ballsy move to say the least. I am confident projects such as TJD and other similar commercial game efforts will benefit from it greatly.

Chapter one of the fully voiced, puzzle extended, high-res version of TJD is scheduled for a 2011 Q4 release and its development can be followed over at

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