
One thing that is of interest for me is what place folktales do have in your life. We did some research, both in books and on the internet, but I think the great thing about basing something on folk lore is that it’s so much about hearsay, altering the stories, and so in that way we only continued the tradition of lying to children. Did you find all your relevant information in Schön’s book? It would be especially interesting to know if you also spoke to people, or if it’s purely a “bookish” take on folk tales.

What kind of research did you do for the game? Year Walk sometimes feels like a veritable compendium of Swedish folkolore. I think our biggest fears was making something that felt this large in scope. It didn’t take much convincing to be honest. But later the same weekend I started to sit down and try to imagine how a game like that would play out, and I later suggested it for Jonas and Magnus. So, when Jonas sent me the script, the first thing I thought was how very game-like the whole tradition seemed, and so I joked a bit about it over the phone with Jonas. Jonas Tarestad, who wrote the script that we, losely, based Year Walk on found it in the book you mentioned. Is this correct? If so, was it clear for you from the beginning that this would make for an interesting game setting and did it take a lot of effort to convince everyone to make this the next Simogo game? The Year Walk Ritual in Swedish Folk Tradition”, Tommy Kuusela writes that you came across the tradition of årsgång by reading a popular book on folkolore, "Årets högtider" by Ebbe Schön. In his article “He Met His Own Funeral Procession. Let’s maybe start with how the game came to be. Year Walk is a beguiling adventure, and a truly memorable experience.Year Walk seems to be a bit of an outlier in your work, when it comes to mood (which is dark, not to say horrific) and setting. "As with any good page-turner, you won't want to put this game down until you get to the end. It'll throw you for a loop, leaving you transfixed to the screen until you shake out all of its dark secrets." "Year Walk is smart, thrilling, and absolutely stunningly crafted.
YEAR WALK LORE SKIN
"Simogo has packed Year Walk with a hefty share of spine-tingling jump scares, but it’s these external trappings that cause the game’s lore to get under your skin and stick with you long after your phone or tablet has been turned off." "An incredible showcase for the potential of tablet games and will undoubtedly become influential over the next few years." I've never played anything quite like it." "It's a gripping, somber, atmospheric, and elegantly-designed game, and everyone should play it. Simogo has made something very special here." "A game this distinctive, this different, this thrillingly new is the best possible demonstration of the format’s versatility indeed, of the narrative power of the interactive medium. You can close the app and put down the phone, but the forest may spread beyond its glassy confines, its spindly, silver-skinned trees taking root in your own home, your own dreams." "Elegant and artful, Year Walk is an unmissable piece of work. "An iOS game like nothing else you’ve seen on the format to date.
YEAR WALK LORE FOR FREE
Mysteries and clues await everywhere in Year Walk, but to fully understand the events that took place on that cold New Year's Eve, you will have to delve deeper than the adventure and lose yourself between fact and fiction.įor the complete Year Walk experience, or if you're curious about the folk lore on which Year Walk is based, we recommend downloading Year Walk Companion, available for free on the App Store. Solve cryptic puzzles, touch and listen in your search to foresee the future and finally discover if your loved one will love you back.

Venture out into the dark woods where strange creatures roam, on a vision quest set in 19th century Sweden.

In the old days man tried to catch a glimpse of the future in the strangest of ways.Įxperience the ancient Swedish phenomena of year walking through a different kind of first person adventure that blurs the line between two and three dimensions as well as reality and the supernatural.

Experience the ancient Swedish phenomena of year walking through a different kind of first person adventure that blurs the line between two and three dimensions as. In the old days man tried to catch a glimpse of the future in the strangest of ways.
