What lurks in the darkest reaches of a person’s mind?
Our story takes place in Baltimore, Maryland, USA, during the early 1800s where our writer protagonist, Edgar Allan Poe, can’t escape the ghosts of his past. Though, more importantly, he can’t defeat the monster of his present- writer’s block!
To overcome his present situation he seeks the aid of a muse, but finds himself to be a prisoner within his own mind. A mind that birthed poems such as, “The Raven”, and “Annabel Lee.” You must live vicariously through Mr. Poe to navigate the dreamscape. Doing so involves solving puzzles, discovering unusual artifacts, and exploring the gloomy environment full of suspicious characters!
The dreamscape has been constructed specifically around the many universes within Mr. Poe’s published works; that of which, you will be able to experience first-hand! Not every story is mandatory, and your individual experiences can alter events further into the game!
To overcome his present situation he seeks the aid of a muse, but finds himself to be a prisoner within his own mind. A mind that birthed poems such as, “The Raven”, and “Annabel Lee.” You must live vicariously through Mr. Poe to navigate the dreamscape. Doing so involves solving puzzles, discovering unusual artifacts, and exploring the gloomy environment full of suspicious characters!
The dreamscape has been constructed specifically around the many universes within Mr. Poe’s published works; that of which, you will be able to experience first-hand! Not every story is mandatory, and your individual experiences can alter events further into the game!
Don’t worry, no death here. Wait...no, I’m wrong. Lots of death.
As a point-and-click adventure game, the only thing you’ll need to play Wry Reveries is a pointer, and your intellect. The majority of game-play involves interacting with the environment and finding objects that you can use in interesting or peculiar ways. Wry Reveries benefits from common mechanics of most point-and-click adventure games, but with a few tweaks here and there.
Interaction System:
Instead of fumbling with multiple types of actions, like: see, touch, use, talk, the game’s commands have been condensed to simply ‘interact.’ What action is performed is dependent upon the context. (i.e. interact with a person is ‘talk’, but interacting with a person using an item is ‘give’)
Puzzle System:
Wry Reveries will feature mainly two kinds of isolated puzzles/events which are logical puzzles and action puzzles.
Progression System:
In this game you can solve almost every puzzle in multiple ways, resulting in different outcomes that create unique events deeper into the story.
Interaction System:
Instead of fumbling with multiple types of actions, like: see, touch, use, talk, the game’s commands have been condensed to simply ‘interact.’ What action is performed is dependent upon the context. (i.e. interact with a person is ‘talk’, but interacting with a person using an item is ‘give’)
Puzzle System:
Wry Reveries will feature mainly two kinds of isolated puzzles/events which are logical puzzles and action puzzles.
Progression System:
In this game you can solve almost every puzzle in multiple ways, resulting in different outcomes that create unique events deeper into the story.
Converse with a myriad of classic and original characters!
Who is the one pulling the strings?
Director of Operations / Game Designer / Producer
Alex Thompson Programmers Joe Yates Producer Karl Rocco Art Director Kasey Harris |
Creative Director
Benjamin Pope Executive Producer David R. Brown Jr. Environment Artist Ismael Gil Character Artist Robert Sebik |