Haven

Haven Couples Update

Haven makes you play as Yu and Kay, a young couple who are not supposed to be together. While everything in the universe is trying to tear them apart, they keep fighting for the freedom to be in love.

In Haven’s first version of the game, Yu and Kay are a young man and women. But one of the key theme of Haven has always been about “being free to love who you want”. Initially, our game concept featured 8 couples, with some of them being gay and lesbian. It was a very natural and obvious way to go with such a theme.

But production constraints made us cut all these characters and refocus the story and the game over two characters only. This allowed us to craft a very unique and moving story about two persons in love. Two personalities, two lives tangled with each other that players would come to know and fall in love with during the game.

After Haven released last year, we took some time to work on a unique update that would better support the game’s theme: you can now choose to play the game with the lovers you want. Either a woman and a man, two women or two men.

 

This is a fantastic update that lets you play the game with the same couple, Yu and Kay, but offers you the choice for them to be two men or two women. Let’s make things clear though: this is not a new story arc and the new couples do not have gameplay specificities. This is “just” a way to allow more people to enjoy Haven in a way that represents them better. We are very proud to make Haven represent love in a broader way!

You might have noticed that Kay as a woman and Yu as a man look very similar to their opposed gender versions. There are two reasons for that: first they are the same characters in the story, they share the same backstory and life. And second, for technical reasons, we had to keep the same body size, hairstyle and body shape.

This update may seem like a small addition but it actually took us more than eight months of hard work. We had to design and create new 3D models, but also redraw all the 2D assets in the game the dialog portraits, the loading screens, the key illustrations, some contents in the endings… The only thing that wasn’t redone is the opening animation, which plays before the couple choice.

We also made sure the dialogs were correct with each couple. This means supporting new translations in all 8 languages (2 new translations, one if Kay is a woman and one if Yu is a man), as well as changing and recording some lines that had some kind of explicit or implicit gender in English (like if Yu says “Mister” to Kay… that doesn’t work with a woman anymore). And we re-recorded all the dialogs of the game with two new actors, Lexie Ann Kendrick and Ryan Highley.

When you make a game over many years of development, there’s always things that you wish you had done differently. Players sometimes ask us “why can’t I choose the gender of my characters in Haven?”, but at the time we could never have made that feature. Especially as it’s the story of Yu and Kay, unique characters crafted with strong intentions. But a year after the original release, we were able to make that very special addition to the game, and we hope many new players will be able to meet Yu and Kay ! (and Oink)

Haven – Sweet Little Things – Patch note

We hope you had a great summer. On our side we kept busy: we launched Haven physical editions with Limited Run and we were working on the first content update for Haven… And that’s it, it’s ready: Sweet Little Things is available today for free, on every platform!

The update brings in particular:

  • Two new costumes for Yu and Kay: “Streetwear” the hot style in the street, and “Top/Truth” inspired by the style of their origin planets.
  • A meloglide: music is a huge part of Haven’s experience. Now, you will be able to choose which track of the OST by Danger to listen to while chilling in the Nest or exploring Source.
  • A concept art gallery: we know many of you love concept art and we wanted to share a bit of the making of Haven, and the work of our talented art team.
  • A new kiss for our two lovers.
  • A Theme for your PS4 background
  • And many quality of life improvements based on your feedback.

We hope you will enjoy it ❤️.

You can read the full patch note below!

 

Patch note – “Sweet Little Things” – Content Update 30/09/2021

Versions number:

  • Steam, GoG, Epic: v1.1.258
  • Switch: v1.1.250
  • PS5: v1.1.246
  • PS4 SIEA: v1.1.246
  • PS4 SIEE/SIEJA Asia/SIEJA Japan: v1.1.255
  • XBOX One, Series/ PC UWP: v1.1.246

Common to all platforms:

New features:

  • Two new outfits for Yu and Kay: “Streetwear” and “Top / Truth”. They can be worn after finishing the game 
  • A Meloglide to listen to the game music of your choice while roaming or hanging out in the Nest after finishing the game 
  • A gallery to discover artworks and concept art from the making of the game, they unlock during the game

Improvements:    

  • Load save menu now shows your progression in terms of ship parts and equipment
  • Multiple capsules can now be crafted at once
  • After cooking, it’s now possible to choose which dish to eat
  • Bonus loot is now rewarded when pacifying multiple creatures at the same time during combat
  • Alternative kiss animation added
  • Some settings can now be configured differently between the first and second player in co-op
  • Added more sounds and visual effects to several menus

Bug fixes:

  • Fixed main menu music stuttering sometimes
  • Fixed the scrolling behavior in the settings menu
  • Fixed an issue when starting a new game where the intro cutscene wouldn’t play
  • Fixed a case where characters would keep their spoon in hand in a post-meal dialog
  • Fixed a dialog about slugs dividing into two. They now do.
  • Fixed a music overlap problem when exiting camping
  • Fixed vibrations that continued when skipping some cutscenes
  • Fixed several typos in some texts and dialogs

Xbox One, Xbox Series, PS5

Bug fixes:

  • Fixed an issue blocking the start of the Holobug cutscene
  • Fixed missing portraits in some story events

Nintendo Switch

Improvements:

  • Balancing on the rust needed to craft, upgrade and repair
  • Flowburst ability doesn’t consume flow anymore
  • Added a generic animation when using the shower after exhausting every dialog
  • Prevented Beruberu to start fighting during the flow burst tutorial
  • Bridges guarded by Tamajus open automatically after the player uses a flow burst
  • Grass in the menu looks better, even when it’s far
  • Added sound effects when interacting with a Nokk creature
  • Improved character animations and navigation
  • Allowed characters to jump more often
  • Improved creatures animations and navigation
  • Islets can be cleared even if there is still a nightcrawler roaming
  • The anti-gravity sticks can’t be missed anymore
  • Added a field of view option

Bug fixes:

  • Fixed an issue blocking the start of the Holobug cutscene
  • Fixed a black screen if returning to the main menu while characters are in a building
  • Fixed a bug where the game appears blocked due to a tutorial’s popup being hidden
  • Fixed a bug on the climb interaction when Birble is leaving the islet after a bait
  • Fixed a bug where players could miss the event to upgrade the gloves after repairing the last ship part
  • Fixed a bug where players could miss a mandatory cutscene before the end
  • Fixed a bug where a character could end at 0 hp after combat
  • Fixed islet descriptions that did not update properly while being discovered
  • Fixed a bug that could get the Beruberu stuck if the heroes lose it by gliding onto a flying flow thread
  • Fixed visual glitches on creatures walking close to the edge of an islet
  • Fixed controls issues while cooking
  • Fixed a visual glitch on the Nest greenhouse visual
  • Fixed the duplicated guitar glitch in the Nest
  • Fixed the last seed dialog playing twice
  • Fixed a soft lock on the credits scrolling when players played the epilogue twice in the same session
  • Fixed the cooking reward popup that wasn’t allowing the gamepad stick to be used
  • Fixed a bug on the capsule tutorial dialog in combat
  • Fixed missing portraits in some story events
  • Fixed some typos
  • Misc bug fixes

PS4

New features:

  • Added a free PS4 dynamic theme that can be recovered in the gallery menu

PC Windows

Improvements:    

  • Keyboard and mouse controls rebind overhaul

Bug fixes:

  • Fixed an infinite loading issue when launching the game on Windows 7
  • Fixed an issue blocking the start of the Holobug cutscene
  • Fixed missing portraits in some story events

Haven Fan Art Contest Winners Revealed!

Hello everyone,

Thank you so much to everyone who participated in Haven community week and in the Haven fan art contest.

We’ve received a lot of submissions! It was so hard for us to narrow it down to just 4, to be quite frank.

Our jury consisted of:

  • Emeric Thoa – Creative Direction, Design, Production
  • Anthony Beyer – Art & Technical Direction
  • Simon <<Hutt>> Troussellier – Art Direction
  • Mylène Lourdel – PR & Marketing (that’s me!)

And without further ado, here are our 4 winners:

1st place is: MeowOwO – Twitter @MurrPurr4

2nd place is: Zoey Time – Artstation / Instagram

3rd place is: iybms – Twitter / Instagram

Coup de Coeur is: Jade – Twitter

Congrats to all 4, we will be in touch shortly about your goodies. 😉

We also want to give a special shout-out to everyone else, because we’re honestly in awe by the amount of fan art we’ve received. So, please enjoy the rest of the submissions below:

Nat

Zbuffer

Sebastian

Sakura Daikon

Silly_One

Yue Akiyama

Tenkiya

Madebygahh

Slyamallow

Hisha

Sundapple

Mukka_Dainax

And thank you to Tomas who sent us a nice video!

As always, feel free to join us on Discord to come to hang out with the amazing community there: https://discord.gg/thegamebakers

DANGER INTERVIEW: COMPOSER OF HAVEN SOUNDTRACK

The original soundtrack of Haven is fully composed by French electronic musician Danger. With one foot in the world of music and the other in computer graphics and gaming, Danger returned to the spotlight with his work for Haven after his first album 太鼓 and Origins. Haven Original Soundtrack is available on Bandcamp, Spotify and a lot of other stores.

At a time when everyone has been deprived way too long of the energy of concerts and musical events, we have teamed up with Danger and G4F Records to propose a free virtual concert to celebrate music and connect game and music fans around the world.

The unique virtual concert, entirely designed by artist and musician Danger will last about 15 minutes and feature tracks from The Game Baker’s games Haven and Furi original soundtracks as well as from the Origins album, around a virtual stage set in the artist’s mysterious universe.

This is a tribute to all the video game characters whom I grew up with. Haven characters have welcomed me into their world, now it is my turn to welcome them into mine…” says Danger.

The concert will take place Saturday, March 20th at 23h CET / 3PM PT and will be hosted on partner Twitch channels. You will find the list of channels here: thegamebakers.com/danger/.

Musician, designer, gamer, video maker, visual artist… You have a very eclectic profile as an artist. Where does this come from?

I never wanted to choose between music and images. I grew up listening to music in movies and video games, and watching music videos. Music and visual arts are just manipulations of waves, and their basic vocabulary is practically the same: wavelength, frequency, amplitude, whether it’s a color or a musical note. My music is enriched by what I learn through the images.
With all the media that we consume daily, I take advantage of everything I can to express what I feel, and I’d hate to be stuck doing just one thing.
Writing the soundtrack to a video game is a great chance to expand this spectrum.

Your music is usually quite dark, but Haven is a “feel-good” game. What was it like to step away from your preferred tone a little bit?

It’s true that I do like a mysterious, nocturnal atmosphere.
If I take an overall look at my work, I realize that I’m more generally drawn to all the feelings that stem from childhood and adolescence. I’m still pretty connected to that part of me.

I feel like people tend to romanticize the emotional world of kids: it’s this wonderful world, a time of innocence where everything is just joy and “simple” happy feelings. That’s not what I remember: for me, childhood is a world where everything is new, everything is strange, where things are undefined, a world made up of irrational fears. It’s a world that’s weird, intuitive and chaotic, were everything is built on sensations. Hayao Miyazaki’s work offers a very nuanced representation of this particular vision of childhood, and his work was an important reference for me as I worked on this soundtrack.

While so far I’ve been more interested in exploring the nightmare zone in my music, the Haven soundtrack gave me the chance to explore other, brighter aspects of childhood.

Even though the music from Furi and Haven are quite different, do you think there is some kind of link, of shared DNA between these two games and these two soundtracks?

Furi is a more warlike game, in one-player mode only, with a very retro/synthwave musical vibe. The music had to be really “tough,” “hard,” yet “knightly,” with an underlying idea of rupture.

Haven is a game that leaves much more space for exploring the environment and the relationships between the characters.
Very early on, I felt that the most important emotion was the idea of a connection that the player has to weave little by little between all the various parts.
The music for Haven had to express this connection: something that’s built up little by little, that becomes increasingly solid, encompassing, reassuring, bewitching, while never denying its underlying fragility.

The design and conception of the 2 games are also linked through their Franco-Japanese identity, and my work in general shares these influences as well. I was heavily influenced by the Franco-Japanese animation series from the 80s, like Ulysses 31 (宇宙伝説ユリシーズ31, Uchū Densetsu Yurishīzu Sātīwan) and The Mysterious Cities of Gold (太陽の子エステバン, Taiyō no ko Esuteban), two series with soundtracks that were really important to me, and I wanted to evoke memories of those childhood moments in Haven.

The two soundtracks are also connected through a feeling of adventure, a hero’s journey, and an epic quest. These emotions are also fundamental in my music, which really made things easier in general for our collaboration.

Haven and Furi also share the fact that they’re games that don’t focus on realistic graphics but rather a distinct visual approach with a very unique style and color palette. I was also careful to use a more restrained musical palette, and I hope it’s very recognizable without being a purely synthwave product.

https://www.youtube.com/watch?v=4i9hpysvjnU

Do you write music for games the same way you would make a track for an album? What’s different?

I’ve always listened to a lot of video game soundtracks and film music, so I really didn’t hesitate when I was asked to compose the soundtrack for Haven after my participation on the soundtrack for Furi.
I was really curious and very motivated to be able to create and imagine an entire soundtrack on my own, and I really want to thank The Game Bakers for trusting me with this collaboration.

My approach to the soundtrack was first of all to not let myself be overwhelmed by all the ghosts of soundtracks that I’ve listened to over the years.

Many iconic film score composers have a solid background in pop music (Hans Zimmer/The Buggles, Cliff Martinez/Red Hot Chili Peppers, or Trent Reznor/Nine Inch Nails). While I wouldn’t dare compare myself to these giants, I think I represent a generation of musicians who grew up with other influences, largely from video games. I’m fairly comfortable working in this medium because video games are no longer just for nerds with super niche references, and it can be helpful to understand today’s music to compose soundtracks.

There’s no question of doing a soundtrack the way a traditional music composer would. On the contrary, I tried to add pop influences into the soundtrack.
I used fairly straightforward hooks and gimmicks, but sometimes subverted them with weird or orchestral elements, sometimes making them “morph” into a form that wasn’t quite so pop.

My goal was to combine musical genres that aren’t necessarily the most obvious pairings at first glance, in order to create a dreamlike feeling that’s really specific to this soundtrack.

Even though I use different genres, I tried to keep a specific vocabulary. I wanted to use a limited sound palette so that you feel like you’re in a well-defined universe, with clear references, and can play with its codes. I wanted to put it together like a studio album, rather than an RPG soundtrack where different instruments are used to evoke each place, the beach, the snow… On the Haven soundtrack, there’s a rather limited but versatile vocabulary.

To help visualize it, I imagined the various compositions on the soundtrack like a child’s drawing with its fair share of impossibilities and inconsistencies, which could have been transcribed more faithfully using more sophisticated techniques.

So within the same piece, you move from one style to another, with the fragrances and memories that are associated with them.

For example, funk guitars can suddenly appear alongside trap bass and synthwave, then folk sounds, and then it goes back to an orchestra: it’s all weird, but I tried to make it sound normal after a while.

My goal was to have the soundtrack express what’s created as you explore the game, as you get more attached to the characters and the universe, that sense of connection I mentioned earlier.

You’re never fully immersed in a state of joy and fulfillment; there’s always that little sound that raises a doubt, reminds you of how fleeting it is. That’s what makes this connection so poignant for me, and that’s the whole point of it all.

Here’s how I went about creating that feeling: I refer back to past musical styles, such as funk and disco, and I make them dialog with more modern elements of Trap and House music, always within the same track. I create pairings of Trap and Disco, House and Synthwave, or Vaporwave and Folk that may seem unlikely.

Where a “traditional” composer would have used only classical orchestration methods to create a feeling, I tried to use the inherent qualities in each of the musical “styles” of disco/funk/synthwave/orchestra whenever they were most relevant to express a certain feeling.

What makes you vibrate, what inspires you the most these days?

Working with video games a lot has made me rethink our relationship with avatars in general. They’re like so many digital masks, which make them an obvious tie-in with my work.

For a long time now, I’ve been observing projects like Hatsune Miku, Gorillaz, Daft Punk or Kraftwerk, which have all explored this concept of the avatar. And since 2pac appeared at Coachella, and Final Fantasy characters were featured in fashion campaigns for Louis Vuitton, I’ve been wondering what we can expect about the question of representation in music in the future.
This future with musical avatars is something I’m really interested in. I’m currently working with LIL BRAIN www.iamlilbrain.com, who released a 1st EP on my 1789 label in December 2019.

As I realize a little more each day just how different I am from a machine, I’m finding myself fascinated by our relationship with them, especially with computers. It might seem obvious, but often I realize that almost everything I’ve learned requires a computer to be enjoyed. I don’t particularly enjoy playing guitar or piano compared to all the things I can do with sound on my computer.

As video game fans, we are curious to know if there is an iconic video game you would like to compose music for (even old IPs)?

I’d love to do more soundtrack compositions in the future.
There’s a future for cross-over projects between video games and music, in the same way that in film there are often director/composer partners who work together. I think the video gaming world could benefit greatly from this (Fincher and Trent Reznor for example, or Miyazaki and Joe Hisaishi).

Video games are in their golden age, where even AAA’s are trying out some weird things (Death Stranding). There’s still a lot to be done in soundtracks.

Personally, I don’t consider any movie or video game to be a “cult classic” if it doesn’t have an incredible soundtrack.

For now, I imagine my music more in the world of independent video games, which allows for projects that are a little rougher around the edges, but on the other hand I’d love to imagine my music being used in a game like Final Fantasy, a Hideo Kojima or a Fumito Ueda.

 

Haven Community Week: Fan Art Contest

Hello everyone,

Since the announcement of Haven and even more since the release, we have received a lot of amazing fan art of Yu & Kay (and also Oink, which is possibly the real hero of the game). 

Between March 15th and 21st, we are celebrating Haven’s amazing community. You can see all the details here and we are running a fan art contest with the theme “Dinner is ready!”. The fan art can take the shape of your choice (drawing, illustration, sculpture, collage, installation…) but has to be created especially for the contest. You have to be the original author of it. The contest runs for two weeks, until Monday 29th March at 23:59 PM CET / 03:59 PM PT.

To participate, please send your fan art, your nickname, your social media profile, your physical address and the name of your artwork to fanartcontest@thegamebakers.com. Don’t hesitate to share it also on social media with #havenfanartcontest! Please note that you have to send us an email to participate, posting only on social media doesn’t count.

Here are the prizes for the winners:

  • 1st: Haven vinyl signed by Danger + Haven poster + Haven t-shirt*
  • 2nd: Haven CD + Haven poster + Haven t-shirt* 
  • 3nd: Haven poster + Haven t-shirt*
  • “Coup de Coeur”: Haven poster + Haven t-shirt* 

*coming later

We can’t wait to see your creations!

Haven: Danger Virtual Concert, Community Week & First Discount on Haven!

Hello everyone,

Since the launch of Haven, we have been amazed by the reception of Haven by you, our fantastic community. We’ve received so much love, that we’ve decided to give a little bit back. We’ve organized a week of celebration, with some surprises related to Haven but also celebrating your creations.

But the BIG event of this community week is the Haven Virtual Concert by Danger! The concert, entirely created by Danger will be broadcast during a livestream hosted on Twitch. More info here: thegamebakers.com/Danger

We are also organizing a Ask Me Anything secession with Danger on Discord, a fan art contest, a live drawing session, chances to talk to the Dev team and a few more surprises.

Here is the schedule for the Haven Community Week:

  • Wednesday 17th at 20h30 CET: watch the Pégases Awards Ceremony to see which games receive prizes this year from the French videogame industry. Haven got 6 nominations! Watch it with us on Discord. In French with subtitles.
  • Thursday 18th at 18h CET / 10 AM PT: Q&A on Discord with Emeric Thoa and Audrey Leprince, Creative Director on Haven
  • Friday 19th at 22h CET / 2 PM PT: Live Art on Twitch with Simon Hutt Troussellier
  • Saturday 20th at 23h CET / 3 PM PT: Virtual Concert from Danger on Twitch
  • Sunday 21st at 17h CET / 9 AM PT: Q&A on Discord with Danger

Send your contribution before Monday 29th midnight for our Fan Art Contest “Dinner is ready!”. More info here:

We are also discounting the game this week so you can encourage your friends to get it! It’s the first sale and the game is 20% on PC and Nintendo Switch from today and from tomorrow on PlayStation 4 and 5 and XBOX Series and One.

Yu and Kay Voice Actors Reveal & Interview!

Hello everyone,

7 days to go before launch! I can tell you the bakery is buzzing here! We’ll have ample time to tell you more about the game after launch, but there was something that we really wanted to share, as so many of you have asked: who are the amazing actors behind Yu and Kay! It’s time to reveal them…

While casting for Yu and Kay we were looking for actors that would excel at conveying subtle emotions, every day life feelings, and be at ease with intimacy and humour. Those are challenging roles for actors as they require solid performer skills but also enough personal experience to recreate the texture of a relationship with authenticity.
Working in London with the team at SIDE, we were very lucky to meet :

Janine Harouni and Chris Lew Kum Hoi!

The two actors recorded the 80 000 words of dialogue together in the SIDE studio in London in 2019 and 2020, reenacting the scenes together to achieve as much complicity and authenticity as possible.

Before to meet Yu & Kay in a few days, here is a short interview of the actors behind them!

Can you introduce yourself? Can you tell us about you and your career?

Janine: I’m originally from New York but I’ve been living in the UK for the last 8 years. I’ve been lucky enough to voice parts in some really fantastic games and I’ve done small roles in fun films and TV series. Next year I’m going to be a series regular in a new sitcom called ‘Buffering’ on ITV2 next which I’m really excited about. But mostly I’m excited for comedy clubs to open up again so I can get back to doing stand up. I did my debut show last Edinburgh which got nominated for the Best Newcomer award. Which was a very lovely thing to happen and means I no longer have to do gigs in the basements of grimy pubs. I now do gigs on the ground floor of grimy pubs. So things are moving up in a very literal sense.

Chris: Not quite sure where to start. I originally trained in a drama school in the South of England and upon graduation left to work in the theatre and gradually building up into screen work – proud to say I’m part of the Dr Who universe. By chance, I stumbled into the voice over world. I was doing a theatre workshop and a friend asked me whether I did voice-over. I lied and told him I had done a few before and he suggested me for a videogame audition. I ended up getting the job and a hop, skip and a jump into the future and here I am doing Haven – a project which I’m very proud of working on.

At the very beginning when you started working on Haven, what did you expect? Did you expect that kind of game? That kind of dialogs?

Chris: From the first readthrough, I was taken by how naturally the script settled in the mouth – it had a simplicity that I hadn’t experienced before and that’s exciting. The words could go in so many directions. I didn’t really know what Haven was going to be but knew that there was a beating soul that needed to be let out into the videogame universe.

Janine: I’m not sure what I was expecting. I had never worked on a game for that long and I had never done VO with another actor in the booth with me. It was amazing to get to spend that much time working on something. I really felt like I knew both our characters inside and out by the end of our recording. And it was incredible to get to work on such a rich and dynamic story. I just feel very lucky to be part of such a fantastic game!

Haven has a very special setting as it is heavily focused on two characters, a couple in love. How did that make the recording different from another game?

Janine: Lots of times when you work on a game you only record your lines. Sometimes you read with the director but lots of time you just record your side of the dialogue with very little context. Working on Haven was brilliant because I got to be in the booth with Chris. Which means we were able to react to each other and be in the moment. That’s something you rarely get to do when recording games. It made everything feel much more intimate and real. Working with Chris and our brilliant director Damien Goodwin, was a dream – I really felt I was in safe hands and learned so much from both of them.

Chris: So different! In most other videogames, you are in a booth by yourself and rarely do you get to hear what the other actors have created – you have to kind of guess and the director does their best to read in the plethora of other characters (sometimes to a hilarious extent). But with Haven, I got to work with the lovely Janine in the booth. This had a huge positive impact on both our performances. Aside from Janine just being fantastic, there’s a chemistry that the characters had to have that you just can’t recreate without having both people in the room together. It always made the recording sessions exciting – you don’t know what your partner is going to throw at you.

Would you say you can relate to that couple, or to your character?

Chris: Kay I hold close to my heart. He’s desparate to be cool but can never get it quite right. He’s vulnerable and sensitive and a perfect match for Yu. She has a fire that keeps him in check and he has a jokey manner that pokes holes in Yu’s armour. I think that’s why they work so well. My partner and I share the same sort of relationship – we’re so different in our tastes etc. But it’s that different perspective that gives both the resistance we need and the freedom to be ourselves. I also definitely have Kay living in me – we’re both kind of in awe of the world whilst bumbling through it completely lost. Might as well enjoy the ride whilst on it eh?

Janine: My real life partner is a lot like Kay actually – more cautious and analytical than I am. I’m more like Yu, a jump-into-things-now-and-figure-them-out-later kinda person. Which can be fun, but can also lead to some VERY weird nights out.

Can you share a funny or memorable moment that happened during the recordings?

Chris: The one that springs to mind are the “R” rated scenes. Performing it was hilarious because I went for it and knew that everyone around me was going to feel awkward. At the end of it, there was a pause, and Janine just said, “is it hot in here?” that for me was the best praise ever. That and Muffin and Cupcake! Can’t forget the joy they brought.

Push-Up The Volume!

Hello everyone,

You’ve seen the news: Haven has a release date! It will launch on PC, PlayStation 5, Xbox Series X and Xbox One on December 3. As good news comes in pair, we are delighted to announce that the physical edition (vinyl and CD) of the Haven soundtrack is available for pre-order now 😍

Haven’s Original Soundtrack is composed by French electro musician DANGER (whose work was already featured in Furi). Today, we are thrilled to announce we cooked with G4F Records two physical editions: a double vinyl album and a CD digipack. The digital version of the soundtrack will be available December 3rd on BandcampSteam, YouTube, and all music streaming platforms.

The pre-orders of the physical editions start now!

Pre-order bonus items are offered: copies signed by Danger (for the first 100 pre-orders) and an art print from the game. Shipment of both editions is scheduled for late January 2021.

The vinyl edition is inspired by the colourful watercolours of the game intro movie by Yukio Takatsu (Japanese animator and director). The album includes two vinyl records (180 g), yellow and red, in a “pastel grain” textured gatefold cover.  The double CD edition is a 6-panel digipack and includes an 8-page booklet.

In the Haven original soundtrack, DANGER returns to his electro synthwave music style, adding more positive and colourful vibes to it, as well as elements of Vaporwave and Funky music, mixed with a new orchestral dimension.

If you can’t wait, the first single “ 04:42 Still Free” is still available on SteamSpotify and other platforms. What are you waiting for? Push the volume up and enjoy the music! 😜🎧

Fugitive lovers in space

I like to pitch Haven as “Romeo and Juliet, but they survived and escaped to a deserted planet to live together.” But that doesn’t say much about the gameplay. So I would like to share more about your experience as you play the game — what you actually get to do.

The game experience in Haven is created by the intersection of three systems:

  1. Exploration through gliding
  2. Combat
  3. Preparing for your next expedition in the Nest

The story is told during these three types of gameplay sequences. But let’s dive a little deeper in these systems.

Gliding over the tall grass

In a Japanese RPG, what we call “traversal gameplay” is usually pretty simple. You just move your character without any challenge, until you start a fight or reach your destination. With Haven, we wanted to reinforce the feeling of being a couple, even during exploration. We wanted to make it feel relaxing, beautiful and fun. Going down a ski slope with a friend can really feel like that. Gliding over the tall grass is Haven’s version of skiing together.

In order to explore the planet, you follow “Flow threads” that will fill your boots and gauntlets with Flow, the natural energy that powers pretty much everything in their world. It’s also used to get rid of the Rust, the red crust that corrupts the planet and creatures. Gather Flow, clean the Rust and discover resources: food or medicinal plants, materials for combat or to repair the Nest (your spaceship/home), or even souvenirs and items for your home.

Following a Flow thread is usually as chill as going down a simple ski slope, but sometimes you can find more difficult ones that will require to drift, and anticipate tight turns.

Exploration by gliding will also open up new “bridges” that connect one floating fragment to another, and allow you to reach new areas.

Combat and pacify rusted creatures

While exploring the fragments of the planet, you might encounter aggressive creatures and have to fight them. Combat is, again, thought of as a couple’s experience. It’s pretty much necessary to coordinate Yu and Kay’s attacks, or have them protect each other.

Combat happens in real-time, but you charge orders by holding buttons. Sometimes you have to react quickly to shield yourself, sometimes you have to time an attack performed by both characters, and sometimes it’s better to chain attacks, one weakening the creature and the other dealing the heavy damage.

That combat system is thought to make you want to optimize your chain of actions so that everything flows, a bit like in a rhythm game. When you’ve found the right pace, it feels very satisfying to chain actions one after the other, minimizing the hits taken and maximising the damage to the rusted creatures.

At the end of the fight, the creatures are “pacified,” meaning they are cleaned from the rust and they go back to a peaceful state.

Cuddle and prepare for your next expedition

Eventually, you need to go back to your ship to either heal yourself, cook some tasty meals or bring back the stuff you found. The ship is called The Nest for a good reason: it’s a place for nesting.

In the Nest you can craft different things: cures for improving your health, combat capsules that’ll prove helpful against the rusted creatures, and of course you can cook delicious meals.

As the characters have meals, they are not hungry anymore (when they are hungry they complain and are less efficient in combat). But most importantly, cooking and having meals together is the time for bonding. Cooking, sharing a good meal and taking a little break is when they grow, as characters and as a couple. It develops their relationship, and leads to levelling up.

In Haven, you won’t gain that many experience points in combat, you gain more by just spending good time together. That really makes Haven different, as it’s usually skipped in RPGs. You never see your heroes in their intimity. In Haven, you do.

 

Be with them at all times

The story is a key element in Haven’s game experience. Are they going to settle quietly on that deserted planet? Will the Apiary find them and come to separate them?

But the pace of the story comes from that intertwined game experience of gliding together to explore the valleys of planet Source, fighting and pacifying creatures and coming back home for resting, cocooning and preparing the next expedition. All in all, Haven’s game experience is about living with Yu and Kay, every minute of their adventurous daily life.

We’re hard at work to finish the game and we will soon be able to let you know when you can play Haven, so stay posted!

Haven – Gamescom rendez-vous and summer shows recap

Hello everyone,
We hope the summer has been treating you well. We wanted to give you a heads-up about our upcoming rendez-vous later this week and update you on what happened over the last months!

Do not miss: Haven at Gamescom!

We still have a couple of new announcements and info to share with you… In particular, we have prepared a few delicacies for Gamescom in August. Do not miss:

  • Visit us on our cosy virtual Indie Arena Booth from Thursday 27th to Sunday 30th. Some of our team members will be on the booth, and if we are not, you will be in the good hands … errr paws?… of a friendly Salamash… —> This way to the booth.
  • Join us on the booth for our Ask Me Anything sessions: with Pierre Corbinais, Haven’s writer Saturday 29th (10 AM CEST) and with Audrey Leprince, Executive Producer Sunday 30th (3 PM CEST)
  • Haven demo will also be up on Steam again for those of you who haven’t tried it yet.
  • To conclude catch the Awesome Indies show Saturday, streamed on IGN. The count down will start Saturday 29th at 7:50 am PT / 16h50 CEST and you won’t want to miss the beginning (hint, hint) …

Haven Booth on the Indie Arena Booth


Haven – Coming to PlayStation 5

https://www.youtube.com/embed/dwMpjFoWWx0

The Nest will land on PlayStation 5! That’s quite big news, right? We were happy to be part of the surprise Sony Indie Day on July 1st with a bunch of excellent indie games. We are very excited about bringing Haven to PlayStation 5 and working hard to make the most of the new console capacities and features! We will share more soon. For the occasion we created a new trailer that you can see above.

The most perspicacious of you might have guessed that this was going to happen… Especially if you spotted our studio co-founder during her split-second cameo in Sony PlayStation 5 big reveal earlier on this summer…


Haven – PC Gaming Show

E3 didn’t happen this year, but the shows that traditionally take place during the conference took place online, like the PC Gaming Show. Haven got featured among amazing games, and we were happy to bring Yu and Kay in front of many PC players eyes. You can find below the short trailer we created for this special occasion.

https://www.youtube.com/embed/IPyRa76nTlg


Haven in Indie World Showcase

We know the Nintendo fans among you have watched the latest Indie World, last Wednesday. We hope you enjoyed a glimpse of new footage from Haven.

https://www.youtube.com/watch?v=2BogOkvVIj8&feature=youtu.be&t=1187


Haven – Summer Show Summary

Yu & Kay were invited to quite a few other shows this summer and we shared some new footage of the game. As it can be hard to keep track of all of them, you will find below all the videos.

https://www.youtube.com/watch?v=3m4fBhMEHSA

5 minutes of Gameplay – Guerilla Collective

https://www.youtube.com/embed/QJ6dpNrSqvA

Commented Trailer – IGN Summer of Gaming

Follow our YouTube channel to make sure you don’t miss anything, or of course follow us on our Social Networks.


Thank You

We are receiving amazing fan for Furi and Haven! Thank you to all of you who made some art inspired by one of our games.

Yu & Kay by CrystalCaverns

The Guardians portraits by Katu_Jan

The Scale by sack_arts

 

Yu & Kay by Shaxx_Olivia

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