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Have questions that only the devs can answer? Join the team behind STASIS for a special Q&A session!

Chris and Nic Bischoff from The Brotherhood, the two-person team behind the game, are here to answer all your pressing questions about their title from 6 to 8pm GMT.

Comment in the thread below to ask all about the title, the game-developing duo’s life behind game development, and their inspirations in creating what is thought to be a journey back into Fallout’s vaults, Sanitarium’s halls, and Planescape: Torment’s ambience.

Before you do, we’ve put together some ground rules for this Q&A to work as smoothly as possible:

1. Not all questions might get answered during the Q&A. This means your specific question might go unnoticed or unanswered, but feel free to read along anyway and hang out with us - it’s gonna be fun anyway!
2. Be nice. This means no abuse, harassment, name-calling and the like.
3. Don’t spam or take over the thread to go off-topic. This will help us all keep track of incoming questions and help you get the most out of this event - and keep our guests involved!
4. Try to look through some recent questions before asking a new one. If the Q&A has been going on for a while, it’s likely your question has already been addressed.
5. Try to keep it about Rampart. Just kidding, we’re sure the devs have lots of subjects aside from STASIS that they’d love to have a chat about with you guys!

Let’s get this show on the road!
Post edited September 01, 2015 by GOG.com
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leigh.glaus: I was a KS backer - what does the future hold for the Brotherhood? More games? Let us all know and we will pay you more money :)
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THEBROTHERHOOD: Oh do we have some stories planned for you guys. It all hinges on STASIS selling well - so tell your friends to buy a copy :)
Already shared it on Facebook. Hope you will take some time off now and bask in the Stasis glory :) Reviews were very favourable, so lets hope you get the recognition you deserve and some money :)
Hey, I've got one too!

The moment I saw pre-release footage and screenshots of the game, I immediately thought "Sanitarium" (and a few other late 90's classics) - and judging by the reception, I'm not the only one.

You guys managed to imitate (for lack of a better word) the visual aesthetics and quirks that you'd find in many isometric 2D games back then, far more so than other contemporaries strongly influenced by these games.

I'm really interested in the little things that you guys did to really nail the art and animation style. Can you share any specific examples of the little touches you made, and the vital subtleties required, to achieve that very particular look?

On another note, it's awesome that you got Mark Morgan to do the soundtrack, he's freakin' brilliant.
Post edited September 01, 2015 by Konrad
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THEBROTHERHOOD: You guys might like this:

http://imgur.com/a/UJ8l3
I would buy this!
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Konrad: Hey, I've got one too!

The moment I saw pre-release footage and screenshots of the game, I immediately thought "Sanitarium" (and a few other late 90's classics) - and judging by the reception, I'm not the only one.

You guys managed to imitate (for lack of a better word) the visual aesthetics and quirks that you'd find in many isometric 2D games back then, far more so than other contemporaries strongly influenced by these games.

I'm really interested in the little things that you guys did to really nail the art and animation style. Can you share any specific examples of the little touches you made, and the vital subtleties required, to achieve that very particular look?

On another note, it's awesome that you got Mark Morgan to do the soundtrack, he's freakin' brilliant.
We did a lot of 2D painting over the 3D renderings - so none of the screens are pure, each have several hours of tweaking and small blood stains, dirt on the floor, scratches on the wall etc.

Mark is a genius, he hand crafted every note and spent a year on the OST - Daniel is also a brilliant musician, his work is more commercial than Marks - it feels more film like, but he nailed the mood and brought a hollywood edge to scenes that needed it.

Chris also worked on some of the music and did all the sound design - in fact that is his favorite part of game dev.
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elgonzo: I noticed that the game contains a model of a Bombardier Traxx locomotive (see GOG gameplay trailer 1:02).
Is there a particular game/story related reason for this, or is one of your artists just a die-hard rail-fan? ;)
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THEBROTHERHOOD: I think that is Chris and his love of trains and all things mechanical - messed up and rusted of course.
Hehe, when playing the game i will keep my eyes open for other little "nuggets" Chris might have put into the game.
While i haven't had the time to play your game yet, it is clear that your game received so far a very warm welcome by gamers and critics alike. And I hope that this will also translate into a commercial success. (... and perhaps another production with yet another locomotive model ;) ...)
Post edited September 01, 2015 by elgonzo
Thanks guys, that was fun! I am off to bed. Chris has already passed out.

Keep well and enjoy the game as much as we enjoyed making it.
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Licurg: I have a question - How long is the game ?
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THEBROTHERHOOD: A Good player can do it in 6-8 hours - an average player who reads everything and doesn't cheat (solves puzzles themselves) about 10 hours. Some people do it in 15-20 (based on our beta feedback).
We have 55k words in the game, so it's a novel of writing! :)
I'd probably be in the 10 hour bracket, since I don't play a lot of adventure games. I'm gonna buy this game, just not now, as I don't have any money. GOG has too many sales :( Thanks for answering my questions, good luck with your next game :)
Just wondering, is the 1000 Years Later tech demo still available to try out?
Hopefully GOG will continue being able to put these Q&A sessions together. It definitely adds something no simple game page can when the developers of a game are here to talk with people.
What kept you going? 5 years, and even 2 years is a long time and a not inconsiderable chunk of your life to commit to something that you cannot know for sure is going to turn out the way you want. After all, even to someone with only an outsider's knowledge, the games industry is a treacherous beast.

Oh and I just want to say that I've just bought the game. I liked the look of it anyway, but your obvious continued passion for Stasis swayed me. Your outlook, positive engagement and interaction with customers and general ethics effortlessly swayed me towards purchasing now rather than waiting for a sale just to that bit better support what you're doing in the hope that you'll keep doing it.
I feel a little late to the party. But I wanted to thank you for making a game that reminds me of Alien and Event Horizon.
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THEBROTHERHOOD: You guys might like this:

http://imgur.com/a/UJ8l3
0_0 This is in production, right... :P
Post edited September 02, 2015 by coryrj1995
Thanks for answering the questions!
What was the influence behind the setting of STASIS?

I get a strong Event Horizon feel in the beginning of the game (where I still currently am). Was curious if that had anything to do with the setting.
Post edited September 02, 2015 by JinseiNGC224
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THEBROTHERHOOD: You guys might like this:

http://imgur.com/a/UJ8l3
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Jinxtah: I would buy this!
Seconded. I would buy the crap out of that.