
We want to make a game that is true to our vision first and foremost. We are both developing the game on our off-time, which means that things can take longer than with a full-time dedicated team. Mats started writing initial ideas for Splittown as early as 2015, but development began in earnest around 2017 when Juha joined. How long has the game been in development and when do you intend to release it?
ARTCLIP OF TO BE COLLD UPDATE
Without external funding, we could see ourselves issuing a ‘talkie pack’ after release as an update if we see enough sales to support that. We would love to do a voice-over, but as we are currently self-funded, it likely won't be a part of the initial release.

You can listen to some jams on our website right now. You can hear nods to acts like Elvis Costello, The B-52s, and The Specials if you've got a good ear.
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The sound is inspired by ska, surf rock, classic spy movie soundtracks (particularly those of John Barry!), and jazz. We currently have around 50 tracks recorded, but we expect some to end up on the cutting room floor before the game is out. We wanted to compose music that would fit the period and the canon of the point-and-click games that we celebrate through our work. In the trailer we get a glimpse of the audio, what can you tell us about the soundtrack? Is there any ambition to add voice-overs? All the background artwork for Splittown is first hand-drawn and then downscaled and posterized to produce the final pixel art. To match the look of games like DoTT we’ve tried to emulate the workflow of those games as closely as possible with modern technology. In addition, the art contains a lot of nods to Cold War-era propaganda posters and 60s and 70s commercials, spiced with ideas lifted from spy movies of that time. We also looked at cartoonists and animators like Chuck Jones, Tex Avery, Bob Clampett, and Ralph Bakshi for inspiration on crooked angles, surreal landscapes, and visual comedy. Their work has obviously been a big inspiration for how our game looks. Juha is a self-learned artist, and he has spent the better part of the last few years honing the art style – it took a surprisingly long time to nail the right look! We are huge fans of the work Peter Chan, Larry Ahern, Steve Purcell, and others did at LucasArts. The art style as you mentioned takes inspiration from games such as DoTT ( Day of The Tentacle) and Sam & Max. We've since come to tighten up the scope of the adventure, but the name stuck around. In the original script, players were supposed to travel beyond the city. The name is also a wordplay on the idiom "to split town" or to get out of town fast. And Splittown sits right smack dab in the middle of things. It's a Cold War scenario taken to its logical extreme – imagine the Berlin Wall, except it goes right around the globe. The name refers both to the city the game takes place in and the fact that Splittown is literally split in half. We want our game to be somewhere in the middle: to capture some of that bygone magic while also bringing in our own creative vision.ĭoes the name Splittown refer to anything in particular?

While point-and-clicks have had a bit of a revival in the past few years, we feel like many new games have either copied the classics too closely or on the other extreme, strayed too far from the formula we fell in love with all those years ago. Out of the two of us, Mats in particular grew up playing point-and-clicks from both LucasArts and Sierra, and that deep insight into what made those games fun (and at times not!) has informed a lot of our design.


Many zany ideas got greenlit by publishers that likely wouldn't see the light of day any more if it weren't for indie developers. Small teams were able to create experiences that made us laugh, cry, and tear our hair out in frustration. The craft of game development was still in its infancy. Having both grown up during the 90s, we hold that time in gaming very close to our hearts. What were your thoughts behind creating Splittown? They are co-authors of the story and script. They are a team of two, where Mats Kyyrö handles the development work, and Juha Keränen whom we're talking to today is in charge of all the art and audio. We sat down to talk with Juha Keränen from All-Seeing Eye, one of the co-authors of Splittown. With an art style that's immediately reminiscent of games like that, we wanted to learn more. When we uncovered indie game developer All-Seeing Eye on Twitter and noticed its development of Splittown we couldn't help but get excited. For many adventure fans, games like Day of the Tentacle and Sam & Max Hit the Road immediately bring back fond memories.
