Green bright interview - survival in the wilderness

Early access, also called early financing, alpha gain access to, alpha founding, or paid alpha, is a funding model in the computer game industry through which customers can acquire and also play a game in the different beta growth cycles, such as pre-alpha, alpha, and/or beta, while the developer is able to make use of those funds to proceed additional advancement on the game. Those that pay to take part commonly help to debug the game, give responses and ideas, and may have access to special materials in the game. The early-access method is a common method to get financing for indie video games, and also may also be utilized together with various other funding systems, consisting of crowdfunding. Lots of crowdfunding jobs assure to supply accessibility to alpha and/or beta variations of the game as growth progresses; however, unlike a few of these jobs which get funds however do not yet have a usable game, all early access games offer an instantly usable version of the unfinished game to players.


Krzysztof Kwiatek, CEO of Creepy Jar, talks to early about the survival title and further development.

Survival plays can be a quite challenge due to their nature, but even the hard-mentioned genre veterans would tell them Green Hell is something else. With his unique focus on realism and to be earthed, Green hell is a game that is constantly tense and dangerous. After a long and successful early access phase at Steam, the game has not been released with the 1.0 day before not too long ago, and we recently had the opportunity to meet the developers of Creepy Jar and talk about it _Green hell, _ It's the start, the state in which it is and where it's next. The following questions were answered by Krzysztof Kwiatek, CEO of Creepy Jar.

Green Hell would not be what it is without Steam Early Access.

How helpful was the early access period for Green Hell in terms of listening and answers to feedback from the community and find out what works and what does not?

Green hell would not be what it is without Steam Early Access. The ability to update the game regularly and to maintain the contact with our dedicated community that constantly reviewed all our ideas, enabled us to improve the first creepy jar game. But of course our limited budget was one of the reasons why we have decided to start the game as an Early Access.

The survival genre has seen a lot of excellent publications over the years, and especially in recent years, there were some great survival games. Did you look at games in this genre to be inspired?

_The long darkness was a clear inspiration because of the extremely realistic sense of survival. They are against the reckless nature / environment. The pace is slow - it is not a action game.

The Steam Early Access and the developer dialogue of the forest with the community have shown us the right direction. Honestly, we looked at many different productions that found many fans. Not only survival, but also Early Access games. Under the title Survival on Steam you will find an almost endless list of titles. In fact, however, very few of them are more surviving as such. Our favorite titles were: The long darkness, the forest, and ief stranded.

How much reprint makes Green hell place for storytelling?

First as we started Green hell, there was no story, only survival and challenges. People wanted to play a story, but it was not necessarily necessary to get the game started. We knew how our story should look like we released them, and we just needed a lot of time to perfect them. The narrative in _Green Hell is really dramatic and emotional. It has two ends and many levels. Even if you believe to know what happened later, the story seems to be much deeper.

Above all, Green Hell is a realistic, unique backdrop with great attention to detail.

_ Green hell _ The Amazon rainforest environment is interesting, and you can rightly say that you correspond to the game sound quite well. But what did she cause them to choose this as a game environment?

Above all, _Green Hell is a realistic, unique backdrop with great attention to detail. Before we started developing, we have researched a lot and were surprised how little games took place in the Amazon area, especially given the fact that it is such an interesting place. It's the perfect environment to create a survival simulator game! With all its hazards - illness, predators, conditions - and the knowledge of the indigenous people, as they should survive, it is the richest backdrop on earth.

Now the Green hell How has your approach changed to updating the game? Does the 1.0 day change a lot on how to consider additional content or corrections and updates?

Green Hell We had the impression of a success for a long time before the premiere of version 1.0 and hope that it stays active at least as long as long. Further additions and updates depend on both our ideas and resources as well as the suggestions of our community.

Well, as the PC version of Green Hell It's time for consoles - both for the big ones with PS4 and Xbox One as well as for switch. Our friends of Forever Entertainment, who have extensive experience in adapting games for Switch, have already to do it Green hell on the Nintendo Hybrid Console.

The final decision for PS4 and Xbox ONE is not fixed yet - we still ask ourselves whether we should do it alone or with a partner. We do not yet think about a continuation and instead focus on free DLC, with the coal mode in the foreground. Green Hell, before the start of 1.0, so many fans gathered that we will definitely come up with something. ****

_ Green hell _ The survival mechanism is particularly interesting because it goes both about the spiritual and the physical well-being. How is the idea arose to merge these two to a mixture of survival and horror?

We wanted to offer survival players something new - another approach to already known mechanics. We have read many books, watching films and programs with Bear Grylls and Ed Stafford and found that both physical and mental health are closely linked. At low spiritual health, your body is weaker and the healing process is slower. And bad health - wounds, worms under your skin - you can go crazy. We had the feeling that a disease could almost do not exist without the other, and only if you take care of both the spiritual and physical health, the players can feel realism Green Hell.

In the Amazon rainforest everything can kill you - drink dirty water, sleep on the floor, running through bushes.

What can you tell us about the body inspection mechanics and how they influence the survival elements of the game?

In the Amazon rainforest everything can kill you - drink dirty water, sleep on the floor, running through bushes. We have made the game as physically as possible, so you can examine your notebook, your cards and even your own body. This feature makes our game not only interesting, but also incomparable for anything else in the genre.

After being intensively involved in worms, parasites and other dangers that lurk in the jungle, we decided that such things could even become our unique selling point. The key was to make this function as comprehensive as possible. Alternatively, we knew that it could be difficult to have so much danger in the game and risked the players were frustrated. The key was to find a good balance. We believe that we have created this balance and the functions are ready to play.

Can you talk about it? Green Hell Dynamic environments and how do you change during the game?

In Green Hell There are two seasons that influence the gameplay. In the rain or rainy season, rivers can swell - areas where the river beds are normally dry, become rivers and streams - and it is harder to dry meat or to spite a fire. Alternatively, the dry season will force the player to leave well-known and comfortable places to find water. There are also day / night cycles that the fauna influence around the player. At the end of the day, birds and butterflies hide and make bats conquer the starry sky.

About how long does an average playing of Green Hell lasts ?

The survival mode is a sandbox, so player can spend a lot of time in the game - the longest save we've seen (posted by a player in one of the steam threads), was over 300 in matchdays.

The story mode lasts a few hours sehr experienced players and about 10-15 hours for newcomers. If someone focuses on survival aspects that do not follow the story, the pass can of course extend to several dozen.

Comments