Summary
Waking up on a beach, you find mysterious numbered messages in floating bottles telling the tale of a distant traveller. Sail away to find the remaining messages, discover who wrote the messages, and if can they be saved.
To find all of the messages, you must travel through the mysterious portals which transport you and the world back through different seasons. Explore the coastline while collecting stories and witness memories of events long since passed. Will you find all the messages and discover the fate of the lonesome sailor, lost in a forgotten sea?
The game is driven by the unfolding of the story. As the player discovers more and more messages, they began to see how the story fits together and how they bring it to a conclusion. The game works more like a book, with the play progressing further and further through towards and ultimate conclusion
The game is about reflection (not just on the water). It’s about the main character looking at their past life and considering what is most important, and the balance between life, adventure, home, and family.
Although the story is (relatively) linear, the world is open to allow the player to explore. There will be things to see and moments to be a part of. Curious and attentive players will be rewarded with sights and sounds to delight and inspire.
Current TEAM
Project Leads - BetaJester (Adam Boyne, Ryan Lay, Josh Porter),
Programmers - Lee Drury
Music- George Marshall
Concept Art - Sarah Ford, Natalia Jaszkowska
3D Modelling - Gary Lloyd
Character Design - Chloe McCann
Writer - Greg Buchanan
PAST Members
Marketing (EGX) - Emily Weissang
Production (GGJ) - Ahmed El-Badawi
HISTORY
Forgotten Sea was created during Global Game Jam 2019. Building on our experience of developing immersive content, we decided to focus on a new narrative, sea-faring, adventure title which became the Forgotten Sea you see here. We knew the look we wanted to develop and created it during the short period, meaning we have a solid base to build the rest of our game on
GamePLAY
Forgotten Sea is about forging your own path. We provide a semi-guided experience for players who want a more linear story, but we don’t limit people to a set path. Players can sail off into the sunset, exploring the islands and portals to find out all the secrets the forgotten sea has to offer, while choosing to engage with the storyline/bottles when and where they want to.
World building
We’re creating the world of Forgotten Sea to represent the almost fantastical nature of coast lines that exist in many cultures. Medieval stories often speak of great beasts and mystical islands, as well as unbelievable myths like invisible ships and lost souls. We want to make the forgotten sea feel like the realisation of that dream of sea, the amalgamation of the ideas of what the sea is to those who have not sailed it.