FEIST
A journey over mountains and through deep forests lies ahead. The trail isn't told to be an easy
one. Mad foes and unsafe dirt tracks are on its way. Only with cunningness and by risking to
eat dodgy food one might find the power to reach the end of the journey.
FEIST NEWS
- 10. July 2009
We finally aerated our homepage while we take FEIST on its last stretch!
The new screenshots reflect the current look whereas the trailer is outdated. We'll get you a new one in time.
We've also added a section with interviews we've made to give you some background on the project.
FEIST HISTORY
The work on FEIST started at the beginning of 2008 and the development still continues. In October FEIST entered the Unity Awards 2008 and was awarded Best Overall Game and Best Visual Design.FEIST also entered the Independent Games Festival in November in both Student an Main Competition. In January FEIST was announced one of the Student Showcase Winners and was nominated for Excellence in Visual Arts in the Main Competition.
Development of FEIST still continues and we hope to release a Mac and Windows version in the following months.
FEIST IN THE NEWS
- 28. June 2009
Interview with Indie Game Dev Podcast Show
«… When creating the game we actually first created a world with objects and enemies that could interact with each other … we didn't actually plan a goal at the beginning, that's something we added at a later stage …»
- 11. May 2009
Interview with Gamasutra
«… Feist is actually not a pure silhouette game. Depending on the lighting of a scene depth is added to the front, especially visible on the ground. …»
- 11. April 2009
Interview with GameDev.net
«… We want to create a game that leaves room for the unexpected and therefore invites an explorative and experimenting gameplay. …»
- 07. April 2009
Revision 3 video podcast
«… Each inidividual screenshot could be a really nice poster on your wall. …»
- 17. February 2009
Interview with Game Game Career Guide
«… As mentioned, we didn't start out with a fixed idea of the game we wanted to make. We did a lot of experimenting, and Feist gradually emerged out of that process. …»



















