The Indie Game Magazine September 2014 | Issue 41 | Page 16

heavily around community, it’s important for smaller developers to have a large testing group, to build buzz and excitement, and to establish an open channel of dialogue. But There Came an Echo is an intensely focused, singular experience designed for a single player. We don’t feel comfortable taking money and then delivering a subpar, unpolished, buggy mess to the world at large. We want our product to be shining and beautiful before it hits the open market, and we’re going to do exactly that. IGM: I know readers can’t get enough of this last section, so tell me: What sorts of exclusive details can you give about There Came an Echo for the September issue of The Indie Game Magazine? Jason: Oh, goodness. It’s a touchy thing, because the whole plot and everything have to be under a pretty tight rein, otherwise the surprises won’t hit as hard, you know? But there’s something I haven’t spoken about yet, what really might be the most shocking thing about There Came an Echo. We haven’t told anybody, and we won’t tell anybody even after the game comes out, even though I’m sure the internet will talk about it. It’s something that, to my knowledge, hasn’t really been done in video