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