Howdy everyone! I’m Coby West, technical designer at The Glory Society. I’m so excited to have the honor of introducing you to Twigs and the world of Revenant Hill.
The year is 1919. After the barn he was living in burns down, Twigs the cat takes up residence in a wet log near an abandoned graveyard. When the owl from the next hill over starts demanding rent, Twigs must find a way to make ends meet, and things just get more complicated from there.
Grow crops to sell at the secret market or use for your own purposes. Put down roots. Run through the fields and the trees. Watch the seasons pass. Make friends who become neighbors who become family. Also make enemies. That’s unavoidable sometimes. Figure out what the ghosts want. Host increasingly ambitious parties for witches and demons and other things that don’t have proper names. Get tangled up in a world in the midst of violent change. Build a community by accident. Square dance with a possum. Eat mice.
Learn to write. Cobble together some hexes and charms, do dangerous things with your new friends, and jot it all down in your journal. See the world, or at least the stranger parts of it. Meet whatever it is that lives there. Work your way up the ladder towards your dream job of being a fully licensed familiar.
Times are hard, making ends meet is harder, and the world doesn’t stop at the edge of the graveyard. Something big and dark is at work in the towns, the factories, in the forests and hills. At some point, someone is going to have to push back. And they can’t do it alone.
Meet The Glory Society
In Revenant Hill, you strive to build an egalitarian community. We here at The Glory Society (Glory, for short) we strive to build an egalitarian workplace. We are a co-op, which means the folks who work here also own the company. This means no bosses and yes collaboration.
Glory is a small team of both seasoned and fresh game developers. Bethany Hockenberry and Scott Benson work together as writers and narrative designers, and co-created Night in the Woods. Scott also doubles as creative director and Bethany doubles as our researcher. They have two wonderful cats, Sid and Fern.
Our art team includes Seyoung Jang and John Wilinski. Seyoung has helped produce many animation projects. When it’s nice out she can be found at a park petting dogs. John is our Lead Animator and Co-Producer and is bringing his experience from the animation industry into this project. On a good day he can be found wrestling with his kitten Suplex.
Our engineers are Technical Director Ali Aya and Producer/Gameplay Engineer Kas Ghobadi. Ali has been in the industry for 10 years and has worked on a ton of cool projects including Doom (2016) and Skyrim VR. Kas’s other works include Onto Maizilind Unto Infinity (OMUI), Stereophyta and Oceanarium, which have been featured in international festivals and museums around the world. Ali and Kas both have a menagerie of pets that love to make video call appearances.
We met already – I’m Coby West, technical designer and jack-of-all-trades (a real job you can have). In a previous life I worked on Trove, Defiance 2050, and RIFT. Glory is also working with the talented folks at A Shell in the Pit for our Sound Design, Secret Lab for our dialogue system, and Priscilla Snow for our music. Priscilla has two fantastic cats, Grendel and Guts, who should be more famous. I cannot speak to the pets of A Shell in the Pit or Secret Lab but I’m certain they are high quality as well.
Finally, our publisher Finji is handling QA, marketing, biz dev, launch management, and other things nobody wants to hear about but have to happen anyways. They too have loads of pets.
The world of Revenant Hill is big and strange and beautiful and complicated. Building a community is too. But it’s worth it. Revenant Hill is currently in development for PlayStation 5 and PlayStation 4.