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Aderyn's Cradle - All News

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Thursday - April 24, 2014
Friday - February 21, 2014
Thursday - February 20, 2014
Wednesday - February 19, 2014
Monday - February 10, 2014
Monday - February 03, 2014
Sunday - February 02, 2014
Friday - January 31, 2014
Thursday - January 30, 2014
Tuesday - January 28, 2014
Sunday - January 26, 2014
Friday - January 24, 2014
Thursday - January 23, 2014
Wednesday - January 22, 2014
Wednesday - January 15, 2014
Monday - January 13, 2014
Box Art

Thursday - April 24, 2014

Aderyn's Cradle - Post-Funding Update #14

by Couchpotato, 05:03

Mojo Game Studios has posted a new post-funding update for Aderyn's Cradle after going silent for a few months after the game failed to get funded.

Post Kickstarter:

While our Kickstarter was unsuccessful, we learned a lot from all the feedback we received from you, our backers. There’s also much to be said for the experience of running a Kickstarter, from this, our newly-reformed PR Team is ready to show you everything you wanted to see the last time around. Development We have begun development of our next area of the game, the Iceland! We think that this new part of the game will do a great job to display some of our systems we didn’t show last time, such as mana, weapon augments, and ranged combat! As the Iceland starts coming together, we will be posting updates about it across our Facebook, Twitter, Indie DB, and Tumblr! Sneak peeks and preview to follow; stay tuned!


Hank Zwally, our President and Lead designer, as well as myself were fortunate enough to attend this year’s Game Developers Conference in San Fransisco. Although it wasn’t Mojo’s first year at GDC, it was mine, and I found it a great learning experience. The conference was exciting for Hank and I on several fronts, such as finding potential sponsorships for our development. We spoke with several companies, such as AMD, Intel, and Nvidia, and are now fortunate enough to be in contact with several pillars of the Indie industry. Overall, we were really pleased with the way GDC went for us as a business experience, as well as overjoyed by the recognition that Indie game publishers received!

Building towards the Future:

In the next month we plan to expand the size of the team and amp up production on the Iceland for another go at Kickstarter later this year! Please keep up on all the latest Mojo news by leaving your email at our email listing on Mojo Game Studio’s home page or by following our Facebook, Twitter, YouTube, or Indie DB.

Friday - February 21, 2014

Cradle - Funding Failed

by Myrthos, 12:51

Perhaps not a surprise given how far away they were from the desired 350K, but Aderyn's Cradle did not reach that goal and got stuk around 129K. From the comments we learn however that they will be back:

Thank you all so much! You guys are the best and we will be back. We've learned a lot from this Kickstarter, and when we go for round 2 the Kickstarter will much better communicate the vision of Aderyn's Cradle, and why we can accomplish this ambitious project.

Cradle - Interview @ Leviathyn

by Couchpotato, 04:48

Leviathyn had the chance to interview Mojo Game Studios about Cradle, and talked about gameplay, story, and progression.

We know that the current gods of Anora aren’t your greatest friends; the player starts off being hunted by a god of hunger. But how big of a role will the Five Gods of Anora play in the plot? Are they some nebulous bad guys or tangible enemies players will eventually have to defeat?

As far as the role the Five play in the plot, you could either say they play an extensive role, or a minimized one. The Gods don’t have physical manifestations to be conquered; so in this way, their role is small. On the other hand, the threat of living outside of their favor is tangible, real, and omnipresent. After all, we see what Ostia does to an entire forest in the pursuit of you, a single heretic! There are many ways you will fight the power of the Gods, and their influence over the world is felt even though you never confront the Gods directly.

While more difficult to judge without a leveling system as a ruler, how quickly would you say that players progress to new weapons? And how does that transfer to where a player is able to go once he/she starts Aderyn’s Cradle?

Character progression is heavily linked to exploration, so players who prefer not to explore will end up weaker. However, your progression through the game occurs independently of your character progression, and we do not use a leveling system. In short, no, it is not possible to advance your character without exploration; but you do not need to progress your character to complete the story.

Let’s say, for example, there is a powerful enemy to conquer in order to reach a new area in the story. You can confront your enemy right then, compensating for your weaknesses with skill and some very well-planned moves. On the other hand, you can choose to back off, exploring the land and harnessing its resources. The more of the world you exploit, the more powerful you will become. The same enemy you would have had to gruel through a punishing battle (and a few rounds of trial and error) with before, will be more easily overpowered. The choice is with the player.

To be clear, players also receive upgrades and rewards for progressing through the story alone, with no exploration. However, these yield only a bare-minimum power increase compared with what can be harnessed through exploration and side quests.

Thursday - February 20, 2014

Cradle - Interview @ Worlds Factory

by Couchpotato, 04:55

Worlds Factory interviews Mojo Game Studios about their CryEngine RPG Cradle. In case your not familiar with the game it has one day left on kickstarter, and needs help.

The premise of your game sounds quite intriguing. Can you tell us some of the inspirations for the storyline and lore of Cradle?

We drew a great deal of influence from ancient Celtic and Norse mythology when creating the culture and lore of Anora. Additionally, much of the combat culture portrayed in Aderyn’s Cradle is modeled after the melee weapon techniques of these two cultures; particularly the Druid’s staff fighting.

Our narrative is heavily influenced by the films of Hayao Miyazaki, specifically Princess Mononoke and Spirited Away for the way they deal with clashing human, natural, and mystic/spiritual forces.

What’s your stance in regards to modding? It seems to me like this game could benefit a lot from it; Bethesda’s RPGs are virtually infinite due to player created mods.

Definitely! We’re not going go out of our way to make support for modding, but we will be sure to release a game that is moddable.

What happens if you are ultimately unable to reach the minimum funding goal on this Kickstarter campaign?

We produce more content, revise our approach, and launch again!

Wednesday - February 19, 2014

Cradle - Update #13, The Final Hours

by Myrthos, 17:09

The Kickstarter campaign for Cradle is in it's final moments. With just 34 hours to go and not even half of the requested amount of money (350K) has been pledged, things look grim. In this update they talk about how good they feel about the support and about mana.

Your support for our campaign has more than shown that the game is more than capable of attracting a following. This means a lot to us as indie developers. It not only proves the viability of our project for the gaming market, it also shows that the vision we have for Aderyn’s Cradle is recognized and appreciated by the community we’re making it for. As we continue to learn from this Kickstarter experience, we are more even more determined to stop at nothing to make Aderyn's Cradle a reality.

So even if they do not reach their goals the game will still be made in some fashion.

Monday - February 10, 2014

Cradle - Update# 12, Over $100,000!

by Couchpotato, 01:26

Mojo Game Studios has posted a new kickstarter update for Cradle.

Over $100,000!

Mojo Games Studio is proud to share the milestone we have just passed: over $100,000 have been pledged towards bringing Cradle off the drawing board and onto your screens. Thanks to all of you who have been with us from the beginning or are just joining us now.

As of February 8th we still have 12 days to reach our goal of $350,000, and everything you do to see us through to the end matters. For this purpose, we have revamped our Kickstarter page to more accurately portray our vision, and clear up a few points of confusion. Be sure to check out the new section on augments, which features some gorgeous never-before-seen concept art by our Lead Concept Artist Josh Eiten.

Many of you have asked us about the previously-released Cradle by Flying Cafe. Out of respect for our fellow indie developers, and to avoid confusion, we have changed the name of our game to Aderyn's Cradle. To help spread the word, we have registered the domains and, which for the time being link directly to the Kickstarter page. We ask that you share these far and wide!

Help us make it the rest of the way by spreading the word about Aderyn’s Cradle and showing off our new page! Share our new domain names on social media and let people know what has you most excited about our game. Here’s to one hundred fifty thousand more!

Monday - February 03, 2014

Cradle - Interview @ Jump Start

by Couchpotato, 02:57

Mojo Game Studios shared a link for a new interview on Jump Start.

A world reclaimed by nature that's just as beautiful as it is deadly. This is the world of Cradle, a massive Open World with varying environments ripe for exploring. Pick your class and face the nightmares that now live in this godless land. Defeat your enemies with in depth, realistic, combat. Creating this world is the dream of Mojo Game Studios, but they need your help.

Sunday - February 02, 2014

Cradle - Kickstarter Updates# 9-10

by Couchpotato, 01:10

Mojo Game Studios has posted two more updates for Cradle. The project still has 19 days to go, and has only earned $72,238 of $350,000 goal.

Update #9 - "Forging the Path"

Cradle fans are supporting the dream and refuse to let Mojo's Kickstarter perish. Supporters are backing Cradle on forums and helping to spread the word. To help others believe and to better explain Cradle, the team is introducing new segments to the KS video. Some of the material is shown below. It's time for the media to spread the word and let gamers decide for themselves if they believe that ingenuity and determination to succeed can persevere, while rising to meet the challenges of today's gaming industry. Give a shout out to the media giants and convince them to give Cradle the same chance that they have given to others.

Please note: these clips lack properly mastered audio and music, and still need to be tweaked to fit into the main Kickstarter video, but we wanted to give you all a taste of what’s coming.

Update #10 -"Marcus Zuhr Interview"

What is your role in the production of Cradle?

I'm composing, orchestrating, arranging, and engineering the musical score for Cradle.  

How long have you been doing what you do?

Since I was 22, so about 6 years?

What's the best part about working with music? What’s the worst?

Aha, loaded question! I think the best thing of what I do is finding that "moment" when composing. That moment when the mountains shake, the stars align, and the gods smile. It's a rare moment when I actually like what I'm composing. It's hard to find, but when I do, it's incredibly fulfilling. Music is an incredible teacher - there is a never ending wealth of wisdom to be learned. You can never learn it all – that’s probably why most composers never really seem to retire.

The worst is that moment in between gigs when you are unsure of your next paycheck. A composer’s lifestyle is unsteady, and not many get to do it professionally, let alone full time. Even at this point I'll book up a year of work in advance, and then have several projects get cancelled, investors pull out, production delays, etc.

Still, I'm incredibly fortunate that I can consider myself "fulltime.” I'll never forget yearning for that time when I could compose as a professional.

Friday - January 31, 2014

Cradle - Update# 8, Sound & A Note

by Couchpotato, 00:40

Mojo Game Studios has posted the eight update for their Open World RPG Cradle.

While you listen to the full OST for Cradle composed by Marcus Zuhr, check out the latest from within the team, a note from our business manager Jay.

Thursday - January 30, 2014

Cradle - Kickstarter Update# 7

by Couchpotato, 00:45

Mojo Game Studios has posted the seventh kickstarter update for Cradle.

Cradle Update #7

Almost $60K! Thank you all so much for your continued support.

You asked us, and we're happy to confirm that yes, our game will include female playable characters! Here's a quick sketch concept of the female Ranger class. Keep an eye out for more updates on our characters. There's much more to come!

Tuesday - January 28, 2014

Cradle - Update# 6, AMA on Reddit

by Couchpotato, 20:26

Mojo Game Studios has posted another kickstarter update today for Cradle.

Cradle AMA

Nearly $55K! Thank you for your enduring support! We are doing an AMA with our development team today on Reddit subreddit PCMasterRace! Please join us and ask any questions you have about our game or team!  


Cradle - Update# 5, Crystals, Forces, New Rewards

by Couchpotato, 02:59

Mojo Game Studios has posted a new kickstarter update for Cradle.

Crystals, Forces, and a New Rewards Table

Over 14% funded, thanks to everyone we are on our way achieving our goals!

We updated our page with a more in-depth description of our mana system:

In Cradle, Mana is not just a bar that refills over time or when you chug a potion. It’s a direct connection between you and the environment. As the physical manifestation of the damage done to Aderyn’s realm because of its removal from Annora, mana is a powerful resource. Harnessing this energy can greatly enhance your defensive and offensive capabilities, but only if you can tap into the magical corruption of the world around you.

Mana is the fuel used to power your weapons and take your fighting to the next level. Collected in crystalline form as it bleeds from the land, the player frequently will use the power of the 5 forces of the world harnessed through the mana they collect to bring them new and mystical effects. Mana is stored in sacred crystals that can be upgraded in capacity the more that mana is used. Whether used to imbue your weapon with a mighty augment, or as the fuel to power these upgrades, managing your mana is critical to success.

Sunday - January 26, 2014

Cradle - Kickstarter Updates#3 & 4

by Couchpotato, 02:01

Mojo Game Studios has posted two new kickstarter updates for Cradle .

Cradle: Update #3

Thank you all so much for the support so far! Here is a sneak peek into Cradle's OST composed by our very own Marcus Zuhr. In the coming days, we will post the whole track, but for now, enjoy this short audio clip!

Cradle: Update #4

Thank you all so much for your continued support! We've received many excellent questions and comments, and we are excited to see such community interaction. Check out the recently updated FAQ's to see some of the answers to these questions and comments.

After having received many requests for clarification, we have released a new video demonstrating a couple systems key to our Realfight Combat System. Accompanying this video on the main page is a full text description of the key innovations behind our proprietary combat.

Friday - January 24, 2014

Cradle - Kickstarter Update #2

by Couchpotato, 06:30

Mojo Game Studios has posted the second kickstarter update for Cradle with news of the games first stretch goal.

The Cradle Kickstarter has been live for just over 24 hours and we’re doing good! We have received a ton of questions, excitement, and even a little help in that time! Your confidence has convinced us to start showing off some of our bigger dreams. Without further to ado, we are proud to present our first stretch goal!

A larger budget means a bigger and better performance. There will be more voiced content throughout the game - with more lines from all of Cradle's central characters.

Thursday - January 23, 2014

Cradle - Update# 1, We're up and running!

by Couchpotato, 07:29

Mojo Game Studios has posted the first update for Cradle with news of a slight change to the projects reward tiers.

We're up and running!

It's only been a day but the team is incredibly excited by all of the interest shown and support provided. We have set up an FAQ to answer some of your questions, and please do not hesitate to ask us anything! If you want to know about it, we want to tell you about it.

To celebrate, have a piece of concept art straight from the art team's sketchbook. They're all looking forward to creating more pieces for you to enjoy, and can't wait to let you experience them in the game itself.

Also, please note that we have made a slight change to our reward tiers, and a few supporters are getting even more than they expected - one of our reward descriptions wasn't specific enough. Please see the FAQ if you backed at the $25 tier for two beta keys, or are wondering where the $23 tier came from.

Wednesday - January 22, 2014

Cradle - Kickstarter Launched

by Couchpotato, 13:09

Mojo Game Studios has launched the Kickstarter for their open-world RPG Cradle. The game has a goal of $350,000 with 29 days left to go..

Here is the pitch video and a few more details about the game.

Named one of the top five upcoming games of the year by the Indie DBcommunity, Cradle is an open-world RPG in development by Mojo Game Studios. Currently, the team is completing the pre-development phase and is headed to Kickstarter to fund the next stage of development.

In Cradle players will assume the role of an exiled traveler thrust into the center of a thousand year old conflict between gods. While struggling to restore order in the forsaken lands of Anora, the player will explore rich environments created with CryEngine.

Hank Zwally, President and Founder of Mojo has made immersion a priority in design. The art team has meticulously crafted Cradle’s four open worlds: Bayou, Icelands, Howling Cliffs, and Quarry. These environments illustrate the beautiful relationship between natural and man made artifacts, overlaid with divine influence in subtle and overt ways. These key components will create the immersive gameplay that Mojo seeks to deliver.

Skill based combat, using deterministic animations that harness our RealFight CombatTM system's comprehensive approach on fluid gameplay. Attacks in Cradle are not a stand-in for random number generators, the actual strike of your weapon will determine damage.

Five player classes in combination with an upgrade structure built around the deep backstory of the world provides both replayability and a custom fit to any play style.

In order to replenish health and mana, players will need to understand the intricacies of the flora and fauna of four expansive and distinct environments. Nobody is going to brew your potions for you.

In the tradition of the finest adventure and role playing games, Cradle will reward players for venturing off the beaten path with the discovery of many hidden items, locations, and stories all throughout the game world.

Wednesday - January 15, 2014

Cradle - Meet the Team #2

by Couchpotato, 03:40

Mojo Game Studios has another post on the games Moddb page were we get a chance to meet the games Lead Programmer Ben Chung.

As Cradle's Lead Programmer, Ben Chung, has numerous competing responsibilities. He is drawn to Cradle because of the technical challenge that is working with CryEngine and his love for programming.

With so much on his plate, Ben explains his diverse workload, and the drive it takes to manage the programming team, "I serve 3 main roles. The first is that I'm the programmer of first resort, if anyone on the art side finds a bug or needs a change. Secondly, I work on the movement and combat systems and making our unique design come to life. Thirdly, I manage the programming team, and help us get the game out on time."

Ben is Mojo's programming and coding guru. If something needs an answer, he'll figure it out, if somebody doesn't understand something, he'll explain it. He's a huge asset to the team and his unique approach to programming and coding is an irreplaceable foundation. Because Mojo's developing a combat system that has never existed, there's a constant learning curve, a curve that only a leader could step up to. In Ben, we find that leader, and if the programming team needs any assistance, he's there with open ears and the knowledge to move development forward without pause.

Monday - January 13, 2014

Cradle - Meet the Team #1

by Couchpotato, 06:13

Mojo Game Studios has a new post on the games Moddb page were we get a chance to meet the games Lead Environment Artist Tim Braslavsky.

As Cradle's Lead Environment Artist, Tim Braslavsky has lots of different roles. Because there are so many factors in building an immersive environment, it gives Tim an opportunity to create with the end goal of making it come alive.

"My duties entail creating high and low poly 3D models, plus textures. My next responsibility is to get them in the engine, set the materials for them, and build the environments within the game world," explained Tim.

Because Tim leads the design of these complicated environments, it's his goal to accurately portray assets that reflect the vision of Cradle within each open-world. Each grid is manipulated until it breathes. He works with a small team of environmental artists to do this. If his team needs assistance, he works with them directly to solve the problem, or gives them the resources they need to solve it themselves.

They also include two new ice environment Pictures. You can view them here.

Information about

Aderyn's Cradle

Developer: Mojo Game Studios

SP/MP: Single + MP
Setting: Fantasy
Genre: Action-RPG
Combat: Real-time
Play-time: 20-40 hours
Voice-acting: Partially voiced

Regions & platforms
· Homepage
· Platform: PC
· To be announced
· Publisher: Mojo Game Studios