Seven: The Days Long Gone - All News
Tuesday - January 30, 2018
Seven - Making 3D Climbing Work
Gamasutra interviewed the developers behind Seven: The Days Long Gone. You can watch the interview or read the transcript here.
You can watch the full hour-long stream above, in which Fool's Theory project lead Jakub Rokosz and world and story designer Karolina Kuzia-Rokosz join us to discuss the game's technical achievements, as well as its design and story conceits as well.
To help other developers better understand how the game works, and what challenges the team faced in creating an isometric stealth RPG in which the character can shimmy off balconies or scale cliffs, we've transcribed some useful parts of that conversation below.
Bryant Francis, Editor at Gamasutra
Alex Wawro, Editor at Gamasutra
Jakub Rokosz, Project lead of Seven: The Days Long Gone at Fool's Theory
Karolina Kuzia-Rokosz, World and story designer of Seven: The Days Long Gone at Fool's Theory
Indie production insight
Wawro: It seems ambitious for a small team to jump right into games with a sort of traditional asymmetric-esque CRPG; this seems like a lot to tackle, although obviously your experiences with CD Projekt informs your work on this, I'm sure. Why did this particular project seem like such a good idea for you, your first time out?
Kuzia-Rokosz: If you think about it from the practical side, [the gap between some big ideas and what we can do is large]. So, first of all, we have a small team so first-person is really out of our reach for now, for such a small team. On the other hand, we still wanted to make something innovative, so like an isometric RPG or other game seemed like a good way to start.
Rokosz: It's a good way to start, I was thinking at length about it, about what we should do for our first project, and I always loved and wanted to do an RPG. What happened was, I started calculating how many people you needed for the back end, to do stuff of the proper quality level. It turned out that I don't have that much money, and I don't know anyone who does! (laughs)
So we could either crunch like crazy, or we could have only seniors in our team and crunch like crazy, or we would have to do something different, in a different approach. So we decided on an isometric point of view, not just because it was easier -- it wasn't actually easier because we had the other problems with the camera and perspective and combat, etc. -- but it kind of took some problems out of our way at the start, so we didn't need any people in the cinematic department, so we didn't have to do film-esque cutscenes, or facial animations, or rigging all the fingers and stuff. That takes some workload off of our animators and stuff.
So it's definitely easier to do this kind of game in a smaller team. The other thing was that, when we were doing Seven, it turned out we knew that we were going to need people who were multi-instrumentalists, so they could do anything and everything. So oftentimes it would be one person in our team would do three or four departments at the same time and juggle tasks.
Monday - January 22, 2018
Seven - Demo and 30% Off
Wccftech reports that Seven: The Days Long Gone now has a demo and is 30% off.
Seven: The Days Long Gone, the isometric RPG inspired by Thief and released for PC in late 2017, now has a free demo available on both Steam and GOG in case you want to try the game beforehand. The demo includes the entire prologue level; to celebrate the occasion there’s also a 30% discount off the previous price. This discount will last for one week.
Sunday - January 21, 2018
Seven - Review @ One Angry Gamer
One Angry Gamer checked out Seven: The Days Long Gone:
Seven: The Days Long Gone Review: Murder by Numbers
Seven: The Days Long Gone is an ambitious kind of game. So ambitious really that it’s taken me something like two months to review it. This is largely because whilst I find the mash up of different genres and ideas of great interest, the game ebbs and flows very erratically in terms of execution.
Pitched somewhere between an open world, isometric stealth adventure and a sequential, mission based tactics game like the old Commandos series (with significant doses of RPG thrown in,) Seven feels unique right from the very beginning. This mash up of different genres doesn’t actually shine through for a while, so instead it is the Blade Runner meets Shadowrun style story that first captures the imagination.
In the end, despite a few minor nagging doubts, I found myself fairly satisfied by Seven. It deserves applause for having such ambition and for executing to a very high standard in terms of script, visuals, story, voice acting and general gameplay. Teriel is an interesting main character and the flexibility with which he can be built and rebuilt to suit any occasion is great, as is the range of options for addressing each mission. I can’t recommend it for everyone, but for those who love isometric RPG’s or stealth games with personality, then Seven is a great option.
-> Try It
Wednesday - December 20, 2017
Seven - Review @ TechRaptor
TechRaptor has reviewed Seven: The Days Long Gone:
Seven: The Days Long Gone Review – Frustration is Here to Stay
Seven: The Days Long Gone is game that I had a lot of hopes for. The development team at Fool’s Theory is made of AAA industry veterans from CD Projekt RED — you know, the guys behind the critically acclaimed RPG The Witcher 3: The Wild Hunt. The studio’s debut game is a departure from The Witcher, thematically speaking. While Seven still has RPG elements in its open world, it boasts a larger focus on stealth. The prison island of Peh — painted by a weird mix between the Dark Ages and a cyberpunk aesthetic — is ravaged by rising tensions between its two largest factions, the Biomancers and the Technomagi. Fool’s Theory and IMGN.PRO developed a game where the protagonist, Teriel, and the daemon in his head, Artanak, are on a quest to save the Vetrall Empire. But unfortunately, it seems like little consideration went into saving Seven from being a frustrating game.
There was a lot of potential, but it all feels wasted behind unnecessarily difficult systems. Seven: The Days Long Gone could have a very successful sequel that fixes all the problems with the first, but this isn't a strong debut for Fool's Theory.
- Interesting Environment
- Surprisingly Deep Lore
- Great Thievery Simulator
- Combat is Often Suicidal
- Crafting is too Obtuse
- Parkour isn't Reliable
Tuesday - December 19, 2017
Seven - Patch 1.0.6
A new patch for Seven: The Days Long Gone which fixes many gameplay, quest and audio issues.
After such a fantastic support you have all showed to us, we had no other choice but to postpone the optimization works and focus on fixing all the bugs you have reported over the past week. We would like to assure you we are working hard on optimization fixes, but it was too early for us to apply them in the latest patch.
NEW: Crouch will now be retained after jumping.
NEW: Possibility to scroll through tutorial content in tutorials panel using gamepad.
NEW: Possibility to remove saves from Load and Save submenu.
NEW: Possibility to override manual saves from Save submenu.
NEW: Quick Save option in in-game menu.
NEW: Saves are sorted by the date of their creation instead of file modification date.
NEW: Disabled possibility to save from in-game menu if saves are locked.
NEW: Equipment Panel - show on equip list items equipped in other slots.
NEW: Proper particle effect added for the Guffnaw Grenade.
NEW: Possibility to craft or upgrade crafting/alchemical station using crafting components from stash. When the same component is in inventory and in stash, components from inventory are used first.
NEW: 'Assemble' and 'Upgrade Station' panel display amount of items needed to craft/upgrade station as a sum of items from inventory and stash. Additionally these panel will show how many of said items are in stash.
FIX: Item weight display fixed.
FIX: Climbing will no longer cancel invisibility.
FIX: Icons for warned status should now display properly over NPCs heads.
FIX: Opening in-game menu will no longer freeze for a while if player has lots of save files.
FIX: Showing 'Continue' option in main menu if any saves are available.
FIX: Saves that are issued automatically by Fast Travel system aren't failing anymore.
FIX: Properly handle sprint action when sprint button is pressed. Fixes issue with necessary to press sprint button again after certain gameplay actions.
FIX: Fixes for gamepad crouch button behavior.
FIX: Equipped active skill will now properly retain assigned upgrades after loading saved game.
FIX: Weapon will be now properly holstered after moves like choke, backstab, dropkill.
FIX: Including equipped items when showing 'owned items count' in assemble crafting panel.
FIX: Increased damage for exploding trap, grenades and darts.
FIX: Critical Damage Upgrade now displays stats properly.
Sunday - December 17, 2017
Seven - Review @ Twinfinite
Twinfinite has reviewed Seven: The Days Long Gone:
Seven: The Days Long Gone Review
SEVEN: THE DAYS LONG GONE ON PC
On paper, Seven: The Days Long Gone sounds brilliant. An open-world free-roaming RPG stealth game played from an isometric perspective, its post-apocalyptic setting, emphasis on Thief-like stealth mechanics, and a plethora of side quests sound like a recipe for success. Unfortunately, in practice, it never quite fulfills that potential.
Seven’s narrative is certainly its main draw and rescues the often woeful gameplay. The lackluster stealth and bland combat are big issues, as is the frustrating world design. Too often, Seven feels like it’s actively trying to make me stop playing the game – and I really did want to stop. If you’re someone with a lot of patience, you may be able to push your way through Seven’s main campaign and enjoy it to an extent. If not, you may want to avoid this one.
Score: 2/5 – Poor
- Good world-building with a lot of lore to dig into.
- Fun and tense hacking system.
- Confusing world design that is a chore to navigate.
- Poor A.I.
- Combat can mostly be ignored – apart from a couple of boss battles, which aren’t fun.
Tuesday - December 12, 2017
Seven - Review @ COG
COG has reviewed Seven: The Days Long Gone:
Seven: The Days Long Gone Review –
A Strong Mishmash of Genres and Mechanics
Seven: The Days Long Gone Review
When you mix stealth, action, an open world, and RPG elements, you get Seven: The Days Long Gone from Fool’s Theory and IMGN.PRO. This interesting blend of genres and mechanics comes together to form a sort of jack-of-all-trades that’s reminiscent of RPGs like Knights of the Old Republic or Baldur’s Gate, yet new and exciting.
As much as I can praise this odd mishmash of genres and mechanics, it does suffer from some minor bugs. The frame-rate hitched a couple times, dialogue would sometimes cut off at weird points, and the combat gets a tad clunky when there are multiple people involved. The load times are also a bit long, but the world is large and plenty detailed so it’s a bit understandable.
Anyone looking for a strictly stealth game should probably stay away from Seven: The Days Long Gone because it’s not what you’re going to find. Instead, you’ll find an RPG about a thief who grows more and more powerful as you play, giving you a ton of options and paths to choose from. For players who enjoy taking a character from zero to hero however they damn well please, Seven: The Days Long Gone is a solid choice.
- Heavy RPG elements
- Beautiful art style
- Lots of lore/dialogue
- Controls are a bit clunky
- Stealth can be finicky
Saturday - December 09, 2017
Seven - Reviews
Farflame spotted two more reviews for Seven: The Days Long Gone:
PC Aficionado: Score 7.3/10
Despite the buggy AI, and frame rate issues, Seven: The Days Long Gone was still a highly enjoyable game. It’s a real RPG experience that the hardcore gamers out there will enjoy more than anything. A few of the mechanics and design choices may put off the younger generation, but it’s a brilliant stealth sandbox regardless.
Monstervine: Score 2.5/5
A collection of interesting systems that never quite comes together.
Friday - December 08, 2017
Seven - Patch 1.0.5
A new patch for Seven fixes many issues with the game.
Today, we are happy to share the news that many of you were waiting for. Following your suggestions, along with many improvements of patch 1.0.5, we are introducing prompts, to show you when the backstab/dropkill can be performed and how effective it will be. Hopefully, it will help you play without unnecessary stress
From now on, we are focusing on optimising the performance. Please stay as supportive as you always have been!
CHECK OUT THE COMPLETE LIST OF CHANGES:
- Day and night system will no longer cast shadows during the night.
- NEW: Added backstab, and dropkill prompts - the special marker will visualise the window of opportunity.
- NEW: Backstab and dropkill prompt will now inform you about the lethality of your weapon's attack.
- NEW: Display stat for opportunity damage modifier (backstabs, dropkills, finishers) on weapon tooltip.
- NEW: Stash accessible now through every crafting and alchemical station.
- FIX: Unified backstab damage. Damage dealt with the backstabbing attack will be the same no matter if the target is aware or unaware of player.
- FIX: Weapon opportunity damage upgrades will now add proper damage bonus.
- FIX: Due to popular demand monster respawn delay has been made longer.
- FIX: Arena champions and keepers have proper attitude settings now.
- FIX: Badelisk navigation snap adjusted, so they don't stick to the ground anymore.
- FIX: NPC AI teleporting back to the bottom while using ladder no longer appears.
- FIX: Changed type of AI Territory volume near Cliffs, so it does not prompt player falsely about trespassing.
- FIX: Anim Montages Items fixes.
- FIX: NPCs locations adjusted in Artee Village.
- FIX: Food machines now should not lose interaction.
- FIX: One-sided geometry has proper collision settings now - AI should no longer see you through walls/floors.
- FIX: Lowered invisibility active cost by half.
- FIX: Increased lining armour capacity bonus.
- FIX: Crafting tier III upgrades for lockpicks and driller will now require the II tier upgrade.
- FIX: Tier II upgrades for drills and lockpicks will no longer be displayed if Tier III had been crafted.
- FIX: Players who crafted Tier II after crafting Tier III will now have proper DrillerTier set.
- FIX: Chromosphere radius upgrades will now make its radius bigger.
- FIX: Fall damage stat will be displayed correctly.
- FIX: Skill passive Fighter will allow displaying enemies' resistances in Sense Mode.
- FIX: Armor upgrades for movement speed won't apply the enormous amount of movement penalty for armour parts with base 0 penalty.
- FIX: Missing disguises recognitions added.
Thursday - December 07, 2017
Seven - Review @ Windows Central
Windows Central has reviewed the RPG Seven: The Days Long Gone:
Seven: The Days Long Gone for PC review — An engaging RPG you don't want to miss
Seven: The Days Long Gone is one of the most ambitious role-playing games (RPGs) of 2017, expertly blending Assassin's Creed combat with the isometric perspective of Baldur's Gate.
Choosing to go in blind, I had no idea what to expect with Seven: The Days Long Gone. I theorized that, like most PC RPGs, I would be entering a fantasy world with a traditional class system. Instead, I found a colorful, yet dreary cyberpunk setting that served as the backdrop for an entertaining narrative and dynamic gameplay design. Though it suffers from bugs and finicky artificial intelligence (AI), Seven: The Days Long Gone nevertheless is a great title.
With its interesting plot, unconventional setting, and mixture of physical combat, stealthy assassination, magic, and ranged attack abilities, as well as satisfying interactivity with the open world, Seven: The Days Long Gone is an excellent and ambitious isometric role-playing game you definitely shouldn't miss.
- Variety of ways to play.
- Challenging, engaging gameplay.
- Unique, interesting setting.
- Dialogue bugs.
- Enemy AI can occasionally break.
Score: 4.5/5 - Outstanding
Saturday - December 02, 2017
Seven - First Reviews
Here are the first reviews for the stealth isometric open world RPG Seven: The Days Long Gone:
PC Gamer - Score: 81/100
WCCFTech - Score: 8/10
MMORPG - Score: 7.8/10
IGN - Score: 4/10
Friday - December 01, 2017
Seven - Released
No man's island.
Seven: The Days Long Gone is now available, DRM-free on GOG.com with a 10% launch discount until December 8, 8AM UTC.Dive into an isometric open-world RPG where you can stealth or fight your way through as the talented master thief Teriel. Roam freely across the vast prison island of Peh using guile and manipulation to decide the fate of its inhabitants but be careful: your actions might eventually s(t)eal your own fate.Go for the Digital Collector's Edition to get the Art book, a digital map of Peh, the Soundtrack, and a Guide book.loading...
Tuesday - November 28, 2017
Seven - Combat Trailer
@PCGamer Seven has a new trailer showing off what happens when you get caught.
On top of being hard to spot, it seems Teriel is also handy in a fight. He can wield a variety of melee weapons—two-handed spears, one-handed swords and dual-handed daggers—as well as ranged and energy weapons. You can also craft traps and explosives to unlock new options in combat, like bouncing grenades off walls or leaving mines in the path of advancing guards.
Thursday - November 23, 2017
Seven - Sneaking Video
This video for Seven shows off sneaking about.
Saturday - November 18, 2017
Seven - Trailer
Farflame spotted a new trailer for Seven: The Days Long Gone - the game will be released on December 1st:
Seven: The Days Long Gone - Traversal & Movementloading...
Friday - November 10, 2017
Seven - Has Gone Gold
Marcin Przybylowicz, who composed the soundtrack to the Witcher III, is also on board, and his soundtrack is one of the extras you can get in the game's collector's edition. That will cost you £37.99 or $39.99, whereas the base game will set you back £27.99, or $29.99.
If you need a reminder - and who could blame you - Seven casts you in the role of Teriel, a master thief airshipped off to a prison island after a heist goes wrong. With the help of the ancient demon possessing your body (sure), you’ll unearth the island’s dark secrets, and discover a world-ending threat. Or more accurately, another world-ending threat: Seven is set in a post-apocalyptic world, full of mysterious, vaguely cyberpunk technology and Dark Age superstitions. And cel-shading.
Sunday - October 15, 2017
Seven - Interview
Twinfinite interviewed Seven's director, Jakub Rokosz and its composer, Marcin Przybyłowicz:
Seven: The Days Long Gone Director Talks Game Design and Life After AAA Development; Full Q&A
The World of Vetrall: Immersion, Lore, Game Design
After several years of development, Seven: The Days Long Gone is closing in on its launch day — it was announced last week that the open-world role-playing game will be launching Dec. 1 for PC via Steam and GoG.
The collaborative effort between studios IMGN. PRO and Fool’s Theory has attracted attention for its unusual blend of exploration, parkour, and stealth played from an isometric perspective. And not least because the latter team is largely comprised of former CD Projekt RED staff who opted to leave the studio following the release of The Witcher 3: Wild Hunt. Seven: The Days Long Gone is their debut title, the brainchild of two teams newly armed with the creative freedom to imagine their own fantasy epic.
Twinfinite had the chance to speak with the game’s director, Jakub Rokosz (Fool’s Theory), and its composer, Marcin Przybyłowicz, to find out a bit more about the world of Seven and the depth we can expect from its mechanics and design. We were also keen to better understand the inception of the studio, and hear Jakub’s thoughts on trading AAA for independent development.
Alex Gibson from Twinfinite: CRPGs have been using the isometric perspective for years, and there are well-established franchises that have continued this trend in modern gaming. Do you feel that the parkour and stealth elements to Seven’s gameplay are enough to make it stand apart from popular titles such as Divinity Original Sin and Diablo III?
Jakub Rokosz: We understand that Seven will be compared to games like that because of its isometric perspective, but we believe that our game is original enough to stand out from the crowd. We always wanted to respect the isometric RPGs that we’re so fond of, but see Seven as being a breath of fresh air within the genre. The main way we do this is by giving the player freedom of movement and choice in the game world.
Thursday - October 05, 2017
Seven - Release Day: December 1st
Seven: The Days Long Gone will be released on December 1st. You can already preorder it on GOG:
About: The Seven: The Days Long Gone pre-order contains:
- Digital version of Seven: The Days Long Gone.
- Shadowhand Set – unique Shadowhand armor (hood, jacket, gloves and trousers) with great statistics, available only if you pre-order a game. It won’t slow you down as much as other armor sets in the same class.
Seven: The Days Long Gone is an open-world, isometric role-playing game, in which you play as Teriel, a master thief sent on a mission that will shake the foundations of the Vetrall Empire. Free roam across the vibrant prison island of Peh, and choose whether to help or exploit its many citizens.
If there’s one place that Master Thief Teriel avoids at all costs, it’s the prison island of Peh. But when a daring heist takes an unexpected turn, Teriel finds himself shackled on an airship bound for the infamous island. To make matters worse, the daemon inside his head makes it very clear that the thief will never leave unless he does exactly what he’s told.
In Seven: The Days Long Gone you play as Teriel. You must use all of your cunning and clandestine skills to escape a web of deceit and betrayal, and ultimately survive Peh.
Saturday - September 02, 2017
RPGWatch @ Gamescom - Seven: The Days Long Gone
I liked what I saw of Seven: The Days Long Gone last year at Gamescom already and really wanted to find out what has changed since then.
Seven: The Days Long Gone is a 3D isometric RPG visualized in a cartoonish style. In the game you play a master thief in the empire of Vetrall. The demonstration started in the tutorial part of Seven where you will meet a colleague to discuss a job and ask him to join you on the mission to steal a powerful artefact. As I found out last year already, the game can freely rotate the camera around your thief and the world has been made up of different vertical layers where you travel in a parkour style on these layers and from layer to layer. The layers you are not on will be partially or fully hidden in order to not obstruct your current view of where your character is now.
Seven features day and night cycles with all NPCs having their own schedules. During the day time they are outside of their houses and doing what they are supposed to be doing, while at night they are usually at home. If you want to rob someone it might be better to visit their homes during the day. Every NPC in the game has a vision with a range, which is influenced by the time of the day. They can see less in the night than they can see during the day. Also when it rains their hearing is reduced, which means that a rainy night would give you the best option to not be spotted. If you however don't want to wait for things to be more ideal, you can fast forward time instead.
Tuesday - August 08, 2017
Seven - Interview
Ibisal spotted interview with the devs of Seven: The Days Long Gone on the Unreal Engine website:
Traversing Convention in Seven: The Days Long Gone
While isometric RPGs have made a comeback in recent years, they tend to be defined by classic expectations; modernized throwbacks to an earlier age of turn-based, tabletop-inspired gameplay.
With Seven: The Days Long Gone, Fool's Theory and IMGN.PRO look to challenge classic conventions, giving players the extensive character development expected of an isometric RPG, but also giving them the choice between stealth and real-time combat combined with the freedom of parkour-inspired movement in an open world.Co-developing Seven: The Days Long Gone with IMGN.PRO, Fool's Theory may be a young studio, but the team's prior experience on The Witcher 3: Wild Hunt means they certainly know a thing or two about creating an amazing RPG.loading...
What was the inspiration behind the creation of Seven: The Days Long Gone?
Quest Designer, Karolina Kuzia-Rokosz - We wanted to pay homage to classic isometric RPGs with a rich, mature, and story-driven world. Two of our biggest inspirations in achieving that were the book series "The Gentleman Bastards" by Scott Lynch and "The Broken Empire Trilogy" by Mark Lawrence.
You also cite Thief as an inspiration. What did that game mean to you and why does it still resonate with people today?Project Lead, Jakub Rokosz - With its in-depth stealth component, Thief was something of a trendsetter back in the day. Mechanics such as hiding in the shadows, snuffing out lights, being aware of noise propagation, and distracting your enemies are all prevalent in modern titles. Most importantly, the Thief series placed emphasis on stealth over unconcealed aggression.
Monday - June 26, 2017
Seven - E3 Preview
CogConnected previewed Seven: The Days Long Gone at E3.
The demo begins in the high tech metropolis of ‘Hallard', capital of The Vetrall Empire and headquarters of the tyrannical Emperor Drugan. The world is nonlinear, vast, and brimming with monsters and magic. Player freedom is at the core of Seven. Built from the ground up via the power of Unreal Engine 4, the game features an impressive parkour mechanic that enables players to freely climb up or across any obstacle, regardless of height. As a master of thievery, Teriel can complete a variety of quests and form relationships with a plethora of the city's inhabitants. From scaling massive buildings, breaking and entering, and plundering valuable trinkets, Teriel proudly leads a life of crime. Following a period of loot seeking and pickpocketing, Teriel accepts a challenging job that leads him to the treacherous island of Peh; which serves as a massive prison housing Vetrall's most fearsome criminals, monsters, and enemy factions. Along the way, Teriel crosses paths with a mysterious individual who plants a demon in his head named ‘Artanak.' With a newfound mission in hand and a demonic companion possessing his mind, Teriel sets off for the dreaded island.
Friday - April 21, 2017
Seven - Gameplay Trailer
A new gameplay tailer for Seven: The Days Long Gone has been made available, in which you can hear some of the music that will be used in the game.
Global publisher and developer IMGN.PRO is excited to reveal the new gameplay trailer for SEVEN: The Days Long Gone and present an amazing additional song for the game! The creator of the track, Gavin Dunne, is known for his Miracle of Sound project - his YouTube music channel currently has over 150 million views.
FOR IMMEDIATE RELEASE - April 20th, Bielsko-Biała, Poland.
IMGN.PRO and Fool's Theory are pleased to unveil the new gameplay trailer! On top of the massive amount of new locations, challenging combat, and heaps of action, players can also admire the special song for SEVEN: The Days Long Gone created by Gavin Dunne, the talented Irish musician collaborating with Marcin Przybyłowicz! Having written music for games such as Wasteland 2 and Rock Band, he also reached no. 1 on the iTunes metal chart with his album Metal Up.
After the latest stealth trailer for SEVEN: The Days Long Gone, Fool's Theory and IMGN.PRO are ready to present another hugely important element of their upcoming isometric RPG - the combat. Challenge a wide variety of enemies in the rich world of SEVEN: strange, powerful beasts, eternally hungry ghouls, winged insectoids straight from your nightmares, large, deadly arachnids, and more. See with your own eyes cities of the Vetrall Empire; visit Lawmer, Mortbane, and Warden's Hold, the biggest city of Peh... But beware of Deadzones swarming with dangerous creatures!
In the newest gameplay trailer, players can listen to the track that will appear in the end credits of the game - fragments of it will also be used in Artee village. Gavin Dunne feels very strongly about his work for SEVEN: The Days Long Gone:
"When the crew at IMGN.PRO told me about this game's setting and story, I was immediately interested, especially after seeing the gameplay videos. They created a great atmosphere - dark, dirty, raw, and mildly futuristic. I enjoy writing and singing in that gruff, grimy future-blues style. Besides, I was already a big fan of Marcin's work on the Witcher series. The song created for SEVEN is bluesy, drenched in old-style Americana, and it evokes the melancholy undertones of lost history and civilizations through the junk instruments used by Marcin and the crew."
The musician also explains that the lyrics - which are connecting to the Artee tribe's philosophy and history - are about preservation, celebration, and protection of art as a means of documenting history.
Marcin Przybyłowicz, creator of the score, had this to say about SEVEN: The Days Long Gone:
"SEVEN is a fantastic project to me - there's lots of space for creativity and a suggestive world showing a humanity that has managed to rise again after an apocalypse. In such conditions, people would create music differently - they would probably play on antique or handmade instruments. That's why, with the help of instrument collector Paweł Romańczuk, I've chosen from over a hundred weird, old exhibits from his collection; a couple of the most unusual ones that created unconventional sounds include an over-100-year-old Stroh violin, a bucket bass (a twisted variation of the double bass), a bucket cello, and a cardboard cello. But we also have guitar parts recorded by the excellent Polish guitarist Krzysztof Łochowicz. This makes SEVEN's music edgy and gives it a lot of character, grime, rust, and aeration".
Friday - January 27, 2017
Seven - Isometric Stealth Video
@PCGamer A new video for Seven: The Days Long Gone shows off the isometric combat.
"Our game is coming in 2017 for sure," said IMGN.PRO's Jakub Ryłko of its incoming role-player Seven: The Days Long Gone when I caught up with him last month. This is good news, I reckon, because the open-world isometric sandbox sounds very promising—with its sprawling visa-restricted map, credible take on the post-apocalypse, and smart-looking combat and stealth. The game's latest trailer teases the latter.
"If you want to try stealth approach it will require you to be focused, plan your moves and carefully execute your plans," Ryłko told me previously. "A combative approach gives you chance to use the cool, a bit arcade-like, skills and moves. We want to give players diversified choices, to enhance the freedom by gameplay as well."
Friday - December 02, 2016
Seven - Interview & Environment Teaser
@PC Gamer they interview the developers of Seven about the games direction and what it hopes to achieve.
PC Gamer: Seven's premise sounds like an interesting take on the post-apocalyptic world in that it seems credible. There are a lot of these games on the market at the moment, though-what makes Seven different from other post-apocalyptic games?
Jakub Ryłko: Actually it is our own approach to the topic of post-apocalypse. Our game is taking place in a world that is already hundred years after apocalypse. So for its inhabitants apocalypse is some kind of a myth. Yes, they are aware that it took place, but they are focusing on everyday affairs. Nobody is despairing about how the world was a great place before. Life is hard enough and you need to take care of your own business.
I understand the player requires visas to travel to certain locations in the game world, can you tell me more about this system?
The main part of the game is taking place in Peh-which is a prison island. Peh is divided into districts. Entry to each district is highly secured by guard posts. To pass through them, citizens need a specific type of visa. Our main hero-Teriel- is a thief that has his own ways to get it. He can try to sneak through the guard posts, but risks being stopped by patrols at any time. Getting caught without a proper visa would mean a lot of trouble for our protagonisloading...
Tuesday - September 13, 2016
RPGWatch @ Gamescom - Seven
In our next Gamescom article we take a look at the isometric ARPG Seven: The Days Long Gone in which you play as a thief.
Seven: The Days Long Gone is an isometric 3D Action RPG, with a bit of a comic book art style, in which you play the role of a thief. You will need to focus on everything a thief can do, but you can adjust the character to your needs to some extent. If you prefer sneaking, staying in the shadows, and backstabbing, you can do that. If you prefer a more brutal thief, you can adopt more martial skills. At the end of the day, though, you're still a thief; no amount of skill will turn you into a full-fledged warrior.
The gameplay is fast paced. Sometimes the environment will support a more stealthy approach and sometimes it will support a more direct approach. But it's up to the player to choose what he or she wants to do. You are never forced to play it one way or the other.
Wednesday - April 27, 2016
Seven - First Gameplay
Here are some first looks on the gameplay of Seven.
Thursday - April 21, 2016
Seven - Game Reveal Trailer
A new Seven game reveal trailer courtesy of IGN.
Say hello to Seven, a new isometric-perspective RPG from a group of developers who worked on The Witcher 3.
Wednesday - April 13, 2016
Seven - Preview @PCGamesN
Seven is a Thief-inspired, 3D isometric RPG. PCGamesN takes a closer look at what the ex-Witcher developers have been upto.
"You are not a warrior. You are not a knight or a berserker," warns Kubiak. "You are not using heavy swords, you are not using heavy plates. You cannot just jump in and fight with ten guys because they will kill you."
Just as you'd be hard-pressed to name another RPG that dabbles in parkour, you'd struggle to find another stealth game with a fast-forward button - implemented here to ensure players don't drift off while hiding from the guards.
But one thing the finest RPGs and stealth games have in common are clockwork systems that intermingle in interesting ways as the player passes through. That's something the Seven team are clearly shooting for. They paint a picture of a player prowling about town, weapons concealed so as not to alarm the populace, overhearing the location of a well-protected prize. Once there they might infiltrate under cover of rain, knowing the streets will be emptier - but taking their time so as not to splash conspicuously in puddles.
Monday - March 14, 2016
Seven - Knowledge Base
The Polish website GRY-Online has collected information about the upcoming post-apocalyptic RPG Seven (auto-translated):
Seven is an isometric role-playing game inspired by the cult series Thief , which is the result of cooperation between the two native studies: IMGN.PRO, creators of survival horror Kholat, and Fool's Theory, for which Seven is the production debut, although its employees in the past worked on titles such as The Witcher 2: Assassins of Kings or the Witcher 3: Wild Hunt . Seven will be released on personal computers. Unfortunately, at this moment, even approximate date of release is not known.
Players take on being a thief lone traveler, going proprietary, open world called Peh. The players constantly are placed in front of all kinds of elections. Seven themed stories are even deceit, lust for power, discovering a hidden truth or survival in an unforgiving world. Seven is the main writer Stephen Rhodes, who in the past worked on titles such as Homefront: The Revolution and The Witcher 3: Wild Hunt.
2. World game
In the post-apocalyptic universe of Seven mankind has been almost completely annihilated by the disaster, which is the result of audacious plan download God on Earth in order to force him to "responsibility" for all the harm which the human race has suffered in the entire history of its existence. The world presented is gloomy and full of duality and cruelty; in his medieval reality they run through the remains of an ancient, highly advanced civilization, which was annihilated.
Saturday - January 30, 2016
Seven - Writer Announcement
Stephen Rhodes a writer who worked on Witcher 3 will lead writers of Seven:
Leading the writing team is Stephen Rhodes, a Narrative Designer and Writer from the United Kingdom. He has been working in the video games industry since 2010. In that time he has worked on several Triple A titles, including LEGO CITY: UNDERCOVER, THE WITCHER 3: WILD HUNT, and HOMEFRONT: THE REVOLUTION. Stephen is a published author, having contributed to several short story anthologies. He also writes pen and paper role-playing campaigns, screenplays, and comic books. He is also currently working on his first full-length fantasy novel.
Saturday - December 26, 2015
Seven - Christmas News
Farflame spotted some Christmas greetings and news from the devs of Seven - an interesting new project by Witcher devs:
About the gameSeven is a Thief-inspired, 3D isometric RPG,
in which you take on a role of a lone traveller.
You’re going to explore a nonlinear, sandbox world
- Empire of Vetrall.
Classic isometric gameplay is going to be redefined
with parkour climbing system that gives you
the ability of free-traversing obstacles on
any height horizontally and vertically.
Quest line set in a „beyond
is created by minds behind
The Witcher 3: Wild Hunt.
You can expect branching
choices with moral consequences.
More to come soon.
Thursday - September 17, 2015
Seven - Development Update @ One Angry Gamer
The new indie project Seven developed by by ex-CDR Project devs is coming along nicely:
Back in August, we reported that some members of CD Projekt Red left and started their own team, and started working on a new game called Seven. Well, it seems that the indie game is coming along and the main website for Fool’s Theory seems to be dropping information on the game.
I like the whole look of cyberpunk and clockwork designs, they look original and interesting at the same time, which is something that Fool’s Theory’s new game Seven brings to the table. From the looks of it, the game is almost like Shadowrun, with some aspects of an apocalyptic version of Cyberpunk 2077 sprinkled-in, which happens to be made by CD Projekt Red. Anyways, Fool’s Theory site tells us how the game will be and what fans can expect of Seven…
“Seven is a Thief-inspired, 3D isometric RPG, in which you take on a role of a lone traveller. You’re going to explore a nonlinear, sandbox world”
“Classic isometric gameplay is going to be redefined with parkour climbing system that gives you the ability of free-traversing obstacles on any height horizontally and vertically.”
Upon doing some research, I found that the devs posted various pictures of concept art and other interesting content, which reveals how Seven’s universe and theme will be. You can check out some of the new concept art that the devs posted up on their official site below. [...]
Monday - August 17, 2015
Seven - Announced
The Witcher devs strike again - a new isometric Thief RPG - Seven - has been announced today:
Seven is a Thief-inspired, 3D isometric RPG, in which you take on a role of a lone traveller. You’re going to explore a nonlinear, sandbox world - Empire of Vetrall.
Classic isometric gameplay is going to be redefined with parkour climbing system that gives you the ability of free-traversing obstacles on any height horizontally and vertically.
Quest line set in a „beyond post-apocalyptic” environment is created by minds behind The Witcher 3: Wild Hunt. You can expect branching choices with moral consequences.
Developer & Publisher:
IMGN.PRO and Fool’s Theory
In Seven you’ll play a role of a lone traveler roaming the world of Empire of Vetrall, who’s
constantly facing it's cruelty and confronting it's dual nature. The Apocalypse that took place many centuries ago didn't wiped out all. Humanity or what's left of it, has slowly recovered, but the shape and condition of this new world is far from what it used to be. In this new reality Dark Ages are constantly interwinding with the ancient advanced technology. And in doesn't make it any easier for those who were lucky or unlucky enough to survive.
Seven is a Thief-inspired, 3D isometric RPG in which players will get a chance to freely explore the sandbox world of Vetrall Empire. Set in a 'beyond post-apocalyptic' environment the title will redefine the isometric RPG genre. The classic gameplay is totally reinvented by the protagonist’s ability of free-traversing obstacles on any height, both horizontally and vertically, thanks to his parkour skills.
- Thief-inspired, 3D isometric RPG.
- Set in a grim, dangerous, post-apocalyptic environment.
- Nonlinear story build around dual game world being a mix of Dark Ages and ultra-advanced
- Parkour climbing system completely re-defining the genre.
- From the former CD Projekt RED developers – the creators of The Witcher 3: Wild Hunt.
- High quality graphics powered by Unreal Engine 4.
IMGN.PRO is a Polish, independent development studio and company offering wide scope of services in gaming industry. It consists of the team, which has more than 7 years of experience in the field of business consulting, licensing and distribution services.
ABOUT FOOL’S THEORY
Established in 2015 and consisting of AAA veterans who decided to take a break from huge productions and find refuge in the mountains of southern Poland. In the past they’ve contributed their skills to critical and commercial successes of games such as: The Witcher 2: Assassins of Kings, The Witcher 3: Wild Hunt, Ancient Space, Hard West, Kholat and many more smaller indie titles.