Night in the Woods co-creators’ Revenant Hill cancelled amid “serious health issues”
Revenant Hill, the subsequent sport from Night in the Woods co-creators Bethany Hockenberry and Scott Benson and the first venture from their new studio The Glory Society, has been cancelled amid “serious health issues” impacting a number of members of the workforce.
Revenant Hill was formally unveiled again in May, teasing an journey, set in the 12 months 1919, that may comply with Twigs the cat’s makes an attempt to make ends meet after an “owl from the next hill” started demanding she pay lease on her moist log close to an deserted graveyard.
There had been hints of methods harking back to farming sims, with crops to be grown and a group to be constructed as the seasons handed, albeit with a forged of witches, demons, and ghosts, and extra severe concerns on its thoughts. “Times are hard,” The Glory Society wrote at the time, “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.”
It was a tantalising glimpse of issues to return, however sadly, work on Revenant Hill has now formally reached an finish. Announcing the information in a statement on social media, the studio defined, “Making anything complex poses challenges along the way. Games take a while to make and usually require a good team working together. We’ve been lucky to have one such good team.”
“Unfortunately,” it continued, “recent serious health issues have necessitated two key members stepping away from the project indefinitely. We are a small team and we each wear multiple hats. This is a loss of several hard to replace hats in an environment where all hats are needed. Given the realities of schedules, budgets, and the fraught task of reworking the whole project within those parameters, the team has amicably decided to suspend operations. For all intents and purposes, this is the end of the development of Revenant Hill.”
“We are a co-operative, and we make decisions as a group,” the assertion continued. “For us, this was the clear path to take for the well-being of the team, which is frankly more important than games. In the future, after the dust has settled, perhaps we’ll talk about what we’ve made and learned together. In the meantime, we want to thank everyone who worked with us, supported us, and believed in us.”
“Sometimes things happen beyond your control that change the available options and you just have to roll with it together. Glory was a project in and of itself, and it’s one we’re proud to have been part of. Thank you for caring about what we did. Take care of each other, and support the workers doing the labour of making the games you love. We’ll see you around.”