Highlands, Deep Waters [Released]

Ah ok, though in my opinion the game doesn’t really have that “hopeless” vibe to me at least. The only part where I got the hopeless vibe was in the dream sequence in the beginning and the prologue, but after the only feeling was fear of insanity for the character, in the ending that I got all was really quite well the cult was being thoroughly investigated I assassinated their leader and got out of it still relativly sane while having killed the demon child.
Though the major reason why I was so interessted in the character Giovanna (aside from the beautiful italian woman part) was the dream sequence that really raised my intrigue, what if she is with the cult or better in an organistation that investigates and takes them down professionally (like Delta Green) and her being here was merely to check out the fuzz was about then report it back to HQ. It was kind of disappointing to see that go no where for understandable and an interessting subversion of a trope (there are definitely too many stories where other characters exist solely for the MC).

edit: was the dream ever explained because from the ending that I got it seems that I have averted that future at least for a while.

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[quote=“MasterChief117John, post:186, topic:20808”]
The only part where I got the hopeless vibe was in the dream sequence in the beginning and the prologue, but after the only feeling was fear of insanity for the character, in the ending that I got all was really quite well the cult was being thoroughly investigated I assassinated their leader and got out of it still relativly sane while having killed the demon child. [/quote]

I have to admit that the experiences one can have while playing the game can be quite different from the ones we had while making it simply because we have no idea of how likely it is for the player to reach each of the possible endings and branches. There are many ways to “end” the game and many “bad” things can happen. But even if you manage to “solve” the case and kill the child, you can never save Invernock from its destruction, nor can you save your first character.

Now, from the top of my head, some of the possible hopeless moments:

[spoiler]
1 - Killing yourself out of realizing there is nothing you can do against the threat that faces humanity.

2 - Spending the rest of your life in jail for the murdering of their leader in a public event.

3 - Losing all of your possible allies to the Abyssal Ones while Invernock gets destroyed.

4 - Being lured by August Lorenz into a farm and assassinated.

5 - Killing yourself while trying to “break” from the telepathic field that protects the child from harmful intentions around it. (that only probably only happens with a missclick, lol)[/spoiler]

Now, one thing that’s worth mentioning is that we often let the player decide how he wants his character to “perceive” or “feel” something. The dog scene, for example, can either be hopeless or pragmatic. I think the same applies to some of the other stuff.

We play a lot with dreams in the game. I think there about ten to twenty dream sequences one can have while taking naps. Some dreams are prophetic, others are just weird and follow dream-logic I really like the one where you are at court, accused of the crime you’re trying to solve, and everyone on the jury is a cultist).

The dream you mentioned happens in a different way if you never met Giovanna, but that’s about it. Some have special meaning, others are just fragments of memories and desires.

I don’t know if many players “got” that, but it’s not just a “vision” of a possible future where the waters rise: It also serves as a prophetic glimpse into what will happen to the first character: He will be replaced by someone else.

Also, I’m not sure if this is obvious in every possible ending game scenario, but it is implied that the Invernock branch is not the only one of the Domhainn in activity. So the world could still drown, regardless of what you did.

(And the Abyssal Ones are set loose after the ritual)

I think we have plenty of plot lines for a sequel, if the first game does well.

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Would absolutely love a sequel. I’ve played the test version almost ten thousand times, and I’m still going to buy it for my phone. Its just too expansive, intriguing and well-written to not play again.

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A question for you two that I have actually been meaning to ask:

If you were to write a sequel for the game, where would you like to potentially set it, and would it take place after the events of Deep Waters (a proper sequel), or before (a prequel)?

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Fernando has had some ideas about a side story set after the events of the prologue and we have talked about something where you play as the cultist instead. (I also really like the idea of a game where you are infiltrated inside a cultist organization, having to make a lot of difficult decisions to maintain your cover. Something like The Departed meets Lovecraft)

Regardless, I would like to do something like “Higherlands, Deeper Waters” (:money_mouth_face:), dealing with the aftermath of the events on Invernock and exploring other coastal settings, ideally a grand investigation that happens over more than one country, linking local myths to a greater system of belief related to the Abyssal Ones and looking into more elements of science-fiction.

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Haha, That sounds fantastic. The goal of a sequel should not just be to improve, but for the stakes to evolve, as well.

Maybe a better title would be, ‘Highlands, Rising Tides’, or perhaps ‘Highlands, Dark Waters.’ :stuck_out_tongue:

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@MahatmaDagon
Spelling error found at the beginning of the game.

Despite being nighttime, the sky shines brightly over you.

Night-time

I’d be game for a sequel/prequel/side story where you play as a cultist trying to summon the Abyssal Ones.

Highlands: Dark Waters sounds like a good title for the cultist spinoff, while Highlands, Rising Tides would work well for the second idea.

According to my dictionary and thesaurus, “nighttime” is a perfectly valid spelling.

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TYPO


It should be “owed”…
Another one…

It should be “Then”

@MahatmaDagon @Nerull Was wondering why Scholars can’t buy knives from The Hunting Spot. Would make sense. The description of the place said there’s loads. Makes your intelligence-based character a bit less underpowered in combat, too. A melee weapon would be nice anyways, since they lack in hand to hand, as well. Wouldn’t have to immediately resort to the loud gun.

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That’s a great suggestion. Indeed, it would be a valuable resource to the Scholar archetype. Originally, however, our intention with The Hunting Spot scene was just to let players buy the binoculars - if they want so. We did think about other acquirable items in that scene (such as other types of weapon, camouflage, etc), but we chose to let them out.

It is important to note that the lack of combat skills of the Scholar archetype is kind of necessary for the archetype to be balanced. While the Scholar is not the greatest fighter, there are clues and tips that are only available if you play with this archetype.

We’ll keep this suggestion in mind, though. Perhaps a future update? :slight_smile:

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So I was wondering is there multiple endings of prologue. And do each chapter have a different case??
Any way, Its a great concept.

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Another potential sequel idea:

Highlands, Red Tide:

Following the aftermath of the Ivernock incident, a broken former private investigator founds the “Scotland Six”, a private group of like-minded citizens of the Highlands that have learned the truth behind the shadowy cult from Deep Waters, and, each possessing a unique set of skills, set out on a mission to fully eradicate the Domhainn once and for all, and hopefully end the madness that has been threatening to engulf the very world for years.

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Woh it was amazing however no complete. I gathered enough points to expose them but they weren’t exposed at the end.

That’s a great concept. In fact, Lucas (@MahatmaDagon) and I have been talking about a bunch of concepts and ideas for a “HLDW 2”, be it a sequel, prequel or spin-off.

We had started to work on an interactive eBook encompassing events prior to Highlands, Deep Waters. It would tell the story of the granddaughter of one of the cultists in the original game - an English and Film Studies undergrad student. She would be investigating the sudden disappearance of her friend-girlfriend, and the story would feature another branch of the Domhainn in Scotland and expand some of the game’s alternative plotlines.

This project, however, came to a halt. We’re still waiting for HLDW to be released and we will assess how people will react to the game - and whether we are capable of establishing a fanbase for a potential series. Also, I’m working on personal projects and Lucas is working on The War for the West. So… we have time.

But thank you for your suggestions and enthusiasm. It’s really amazing to see that people enjoyed this project so much :smiley:

@Auser

Not sure if I understand. Did you choose to send the files and evidence to the press or something like this? It is possible to expose the Domhainn in the end, but you have to follow a specific pathway.

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I chose to leak it on internet.

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at some places name of my first character was replaced(who was captured in prologue) by main character. Other than that I have not found any bug or typo.

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Can you recall the exact passages where this happened? There are different variables for both protagonists (the prologue’s and the main story’s), but we may have misplaced some variable along the way.


There should be Victor at the place of Alfonso.

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Thanks for the report. I actually know why this is bugged right now: I went to fix a grammar mistake last week in that paragraph and when I was rewriting it I used the wrong variable, mentioning the current character instead of the previous one.

About that, I think most people would just take what the main character leaked as some sort of unfounded conspiracy theory, to be honest. There isn’t much incriminating evidence on the leaders and the stuff you might send are mostly deductions without proof. You can, though, raise the attention of the police authorities(as the interrogation scene tries do show) and you can also try to handle things on your own(as the party scene tries to show). Most of the endings are somewhat open, and there are many of them depending on your actions during the final chapters.

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