We are delighted to announce that starting from today we are accepting pre-orders for Tengami on Windows and OS X. In addition to the game you can pre-order the stunning soundtrack by renowned musician David Wise. There is also a bundle that includes both the game and the soundtrack for a reduced price so you can experience both once they are available. We will announce the exact release date early next year, but we expect to release the game in Q2 of 2014. The soundtrack will be available in Q1 2014. Items will be delivered as digital downloads through the Humble Store as they become available. As a thank you for your early support each pre-order comes with a set of exclusive gifts: three beautiful Tengami wallpapers, the enchanting song from the first trailer and two build-it-yourself Tengami inspired mini pop-ups.
We are very excited to share that we have started a line of beautiful Tengami art prints on Society6.
Price for each item, varies by size. I am listing the cheapest option with the images below.
We are starting with the winter cherry tree design and will add more in the future. You can get various poster and canvas sizes, as well as a cushion, mug, tote bad and iPhone case.
Let me know in the comments what design you would like to see next.
Get a free Tengami wallpaper for your desktop and mobile devices. Download links are below the image.
To download the wallpaper to your desktop computer right click on the link and choose ‘save as’ from the menu. Downloading the ‘Universal Size’ for desktops is recommended. Set the wallpaper mode to ‘fill screen’. The ‘Universal Size’ also supports retina displays.
If you want the wallpaper for your mobile device just tap on the link and wait for the image to load. Then download it to your device and set it as a wallpaper.
There are no specific Android versions for now, but feel free to request a size if the desktop versions don’t fit.
This is a set of screenshots we took from Tengami’s Wii U version. Currently the game runs in 720p and you can see the aspect ratio is 16:9. Except for the iPhone 5 series, iDevices have a 4:3 aspect ratio. We adjusted the camera settings for the Wii U version, which means you can see a little bit more on the sides.
The video below shows a time-lapse of the entire booth building process. Have a quick look before you jump into the details.
The road to PAX is paved with good intentions, but there are always a few, harebrained, “we may have bit off more than we can chew” potholes along the way.
Tengami is such a simple yet striking game, both in its beautiful aesthetic and also in its game design. We wanted to do something for PAX that would capture just a bit of the magic that Nyamyam was able to create in the world of Tengami, and bring that into the world of the expo hall.
A couple months before PAX, Bill and I began toying with booth designs. We knew we wanted to go grand in scale, but our main concerns were if we could do the game aesthetics justice and more importantly if we could pull it all off in time.
Not being artists, we had to first figure out a way to document the booth designs that we wanted to share with the creators of Tengami, Phil and Jennifer. There are a wide range of tools out there that could work, from something as simple as MS Paint to programs specifically designed for trade shows. However, balancing cost and complexity, SketchUp ended up being the tool of choice. Although there was a bit of a learning curve, its relatively straightforward interface, flexibility, and power made it a great digital studio to build our virtual booths within.
We started by creating multiple to-scale booth concept mockups, adjusting any and all variables that we could, including table dimensions and placement, the number of and arrangement of iPads, etc. We needed to capitalize on the entirety of the 10’ x 10’ booth area while also creating a space that would be visually appealing and inviting to attendees.
Lots of concepts were debated and rejected. Some too simple and some just over the top, but the one element that always stuck around between iterations was the torii gate. As one of the most iconic elements of Tengami, we knew that it was the right symbol to capture the attention of the attendees and connect them to the game world they were about to experience. And as a traditional symbol of purification, its presence in the booth would hopefully help players transition from the show-floor craziness to the serene Tengami game world.
After a few final tweaks we were ready to present the design to Phil and Jennifer. Being separated by the Atlantic, we’ve always had to rely on Skype as our way to “meet.” So there was certainly a bit of nervousness as Bill and I waited for the design, which included the 10 foot tall, bright red torii gate, to render on the screen. Phil and Jennifer were definitely excited by what they saw but that was tempered by concern over cost and a healthy dose of skepticism as to whether or not we could actually pull it off. We hadn’t known Phil and Jennifer for that long but thankfully we had earned the benefit of the doubt, so when we assured them we could pull it off on budget, they gave us the go ahead.
A week before PAX, with blueprints in hand, Bill flew to San Francisco to meet up with our friend Ben. We drafted him into service and used the roof of his apartment to be the staging area for the build. Over the next few days Bill and Ben strapped loads of lumber and supplies to the roof of Ben’s car, lugged it to the top of his apartment building, cut (and cut and cut), and assembled the modular structure of the torii gate and custom display table.
Once everything was assembled and then disassembled, it was all carried back downstairs and loaded into a U-Haul for the 12 hour road trip from San Francisco to Seattle. There was a bit of a late start, so Bill and Ben didn’t get on the road until 7 PM, which meant they had just enough time for a brief nap in the middle of the night at Cedar Oaks Lodge in the mounts of Oregon.
Arriving in Seattle on Tuesday night, Bill, Ben, and the gate had completed the trip with everything intact, and we were all reunited. The next morning we picked up Phil and Jennifer from the airport, swung by the Nintendo offices to borrow a WiiU dev kit, grabbed the exhibitor badges, and finally hauled all that lumber to our spot in the Indie MEGABOOTH.
The real fun began the Thursday before PAX as we had to scramble around Seattle picking up last minute supplies, tools, and equipment to finish the booth. Twelve hours and hundreds of staples later, we had assembled all of the pieces, carefully wrapped the gate in red paper and erected our own little Japanese monolith.
The next four days of PAX were a blur of conversations, mini-cards, buttons and pinwheels. Even with four of us staffing the booth, there was hardly a moment to stop and breath. It was an incredible experience to see the excitement grow in each attendee as they explored the game.
With so much to experience and see at PAX, attendees have to make choices on how to spend their time. It’s hard to know for sure, but our hope is that the booth created enough of an impact on those that saw it that they were drawn to stop, even for just a moment. Long enough for us to introduce them to the magical, paper, pop-up world of Tengami.
Bill & Chris