r/DeadlyPremonition • • Jul 08 '20

Please be nice everybody.

186 Upvotes

I thought this would be an easy rule to follow but to be clear transphobic posts and comments will not be tolerated in this subreddit. (thanks to those bringing it to my attention). Emotions seem to be high due to reviews and it's hard to discuss the context without giving major game spoilers atm.

I will say this. I was surprised by some reviews as I didn't see the game as problematic while I was playing but content effects people differently....maybe I'm not the best person to judge in this case though? People's criticisms are valid and there's no need to be hateful or make knee jerk reactions that there's some weird conspiracy afoot because they had a problem with some content of the game.

I believe this game is worth a play through and I really enjoyed my time with it. I hope people will give it a chance and decide for themselves but if certain reviews have you waiting for more context or the frame rate has you waiting for a price drop that's completely understandable.

I look forward to seeing everyone's reactions and the debates once the game releases (be sure to use spoiler tags!), but PLEASE be nice and have civil discussions.


r/DeadlyPremonition • • Jul 19 '20

Deadly Premonition 2 Bug Report Thread

58 Upvotes

Hi everyone, I wanted to start an official subreddit bug report thread so we can compile as many bugs and issues in one place.

Please post your bugs / issues, along with as much associated information as possible. Thanks!


r/DeadlyPremonition • • 16h ago

Working on an all-in-one fix

25 Upvotes

Hi everyone!

Deadly Premonition is one of my favorite games, but let's be honest: the PC port of The Director's Cut has a lot of technical problems that have made it difficult to enjoy properly for years.

Given how long it's been since the game was released, I decided to try something: using Claude as an AI-assisted development tool to investigate the game's code and see how many of its longstanding issues I could fix.

I've been working on an open-source project that aims to address these problems in one place, rather than requiring players to combine several mods, patches, and workarounds.

Before going further, though, I'd like to know what already exists in the community. I know about DPfix and have also come across ZachFix, but are there other mods, fixes, or research projects I should look into? I'd rather build on existing work than duplicate someone else's efforts.

https://github.com/Cesario67/DeadlyPremonitionFix

What I've been working on

Saves and crashes

  • Save corruption: The game overwrites dp.sav directly, which means a crash during saving can destroy the save file. I've implemented a safer approach that writes to a temporary file before replacing the original, along with dated backups that can be restored through the launcher.
  • Crash diagnostics: Automatic minidumps and readable crash reports to help investigate recurring crashes, including the infamous Chapter 9 diner crash.
  • 4 GB patch: Applying the Large Address Aware flag through the launcher, with a backup of the original executable.

DPfix improvements

DPfix by Durante has been essential to making the PC version playable, and I have enormous respect for the work that went into it.

I've been working on integrating DPfix 0.9 from its GPL-licensed source code and addressing several longstanding issues:

  • Freezes after Alt-Tab or the first display mode change, caused by resource reference leaks that also resulted in continuous memory leaks.
  • Startup crashes in borderless or windowed mode related to the refresh rate.
  • Borderless mode being reapplied every frame, preventing hotkeys from working correctly.
  • An infinite loop at startup when DPfix.ini is missing.
  • A double release of a graphics surface.

The goal is to preserve DPfix's functionality while fixing these issues. The original DPfix binary is not redistributed.

PlayStation controller support

I've also investigated the controller problems affecting DualSense and DualShock 4 users.

  • The infamous spinning camera: The game expects an Xbox 360 controller layout through an older Windows API. With a PlayStation controller, releasing R2 can be interpreted as pushing the right stick fully to the left. I've implemented controller input conversion to address this, without requiring DS4Windows or Steam Input.
  • An additional controller input bug: The game makes another controller call using an uninitialized data structure. Depending on the environment, this can produce broken input, frozen sticks, and buttons that appear to be released. I've implemented a fix to reject this invalid call.

Stuttering and timing

  • Periodic stuttering: I've investigated a roughly 65 ms freeze that occurs approximately every 20 seconds during controller polling. The proposed fix moves controller reads to a background thread so the game doesn't have to wait for them.
  • Game clock precision: The game derives its timing from the system uptime counter, while its floating-point calculations can be affected by Direct3D's single-precision state. This can reduce timing precision the longer Windows has been running. I've implemented a higher-precision timing approach to improve camera smoothness.
  • Restricted aiming: When the aiming reticle reaches the edge of the screen, the camera can stop following it. ZachFix identified the underlying mechanism: a comparison that depends on single-precision floating-point behavior. I've applied single precision to the relevant function.
  • Frame rate: The game can run faster than intended on high-refresh-rate displays. I've implemented a 60 FPS limiter.
  • Windows timer resolution: The mod requests 1 ms timer resolution to improve timing consistency.

Quality-of-life improvements

  • Skip the intro logos without modifying DP.exe on disk.
  • A launcher with accessible graphics presets and settings for resolution, anti-aliasing, SMAA, supersampling, SSAO, shadows, and reflections.
  • A central place to configure the fixes, manage save backups, and restore default settings.

What I'd like to know

I'm particularly interested in hearing from anyone who has worked on the game or investigated its engine.

  • Are there other known fixes or mods besides DPfix and ZachFix?
  • Is anyone still maintaining a project aimed at fixing the PC port?
  • Have other developers investigated the Chapter 9 diner crash or other recurring crashes?
  • Are there known issues with the Director's Cut that I haven't mentioned?
  • Are there any existing solutions that would make parts of this project unnecessary or that could be integrated instead?

I'm also interested in bugs that might not be widely documented. If there's a technical issue that has bothered you for years, I'd love to hear about it.

A note about AI-assisted development

I'm using Claude to help with code analysis, reverse engineering, and implementation. That doesn't mean I'm blindly accepting whatever it generates: the idea is to investigate the actual behavior of the game, understand the underlying causes, and validate the proposed fixes through testing.

I'm not a C++ specialist, so AI assistance has made it much more feasible for me to explore problems that would otherwise be difficult to tackle alone.

The project is intended to be free and open source, and I'd like to make the results useful to the wider community.

Thanks to Durante for DPfix, ZachFix's author for the detailed technical research, and everyone who has kept this game alive on PC despite its many quirks.

If you've worked on Deadly Premonition fixes, know of an obscure patch, or have technical information that could help, please let me know! I'd really appreciate any pointers before taking this further.


r/DeadlyPremonition • • 2d ago

Hello DP fans! Has anyone played the Deadly Premonition Board Game?

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17 Upvotes

r/DeadlyPremonition • • 3d ago

Question Please can someone tell me clearly what the differences are between the normal version and the director's cut (without spoilers)?

10 Upvotes

I just bought it off the PS3 store thinking that it would probably only be some extra scenes, but after looking it up, I see that there are some more differences than that, with some people even complaining about the DC. So please fill me in. Many thanks!


r/DeadlyPremonition • • 5d ago

Question Want to play this game for the first time

4 Upvotes

So i already know about the pc port situation and the recomps, there's a lot of different fixes for this game, DPfix, Zachfix, DPLauncher, does any of them fix the crash and save corruption?

Also i found this old list made here about all versions and on it there's a bug reported on the pc version that is not talked ANYWHERE in the internet, the "missing raincoat killer voice lines" bug.
Was this ever addressed in any bug fix and not mentioned? is this a misundestanding or even real?
This is the ONLY mention of this bug.


r/DeadlyPremonition • • 6d ago

SPOILER I need help understanding the ending...

11 Upvotes

So, Zack was York's imaginary friend who helped him get through the loss of both parents. That makes sense. But at the end, when Emily dies somehow York is now with her in "Goddess Land" while Zack (who is imaginary) is now real.

Now, my York won the game but in order to be with Emily, he must have died somehow. I guess I missed that part. And if he DID die, then Zack dies with him.

So how is Zack now alive and how come everyone in town talks to him like they already know him?

The ending just sent my mind for a loop.

I do like how Zach got married, had a kid, and is basically telling the story to his granddaughter. I think he named his daughter Emily?


r/DeadlyPremonition • • 11d ago

Deadly Premonition Recompilation 2.0 is out — the native DirectX 12 renderer is ready for testing

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166 Upvotes

Hey everyone!

Deadly Premonition Recompilation 2.0 is out, and this is probably the biggest update the project has had so far: the native renderer is finally ready for proper testing.

For anyone seeing this project for the first time: DPRecomp is a native Windows port of the Xbox 360 version of Deadly Premonition, built through static recompilation.

You provide your own PAL or US copy of the game, and it runs as a regular Windows application with things like 60 FPS, mouse look, FSR 3, and other improvements.

Until now, the game's graphics were rendered through an emulated Xbox 360 GPU.

With 2.0, you can instead use a native DirectX 12 renderer, which draws the game directly on modern PC hardware.

Some of you may have already tried earlier preview versions of it. At that point, there were some pretty obvious problems: the sheriff's station had a completely white floor, the whole image had this weird milky haze over it, the colours weren't quite right, and several major rendering features were still missing.

That's now been fixed.

The main directional light — basically the sun when you're outdoors — is working again. The sky, reflections and colour rendering now look correct, depth of field is working, and the native renderer can render the game at up to 4x internal resolution.

It's not perfect yet.

There are still a few graphical issues here and there. For example, one mirror can occasionally show a doubled image, there's a lamp in one cutscene whose lighting can flicker depending on the camera angle, and I'm sure there are still a few things we simply haven't encountered yet.

But at this point, 2.0 should perform better than any previous release, and this is genuinely the best version of the recompilation I've been able to make so far.

How to try the native renderer

Download 2.0 and launch the game through the launcher.

The first time you start it, you'll be asked whether you want to enable the native renderer. Choose Yes.

You can switch back to the old renderer at any time through:

Settings → Native

I'd also recommend trying Internal Resolution: 2x. Depending on your GPU, you may be able to push it higher.

What I'd really like feedback on

If you try 2.0, I'd love to know:

  • how the native renderer looks compared to previous versions
  • whether you notice any graphical problems
  • your FPS with the native renderer enabled and disabled
  • FPS at 1x and 2x internal resolution, if possible
  • your GPU, CPU and graphics driver version
  • screenshots of anything that looks wrong, along with roughly where it happened

The best place to report bugs is GitHub Issues:

https://github.com/LittleBitUA/DPRecomp/issues

If possible, please attach the newest:

logs\deadlyprem_XXX.log

That helps a lot when tracking down problems.

You can absolutely leave feedback here on Reddit as well.

From this point onward, future updates will largely depend on what you find and what gets reported on GitHub, so every report genuinely helps improve the project.

Download

https://github.com/LittleBitUA/DPRecomp/releases/tag/v2.0.0

Thanks to everyone who's been following, testing and reporting issues with the project.

See you in Greenvale.


r/DeadlyPremonition • • 11d ago

some random pics i have on my hard drive

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185 Upvotes

r/DeadlyPremonition • • 11d ago

SPOILER Final boss battle in DP1 and I need help!

9 Upvotes

I'm out of ammo and health and there is no way I can finish him with just the FBI handgun. This is very frustrating. I am shooting the doll, but the aiming is so horrible on PS3, and he waves his hand around.

Is there any way that I can go back and restock and get the magnum?

Will I have to do the running joystick waggle again because that took me 5 attempts!

I really enjoyed the game, but the ending has ruined it.


r/DeadlyPremonition • • 18d ago

From Haunting Ground to P.T. — The Second Wave of "Stalkers" In Horror Games (Pt.2)

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33 Upvotes

Hey ya’ll,

I’m doing an ongoing series where I look at how survival horror “stalkers” have evolved since the days of Clock Tower all the way to the Xenomorph in Alien: Isolation, and beyond.

I just released part 2, which covers the major developments from the 6th and 7th generations, and there’s a section that gives a special shout-out to The Raincoat Killer.

If you’re interested, you can check out the article here:

https://nickmasercola.substack.com/p/from-haunting-ground-to-pt-the-second?r=aplk&utm_campaign=post&utm_medium=web&showWelcomeOnShare=true


r/DeadlyPremonition • • 18d ago

A video I forgot for my Let's Play from last year.

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8 Upvotes

I spaced out and forgot to include this for the Let's Play I was posting here last year. Now it's on the play list. Felt naked without it.


r/DeadlyPremonition • • 18d ago

Deadly Premonition was spot on!

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7 Upvotes

r/DeadlyPremonition • • 18d ago

Fan Patch: ZachFix

29 Upvotes

The fan patch is created by h714je, it does a lot so far for DP with the Steam version.

https://github.com/h714je/ZachFix

Edit: It on Nexus Mod, and Xbox color grading was added. Thanks to h714je.


r/DeadlyPremonition • • 19d ago

Deadly Premonition: The Red Seeds Profile, The Novel

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31 Upvotes

Hey there, I'm going to be writing a novel based off the game. I'm curious if anyone is interested in something like this. It's going to be based off the director's cut, so it will have the extra scenes with old man Zack/York and his granddaughter. I may include some added bits of details that were implied during the game, but I won't go too far off in any direction that's not faithful to the game. I'm not modifying any dialog. Everything said will be exactly as it is in the game. I would love to hear what you all think. Bear in mind, this is purely a rough draft and it will be undergoing many edits along the way. This is not the final version. It is just a teaser to see if people would be interested in something like this.

This is in thanks to two friends who have encouraged me to pursue something like this. Ethan and Michaela.

Update 1: I currently have the prologue finished. Right now I'm starting on chapter one and it's currently about 32 pages. I'm going to follow each chapter exactly how the game lays it out. So that means the prologue really feels more like a chapter one, but that's what the game decided. I may or may not tweak that to give it a better flow.

Update 2: I'm currently on page 50 and have the prologue, chapter 1, and chapter 2 finished. Right now, I'm working on chapter 3. Though Silent Hill Townfall just released, so there will be a bit of a delay. And everything is going to read much smoother as I now have a very good friend help edit, give notes, and add some much needed structure. Thank you so much Michaela for being so awesome!

Update 3: Just finished chapter three and I'm sitting around page 79.


r/DeadlyPremonition • • 18d ago

Question Would you want a remake/another sequel of this game?

7 Upvotes

I feel like the junkiness is part of the charm, for both games. Once it's been improved for performance the charm will be gone.

As for the sequel, because York is not working as FBI anymore it won't be good for the story. Would rather see a prequel, or just simply him solving another case when he was younger.

What do you guys think?


r/DeadlyPremonition • • 19d ago

I just finished Deadly Premonition.

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173 Upvotes

I cried so hard at the end, This game is a masterpiece.

I just finished it 15 minutes ago or so, literally one of the best games I have ever played.

A bizzare yet emotional experience, truly a life changing game.

And also, Zach is one of my favorite gaming characters of all time.


r/DeadlyPremonition • • 20d ago

custom deadly premonition wallet!

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153 Upvotes

commissioned a york charm for my wallet and thought why not paint the whole thing to be DP themed


r/DeadlyPremonition • • 20d ago

Looks like I got this for free on PSN a long, long time ago

13 Upvotes

The Director's Cut was recently found in my PS3 library so I downloaded it and started playing. Man, I love this game! It's like Diet Silent Hill.

I think the best part is Zach being so knowledgeable about movies and talking to himself. It's really funny how nobody says, "Who are you talking to?" when he does it. And that finger tapping on his chest is really weird too.

I can really relate to him because I worked with someone just like him - with Aspergers. He made everyone uncomfortable with his comments, laughed at things that weren't funny and would talk endlessly about movies in great detail. It's uncanny!

This game is amazing!


r/DeadlyPremonition • • 25d ago

Potential Twin Peaks game mentioned in a steam leak

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15 Upvotes

r/DeadlyPremonition • • 29d ago

Deadly Premonition Recompilation 1.0 is out — a native PC port of the Xbox 360 version, now with 60 FPS, real mouse look, a launcher and both PAL + USA discs supported

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173 Upvotes

Hi everyone, Dmytro Bidlov («Little Bit» Team) here. A few months ago I put out a rough v0.1.1 preview of a static recompilation of Deadly Premonition (Xbox 360). Today I'm releasing 1.0, and it's a complete rebuild: new runtime (ReXGlue 0.10 nightly), new GPU backend, new input, new launcher. If you tried the preview, delete it — this replaces everything.

Download: https://github.com/LittleBitUA/DPRecomp/releases/latest

You provide your own Xbox 360 disc (as an .iso or extracted files); the zip contains only the port itself.

What's new in 1.0

  • Both regions work. European (PAL) and USA (NTSC) discs — the zip has a recompiled build for each and the launcher picks the right one from your default.xex. (The #1 issue from the preview was "No function registered at 824E9558" on US discs. Fixed.)
  • 60 FPS with correct game speed — a port of ehw's Xenia patch, so animation, physics and the clock run normally. Can be turned off.
  • Real mouse look. The mouse no longer fakes an analog stick. Mouse motion is injected straight into the game's own camera code (walking, aiming, driving, cutscenes), so no dead zone and no "stick" feel. Sensitivity and invert-Y are configurable.
  • Director's Cut PC keyboard layout, with combos (Space + LMB to fire while aiming), mouse-wheel weapon switching, everything rebindable.
  • DualSense adaptive triggers (weapon click on RT, resistance on LT). Xbox / DualShock / any SDL pad works too, alongside the keyboard.
  • 2x supersampling on the fast ROV render path, with the rainbow-noise fix for hair, foliage and glow now working on ROV as well.
  • AMD FSR 3 (Native AA) + FXAA by default, adjustable sharpness; bilinear / CAS / FSR 1 if you prefer.
  • No geometry pop-in while shaders compile, pre-warmed shader storage shipped in the zip.
  • A launcher (PlayDeadlyPremonition.exe): every setting in a UI, English / Ukrainian, config self-healing, auto-updates from GitHub from now on.
  • Built-in installer: press PLAY with no game data, pick your .iso, it extracts itself and starts the right regional build.
  • Portable: saves and shader cache live next to the game, nothing in your user profile — this also fixes the preview's "save sequence never ends after a reboot" soft-lock.
  • Achievements tracked locally with unlock toasts (F7 for the list). F4 = live settings overlay, F3 = performance overlay.
  • Runs on older CPUs — SSE4.1 baseline, no AVX2 required.

Not there yet

  • Some low-res post effects (glow / DoF) can show a fine grid at 2x; 1x is clean.
  • Clouds in a few outdoor scenes render as flat blotches.
  • No Linux build yet.

How you can help

This is a one-person project and there's a lot more planned (the remaining 2x post-process issues, the clouds, more launcher features). What I need most right now is play time: go through the story, try both mouse and controller, try the USA disc, and report anything odd on GitHub with your GPU, render path (ROV/RTV), internal resolution and the newest file from logs\:

https://github.com/LittleBitUA/DPRecomp/issues

Credits: ehw (60 FPS patch), Alexbeav (disc installer), the ReXGlue and Xenia projects, DPfix by Peter Thoman for rendering notes, and everyone who tested and filed issues against the preview — you shaped this release.

🇺🇦 Made in Ukraine.


r/DeadlyPremonition • • Aug 28 '26

SPOILER Enemy Descriptions Spoiler

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14 Upvotes

All the enemy types of Deadly Premonition:

Raincoat Killer

The legendary rain coat killer. Makes an eerie sound while approaching by dragging his axe on the ground. Nobody knows who he really is.

Shadow

A dead body "possessed" by an evil spirit.

Armed Shadow
Shadows that attack using weapons such as shotguns and sledgehammers. They are known for their peculiar posture that makes it look like they are protecting their heads.

Crawling Shadow

Shadows that are visible when lit up by a light. They crawl on the floor and ceilings, and shriek when they die.

Mad Wild Dog

A wild dog gone mad. They viciously attack intruders that enter their territory.

Mad Wild Bird

A wild bird gone mad. Normally they sit on tree branches. But when humans come near, they call their friends and attack.

Surprisingly, the dogs and birds are never actually used in the story's otherworld sections, but instead appear only when the open world map transforms into the otherworld at midnight.

There is only one section in the story where York needs to traverse the town when it is transformed, and the dogs and birds are preasent, but I've seen a lot of people not encountering them at all during their playthroughs and not knowing those enemies exist at all.


r/DeadlyPremonition • • Aug 28 '26

SPOILER Enemy Descriptions Spoiler

3 Upvotes

(Oddly, Discord's Automaticd filters do not like the images I wanted to add)

All the enemy types of Deadly Premonition:

Raincoat Killer

The legendary rain coat killer. Makes an eerie sound while approaching by dragging his axe on the ground. Nobody knows who he really is.

Shadow

A dead body "possessed" by an evil spirit.

Armed Shadow
Shadows that attack using weapons such as shotguns and sledgehammers. They are known for their peculiar posture that makes it look like they are protecting their heads.

Crawling Shadow

Shadows that are visible when lit up by a light. They crawl on the floor and ceilings, and shriek when they die.

Mad Wild Dog

A wild dog gone mad. They viciously attack intruders that enter their territory.

Mad Wild Bird

A wild bird gone mad. Normally they sit on tree branches. But when humans come near, they call their friends and attack.

Surprisingly, the dogs and birds are never actually used in the story's otherworld sections, but instead appear only when the open world map transforms into the otherworld at midnight.

There is only one section in the story where York needs to traverse the town when it is transformed, and the dogs and birds are preasent, but I've seen a lot of people not encountering them at all during their playthroughs and not knowing those enemies exist at all.


r/DeadlyPremonition • • Aug 25 '26

Question Why did Deadly Premonition suddenly stop getting deep discounts on Steam?

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48 Upvotes

I wanted to finally try Deadly Premonition on PC, but I noticed the Steam sales got way worse recently.

It used to drop to around €1–2 pretty often, but now the lowest I’m seeing is like €17–18.

Does anyone know why the discounts changed so much?

Also, is there any legit way to get the PC version cheaper now? Steam key, GOG, authorized seller, etc. Just looking for a normal official copy for a fair price.


r/DeadlyPremonition • • Aug 25 '26

Video A new trailer for my project, inspired by the games of Swery65 and Suda51.

15 Upvotes

I made a new trailer for my game to celebrate its first anniversary. I spent seven years making it, and I'm truly glad I managed to finish it. This first year means a lot to me, and I'd like to talk about how this game came to be and what inspired it.

When I first played Killer7, my jaw dropped. In my circles, it was an extremely obscure game that no one talked about at the time. I actually stumbled upon it by chance on a pirate site with disc images, looking for something strange — and the moment I saw it, I fell in love with it from the very first screenshot. The image of this incredibly stylish and brutal game stayed with me for a long time and heavily influenced my work and vision. I remember that when I played it, I didn't even pay attention to the story — back then, that wasn't even necessary for me. I just enjoyed the style, the music, floating through that thick atmosphere of sterile corridors and streets. Killer7 became an icon of style for me.

Then, years later, I played Deadly Premonition — but not right away. I used to see it on the PSN store and had no idea what kind of game it was. Add to that the way game descriptions and presentation looked on PSN back in 2013, and you'll understand why I kept skipping it for so long. Even after moving to Steam, I passed it by until someone gifted it to me. And once I played it, I realized I had been missing out on so much. That was the game that lit an even stronger spark in me — essentially introducing me to Lynch and the wonderfully strange, uneasy narrative of Swery65's characters. After finishing it, I spent a long time watching Lynch's films, playing Swery's games, and soaking in the atmosphere of Deadly Premonition. It was the final piece of my inspiration, and I set my sights on creating my first game.

That experience with Killer7 and Deadly Premonition merged together, shaping my vision for the game I wanted to make. I worked on it for seven long years, drawing from Killer7's style and gameplay, which I reimagined into my own unique combat system — turning rail-shooter mechanics into a turn-based RPG with action elements. And Deadly Premonition — with its dark narrative and strange characters — helped me breathe life into my own cast, teaching me to create more unusual and complex characters.

The result of those inspirations is Mind Control: Bloody Renaissance — my big game, where over the course of 7 years I reflected on difficult topics that were on my mind at the time.

I'm writing this post not just because it's my game's anniversary, but also because I want to say how important it is to sometimes find a game that inspires you and gives you an experience that changes your life. At least, I truly believe that games can make our lives better — and I'd like as many people as possible to share that belief.

P.S. About the trailer — I really wanted it to have the same vibe as Moonlight Syndrome. I love those obscure trailers with lots of text, strange music, and flashy effects.