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Why we stopped selling ‘The Last Door’ browser version

IMPORTANT NOTE: The following changes in our website, applies only to people who are considering buying the game for the first time. Existing paying customers are and will always be able to play and enjoy the game as they used to. If you already own the game (and you purchased it it in our website) these changes do not affect you much. Please use this link to access the episodic browser version of the game:

link to access the website for existing customers

The motivation behind those changes

The original, episodic, browser version of the episodes of ‘The Last Door’ series was getting more and more difficult to support for several reasons:

– Support for both Flash and Unity plugins are being removed / discontinued in all major internet browsers. We’re getting more and more support request from people who are struggling to get the game running on their browsers.

– We really want people to play the best version of the game, which are the Collector’s Editions. The original episodes feel a bit dull compared to the ones in the CE, which makes it a bit pointless to keep them updated.

– Originally, each new episode of the game was introduced along with a new iteration of the engine, which in the end has made updating those a bit of a technical nightmare, since they are a bit like 8 different projects, technically speaking.

In order to have enough resources to move forward into new projects, we need to simplify the ongoing support of ‘The Last Door’ a little bit, which in the end has made us take the decision of stop selling the episodic version of the game through the website.  So from now, we will only sell copies to the most curated version of the game: Season One and Two Collector’s Editions, which you may know, are available for Windows, Mac, Linux, iOS, Android, and Windows Phone.

One clear benefit from this move is that we’re finally going to have the resources to issue an update to the First Season (for PC and Mobile) which includes a couple of highly anticipated features, specially the added official support for a few more languages and the ability to use community generated translations.

This is planned to happen soon, to coincide with the release of Season Two on iOS and Android.

Finally, I would like to thanks our incredible community of players for bearing with us through difficult times we’ve had during the development of ‘The Last Door’, you guys rock!


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The Last Door Season Two, now available in Steam Early Access

We’ve teamed once again with our friends at Phoenix Online Publishing to bring The Last Door: Season Two to Steam Early Access. Check out the new announcement trailer:

Why Early Access you’d ask? Well, for us is the the perfect opportunity to work all the technicalities (and QA) of releasing the game in Steam simulteneously to the creatives being working hard in the newest episode, the much anticipated Season Two’s finale. This is part of our commitment to bring the all platforms much sooner than we did for Season One, where it took us almost 4 month to release on Steam, two months for iOS, and two more for Android. This time around, we’re hopeing to release in all other platform in 1-2 month after the availability of the final episode.

If you’d follow the development of The Last Door series, you’d proabbly know how much we enjoy working with the community to make the game as awesime as it can get. For all of the game’s fans who prefer to play in Steam, this release in Early Access would open this process to them for the first time. The first episode of the new Season, “The Playwright” is near final state, but still we’ll be listening to player’s feedback on the Steam forums and working with players to make the game standout.

Finally, if you’re one of those who know for sure you want to play the final game, still you can benefit from the Early Access reduced price, if you buy the game now you’ll save 20% of the release price!

This is our first time on Early Access, please let us know what you think in the comments below 😉


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What’s next for ‘The Last Door’?

As you probably know, we just recently published another astonishing instalment of ‘The Last Door’ series, Season Two, Episode Three “The Reunion”. I figured that maybe there’s a few players wondering what’s next for the series. Keep reading, and I’ll try to lay out our immediate plans for you, as a I answer some of the most popular question we’ve been asked recently.

How many more episodes are going to be?

Now, our main focus is in finishing the second season of the series with one more episode. This would make a total of 4 episodes, as they were in the first season. Pre-production of the final episode of the season will start soon, in September, as soon as everybody is back from a short holiday leave.

Will S02E04 be the last episode ever?

For now, all we know is that we want to give something else a try. We’ve been working in ‘The Last Door’ for more than two years, and it’s increasingly evident for us that we, as artists, need to give something else a try. This doesn’t mean there won’t be a third season at some point, but for now, we’ll be granting us the chance to take some risks with a new game.

Regarding the story, is going to have and ending?

Yes. The next episode will provide a satisfactory ending: Many question will be answered at last, but also expect a few of them to remain, for you to provide your own theories or for us to address in the future.

Are you bringing ‘Season Two’ to [Steam/GoG/iOS/Android/etc.]?

Yes! We’re in conversation with Phoenix Online Publishing to release the new season on all of major platforms. For season one, we didn’t start working on releasing the Collector’s Edition until all four episodes were done and released in the website. For Season Two, on the contrary, work has already started, and it’s coming along very nicely. Our plan is to make at least Steam happen as soon as possible.

If it’s humanly possible, and mostly because you guys have asked for it in numerous occasions, we’ll be releasing Season Two in some of those platforms before the final episode is finished and available in the website. Later, shortly after it hits the website, release it on all other platforms via update, so it’s in you hand as soon as possible, regardless of your platform of choice.

We never had a release so big before, so please bear with us. Many things could go wrong and have our plans frustrated, but we believe even in the worst case scenario, we’ll still be able to release all platforms in a much shorter time span than Season One. Finger crossed 😉

Our friends at Phoenix Online are going to help us through, and like in the previous occasion, they’ll be sharing all the details with you along the process.

More languages for Steam/GoG/iOS/Android

We’re happy to announce that, close to the release of the new season, we’re planning to issue an update for ‘The Last Door – Collector’s Edition’ that:

  • Will add official support for some languages.
  • In the case of the Steam/Gog version, will add support for user created translations.

What about Windows Phone?

The first season of The Last Door it’s coming to Windows Phone really soon, published by our friends at GameTroopers. Exact dates are to be announced soon, we’ll keep you posted!

What’s the next project going to be about?

Honestly, at the moment, we don’t have a clue! We still have one entirely new episode ahead of us, and that’s all that occupies our mind right now. For now, all that we know about our future game is that we want it to be as personal and unique as ‘The Last Door’ is. Maybe it won’t be horror, nor point and click, but it’s still be something any ‘The Last Door’ player could relate to.

Have more questions?

I would love to have your questions answered, so if you have anything to say or to ask for, just leave a comment and I will happily address them.


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Productivity tricks for Community Management

A programmer doing the Community Management?

I’m one of the main programmers here in ‘The Game Kitchen’, working in the point and click horror series ‘The Last Door’. But my roles in the company doesn’t end there, unfortunately! I’m also in charge of the management of the company, and recently, I’m also becoming the part-time community manager of the team.

In the past we used to a have a dedicated CM in the team, but had to leave for personal reasons, and since we are not really making what you’d call a lot of money, we can’t afford to hire one at this time. Being independently funded comes with a lot of challenges, and most of the time, for us, means to operate as cheaply as possible.

So even it’s not specially my cup of tea I’ve taken the responsibility of managing our community, social media presence,  press relations, online marketing, and a lot of stuff that has very few to do with programming.

‘The Last Door’ looks like a simple game, but it’s actually a really big IP that involves handling a complex social media presence, several forums, multiple platforms each one with their separated way to provide support, and like every other indie title out there, a constant need to be present in the media.

Since I took these responsibilities, it wasn’t so unusual to reach the end of the day without having typed a single line of code. That was causing me a lot of frustration, because for starters I love coding, like a lot. And it’s easy to perceive a day without progress in the actual ‘product’ as a waste of time, even though it probably wasn’t. So I know I needed a system to make this new situation work for me.

A daily schedule

My first approach was to split the day into two time zones. First zone, it’s only coding and work exclusively related to making the actual ‘game’. The second zone is about everything else. I usually take a pause for a coffee to help ease the transition between the two mental states.

This was an immediate improvement. Soon enough, I significantly reduced the frustration sensation, since now, everyday I was able to advance the production of the game at least a few steps, every single day.

At this point another issue becomes evident: I’m not as good as planning tasks when they are not development related. So I was often forgetting about approving post for new users in one of the forums, or maybe answering too late to a particular support request. I needed ‘something’ that remembered me of each one of the task that needed to be done, so I don’t forget about a particular one for too much time.

Putting the cloud to work for you

My first take on the subject was to make a huge list of all the things that required attention. Once I had the list, I needed a system that allowed me to secure the appropriate amount of time for each of those things.

I needed a couple of tricks:

  • I wanted a single point to look for tasks that needed to be taken care of each day. This would be my ‘What needs to be done today’ list. This would allow me a method: Everyday, at the beginning of my second ‘time zone’ I would check this list, and execute each of these tasks.
  • Then I needed something that would allow me to schedule the tasks of the big list of things to be done, into the daily task list.

After researching some options, I ended up with a combination of online tools: Trello (which is a well known task manager) and IFTTT (acronym for ‘If This Then That’) which is a nearly magical thing that enables you to integrate many different cloud services to work together. NOTE: Both of this tools has a free plan that’s sufficient enough for our pourpose here.

I created a ‘recipe’ in IFTTT for each of the things on my big list of things that I should care about, they looked like this:

IFTTT recipe

This particular rule triggers every Friday at 5.00 in the morning, and injects a task into my Trello’s Community Management’ board, with the text “Check metrics in Google Analytics”. This way, everything Friday I would check Trello, just like every other day, I would know that this particular day I must not forget about checking what’s going on in the website through Google Analytics. For me, the exact time when the rule executes, it’s not really important, as long as they happen before I come to Trello to check for what’s need to be done. In the end, I guess I’m just using the time as a way to control the order the tasks would appear in my board.

To create these type of rules in IFTTT you must choose a type of trigger called ‘Date & Time’ (first step) and ‘Every day of the week at’ (second step). Then you’ll program which days of week and at what time you want it to execute. Then, just choose Trello as the action channel, and ‘Create a card’ as the particular action to be performed. Fill in the name of the board, and the content of the tasks (tasks are called ‘cards’ in Trello).

Hope you guys find this trick useful. To me has been like night and day, makes me a lot more satisfied with the amoun of work I make every day, and improves a lot the time it takes me to respond to players!


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What’s so special about ‘The Last Door’ betas?

Don’t you hate when you buy a product and it turns to be nothing you were told it would be? I certainly do, that’s why I feel like I should explain in detail how the episode’s betas are in The Last Door for those of you who have not yet taken part in one.

Most people think of a “beta” version as a nearly finished product, where you should be open to experience some bugs here and there, but, overall, it will be very close to the final experience. This is not the case of The Last Door.

This game has always been all about creating a community. Since the very conception of the idea we knew that, in order to make an excellent game, we would need to assess the power of the collective creativity and imagination of the game’s players.

Letting you guys participate in the development has always been one of our main priorities. And The Last Door’s betas are possibly the most powerful way there is for you to leave your mark in the game.

A proposal open for changes

Our betas are not close to final gameplay. You have to think about it as a draft, for you to build upon. We reserve about 25% of the development time between beta and final, to be able to perform countless changes, based in your suggestions. Some will be shallow, details, but some other will be deep. Entire areas or characters could be cut or added during this process, and all will be done according to your feedback.

Blank descriptions for you to fill

Another thing we do in the beta is we leave ten to twelve objects in the game without description. Beta testers can then suggest a description during their playthrough using a simple form. The best descriptions will make it to the final version, and their authors will be featured in the final game’s credits!

Will playing the beta ruin the final game for me?

No, it will not. There are some measures we take to protect the final experience:

  • We make sure the beta gameplay is enjoyable by itself.
  • We avoid including any major spoilers in the beta: the opening and ending sequences won’t be present, and some important scenes will be cut out too. You will still have to play the final release to see what happens in this episode!
  • The overall gameplay of the final release usually feels very different from the beta version so it will be still thrilling to play through!

Most players enjoy playing both the beta and the final release:

  • You get to play two different versions of the game.
  • You get to discuss changes with us and other players.
  • You get to see those changes come together in the final version.
  • If you send us good feedback, you will get your name featured in the credits!

Sounds great, but does it work?

We’ve collected some feedback provided by players in the past about participating in the betas, hope this help get a better picture:

“I was kinda interested if you really put the changes community mentioned into your Final Version. did. And i think this fits just great. Everybody who played and finished the Beta knows what i mean and i as a player and a follower of your work (art) want to say thank you.” – Meatknife (forum post)

“I love how you guys altered the puzzles from the beta, and I really noticed how much you listened to your fans. This has truly been a fun adventure to be apart of with you guys and I would love to see this story reach the point to which it deserves.” – Jiveturkey (forum post)

“I too noticed how you took many of the forum comments and incorporated those changes into the game. I really liked the changes to some of the puzzles and surprises (you know which ones I’m talking about!) and the community input on some of the items (the teacups for example) really added an extra element of depth and imagination to everything.” – Mike1141 (forum post)

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The Last Door Season One’s Assets released under Creative Commons

Great news!

Today we’re releasing all of Season One assets under Creative Commons Attribution 4.0 license! What does it mean? That you can now use the original sprites of the first Season of the game to make your own content: decorate Youtube videos, animated Gifs, remixes or even your own games if you want!

The license only entitles you to mention where did you get the assets from: ‘The Last Door’ alongside this url somewhere in your content (in the video description, in a readme.txt file or a credits sequence maybe?).

What’s in the package?

You’ll find a zip file containing all graphical assets (scenery, animated sprites for characters and much more) from the first four episodes of The Last Door! That’s about 2,500 PNG files you can use for anything you can come up with 😉

Download link

Licensing details

Creative Commons Attribution 4.0

Read the license summary.
Read the full license.

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Saving ‘The Last Door’

Saving ‘The Last Door’

Hi, dear TLD fan:

I’m Mauricio García, director of The Game Kitchen, and one of the two programmers of this beloved indie game of ours.

Two months ago Daniel and the team were at the office when he suddenly shouted “This is shit!”. We knew he was facing a nasty bug, and honestly Daniel says things like that quite often. But after that we started to chat and we ended up agreeing that he was going to take a leave because the launching of “The Playwright” had left him exhausted.

Actually we were all very happy for the release of ‘The Playwright’ and loved reading your comments and feedback. But after some days after the release we had to face the fact that only 1% of the players that start playing The Last Door end up donating to keep it going. This is what is killing us. And trust me, Daniel’s case is not that special. At this point in The Last Door’s life everybody in the team have already faced a situation like this. We started to think…

Is crowdfunding the best for The Last Door?

You, players, have showed us countless times that you love The Last Door. So we may be doing something right, aren’t we? Then why it’s that we can’t cash our (low) salaries two months in a row?

We have some plans to save The Last Door to be the best it can be. And for that we plan on changing the crowdfunding model. If you are already a Premium member you don’t need to keep reading. It’s not affecting you, we already consider you the loyal fan you really are and you will keep all your current privileges. If you have donated occasionally, please keep reading to learn what you have to do.

We are here thanks to you

Thanks to everyone who has supported ‘The Last Door’ until now! From donating, talking about our game in social networks to sending us feedback to improve the game! Without you it’d have been impossible to reach 85K registered users in our website, and more than 2M plays in Flash free games platforms! ¡Thank you from the bottom of our hearts!

If you already know us, you’ll know that our intention was always to make a game that could be enjoyed for the maximum amount of people. That’s why, we made up a business model that allowed us to keep financing the development of new chapters and at the same time, unlocking past chapters so anybody could enjoy them, regardless their purchasing power.

This business model has given us lots of satisfactions. It has enabled ‘The Last Door’ to secure a small but very proud spot in the recent indie videogames history.

The Last Door is kind of broken

Unfortunately though, our actual business model implies some serious issues that risk TLD’s continuity, being these two the most relevant ones:

  • Back when everything went as expected, and crowdfunding campaigns achieved their goals, that would only give us enough for terrible salaries. We were getting very low and unsustainable salaries although we were giving our best. Even worst, if crowdfunding doesn’t perform as expected, we end up missing a couple of paychecks here and there! In addition to that, we have to work under fiscal stance that aren’t designed to support small endeavors like ours, which translates that we have to pay really high direct taxes, regardless if there are enough money for ourselves or not.
  • Progressively longer conversion funnel: In ‘Online Marketing’ there’s this concept that portraits the steps a potential customer has to take to decide to ‘purchase’ the product or service offered. As a general rule, in order to have a good conversion ratio (amount of users that go from playing for free to end donating money) is desirable that the conversion funnel is as short as possible. In our case, each time we develop a new episode, the conversion funnel gets longer. That’s because the time the user is asked to decide if he wants to donate some money, is situated between the second-to-last and last chapter. The ultimate conclusion is that the percentage of users donating is reduced with each new episode we publish.


This is far from over

After carefully studying all options, we’ve took the decision to abandon our current business model, based in episodic crowdfunding. From now on, starting with the release of the sixth episode ‘My Dearest Visitor’, we’ll start to sell the game in a slightly more traditional way: episodes will be sold separately, or in season packs.

I know this could be shocking, but don’t panic! If you’ve donated before you’ll maintain all the privileges you had, no action on your part required:

  • If you unlocked an episode or the soundtrack, you’ll still continue to have access to that episode, its soundtrack and all the previous ones, with their soundtracks.
  • If you’re a Premium User, you’ll automatically be able to enjoy all the beta versions, final episodes, soundtracks and features of all the previous and future episodes.
  • ‘Hall Of Fame’ users will continue to be featured in the Hall Of Fame, as planned.

The new pricing plans will be applied simultaneously to the release of the new episode of the second season: ‘My Dearest Visitor’, next April 6th .

Take advantage of the situation before it ends

We want to offer all of you the best and smoothest transition to the new pricing plans. That’s why, as of today, coinciding with the immediate availability of ‘My Dearest Visitor’ beta version, you’ll find a ‘Special Offer’ page in the website.

We’ve carefully designed these three options to accommodate all of your needs:

  • For those who haven’t donated yet, and want to keep all the past episodes: A donation of 2€ will instantly unlock ‘The Playwright’ and it’ll give full access to all previous episodes.
  • For those who want to be a part of the story, now: A donation of 5€ will unlock the beta and final versions of ‘My Dearest Visitor’, it’s soundtrack, plus granted access for live to all previous episodes and their soundtracks.
  • For those who want it all: The ‘Premium’ subscription will be disappearing with the new price plans. You’ll have until April 6th to become a Premium community member, after that only Premiums will be the ones to enjoy a complete lifetime pass to everything ‘The Last Door’. So, if that is what you want, don’t miss this last chance to unlock everything, for ever, for just 10€.

We hope these changes bring us the stability we need to keep developing The Last Door with the attention and caring it deserves. As we usually do, we’re open to your suggestions. There’s still time to detail all of the changes, so once more, we count on you to let us know what you think about them in the comment section.

Thank you very much  for your understanding.

Mauricio Garcia,
in behalf of the entire The Game Kitchen’s team.

EDIT: Some of you have kindly asked for a way to send us a donation. You guys are awesome! If you want to contribute a few bucks to help the game stay alive, use this button:

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Designing a new “dialogue” pipeline

With each new episode of The Last Door, programmers find some “spare” time at the beggining of the cycle, while the artist are concentrated in the preproduction of the new episode (writing the script, designing the puzles, and so on). Our goal for this part of the process is to enhance our engine and our production pipeline, to fix those aspects that we found more problematic while crafting the previous episode.

This time around, one of the main objectives was to replace the tool we used to create the dialogue trees of “The Playwright”.  For this episode, we used a Unity plugin called “Dialoguer” which enabled us to have the engine ready in time. In the end,  it turned out to be a bad choice for us: it was not as robust or easy to use (specially everything related to dialogue variables was really tedious). Iterating the conversations of this episodes, in the last weeks of the development cycle was indeed painful.

So, before anything else for the new episode, we knew the dialogue tree editor in our pipeline needed to be replaced. This time around, we knew better what to look for: support for multiple node selection and support for “undo”. We took a closer look at the state of the art in the Asset Store, and finally settled for “Dialogue System” by PixelCrushers.

This awesome plugin is full of features, althouh many of them won’t be needed for our pourposes. After trying a demo version, we were convinced that it met our new requirements, particularly the editor beign really robust and easy to use, and fast to work with.

The strategy to migrate the game engine to the new dialogue pipeline was:

  1. Recreate some of the most complex dialogues tree from ‘The Playwright’ inside Dialogue System, to make sure its does support all the required features.
  2. Use the previous experience to identify customization oportunities in Dialogue System’s functionality. It’s very powerfull an generic, and we’d rather need it to be exactly and only what we need for TLD.
  3. Port the dialogue manager of our game to read dialogues from the new Dialogue System’s data model. Test dialogues made with the new plugin do run ok in the game.
  4. Replace Dialogue Manager own’s localization with our engine-wide one.
  5. Port the rest of dialogues from ‘The Playwright’ using the new and now customized editor.
  6. Remove the previous dialogue tool from our code base.
  7. Simplify Dialogue System by removing everything not explcitly needed in our game, thus making the tool simpler to use, and reducing the overall code base.

This are the features we ended up customizing in Dialogue System:

  • Clasify entries by type, with our stablished set of node types: phrase, group, group choice, variable set, variable check, & event.
  • Integration with our localization system, so you can enter/modify localized text directly from Dialogue System’s inspectors.
  • Customization of the size, color and presentation of entries depending on type. Make the dialogue more readable in the diagram.
  • Limit conections from ‘variable check’ entries to two, one for ‘condition met’, and other ‘condition not met’. Make then green and red to make them easy to discern.
  • Remove from DialogueEntry class all fields that we were no longer of use.
  • Customize the context menu to create new nodes specifying the type. Make ‘group’ types only create children of type ‘group choice’.
  • Simplify the inspector of entries, so only relevant fields are shown depending of entry type.


First and most importantly, we’d like to recommend Dialogue System to anyone looking for a dialogue and quest editor plugin. It’s simply great, and has plenty of features ready to be used. Additionally, full source code it’s included, so you can customize it to your needs. I’d like to add a very personal note to this: the code is remarkably well written, at least to my standards. It was really easy to undertake customizations even as deep and heavy as the ones we did.

This post describe the work of a whole week for me. The result has been not only a remarkable improvement in the time required to make new dialogues, but also in how easy and affordable is to make iterations in dialogues to improve the gameplay once we’re in playtesting and beta stages. This is specially important for The Last Door, since we really need to make plenty of adjustments iterating the gameplay, looking for the perfect look and feel for the episode.



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Preproduction of the new episode already started

Pre-production of the new episode already started

After a few days of well-deserved rest, we already got our hands dirty with the development of the new episode. In this new stage, considering our new and promising working pipeline, we’ve set ourselves the goal of mastering the production process.

We want to avoid at all costs unnecessary delays in the development of the new episode, like the ones we suffered during the making of “The Playwright”. We always wanted to achieve a 3 month per episode development cycle, but never before had all the ingredients to achieve it. So this time, a big part of the plan is to walk towards this goal.

Production schedule

The first step was to make a deep analysis of the production process of S02E01, identifying major milestones along the way. Each one of these milestones, is basically defined by the ‘outcome’ expected at that particular point of the development process. First, in pre-production, these ‘outcomes’ would be in form of design documents. Soon after, the main ‘outcome’ would become playable builds of the episode, which deliver a particular set of the expected features.

Once we put together the list of milestones, we hang those in the office’s wall in the form a calendar, placing each one in the expected delivery date. From now, if we miss a date, we’ll know something is going on, and would react sooner, adapting whatever is needed to ensure the project as a whole continues on track.


Wall poster made with post-its, with ‘milestones’ in their expected dates. All these dates are obviously estimations, subject to changes due to production circumstances.

Pre-Production milestones:

  • 7 Nov 2014: Episode Synopsis
  • 22 Nov 2014: List of puzzles, List of scenes, List of scary situations
  • 28 Nov 2014: Map of rooms, Placeholder room’s backgrounds, Second iteration of production lists.
  • 5 Dic 2014: End of pre-production: Screenplay (walkthough) document. Script document. First episode build (#1) (includes all rooms in navigable state, with placeholder backgrounds).

Production milestones:

  • 19 Dic 2014: Build (#2) with first iteration of all puzzles implemented, but still with placeholder art. Must be playable from first to last room.
  • Now come 4 weekly iterations of the episode: planning each Monday, new builds each Friday (builds #3 to #6). Last build (#6) is published as the Episode Beta for Premium users.
  • 23 Jan 2015: Texts for beta are “locked” and sent to reviewers.
  • 30 Jan 2015: Reviewed texts are imported back into the game.
  • 12 Feb 2015: Texts for final version are “locked” and sent to reviewers.
  • 17 Feb 2015: Reviewed final texts are imported back into the game.
  • 20 Feb 2015: Final episode target date. We’d do our best to publish this day, but please note that unexpected events will occur during development 😉

Hope you guys like this insight in our production process, we plan to continue offering you interesting details on how the new episode is being made. Please use the comment section if you want to ask us something, we’ll be happy to answer 😉


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Such a great week! :)

Hiya mates,

Last fortnight was absolutely crazy for any spanish video games developer. It was very important because in the period of five days, three important appointments were held in Barcelona:

– PAD Congress (spanish professional associated developers summit)
– Gamelab 2014 (the national games and entertainment conference and awards)
– The Burger Developer Central (the spanish Indie developer community meeting and awards)

It was a really important engagement for “The Game Kitchen” and as such, we had to be there. Additionally, we were nominated for some industry awards 😀 .Thus, Mateo and Carlos headed to Barcelona to represent both The Game Kitchen and our flagship game: The Last Door.

1) First stop was on Tuesday, in the PAD congress where more than 36 indie companies exhibited their games. The event took place in a really cool old brewery where our teammates engaged in many networking activities and strengthening relationships with other spanish industry actors.


2) Gamelab started on Wednesday June 25th, and we took part in the Indie Showcase where we had the chance to show “The Last Door” to everyone involved in the gaming industry (other friend studios, publishers, game platforms and portals, etc.). Additionally, we were nominated in the Gamelab awards as “the best OST” and “best game for PC”. We didn’t win anything but we didn’t mind because while the event was being carried out, a great surprise was waiting for us… Tim Schafer was there! He was holding a conference in the summit and he also took some advantage of his spare time to try some of the latest spanish video games.

So yes, the master creator of Monkey Island and Grim Fandango tried out “The Last Door” and he really enjoyed it! He played our first episode and he got really impressed by our opening sequence and he praised our work, so that was.. amazing. Like a dream come true! 😀


We were so excited that we barely could say a word, so it’s better you just watch the video…

3) Finally, the following day, we attended the Indie Burger Awards, presented by Burger Developer Central, a group of indie game developers and burger lovers, who reward the best independent games on the national scene. And we were all the rage! We won two of the most important prizes (“We want a sequel” and “The most whizzbang game”). And that was our moment and we burst with joy!


Have a look to the pictures.. it was a memorable moment.. and we wanted to share it with you all. Thanks mates, this great news are also yours..  😀