Haven Fan Art Contest Winners Revealed!

Posted by on 04.07.21

Hello everyone,

Thank you so much to everyone who participated in Haven community week and in the Haven fan art contest.

We’ve received a lot of submissions! It was so hard for us to narrow it down to just 4, to be quite frank.

Our jury consisted of:

  • Emeric Thoa – Creative Direction, Design, Production
  • Anthony Beyer – Art & Technical Direction
  • Simon <<Hutt>> Troussellier – Art Direction
  • Mylène Lourdel – PR & Marketing (that’s me!)

And without further ado, here are our 4 winners:

1st place is: MeowOwO – Twitter @MurrPurr4

2nd place is: Zoey Time – Artstation / Instagram

3rd place is: iybms – Twitter / Instagram

Coup de Coeur is: Jade – Twitter

Congrats to all 4, we will be in touch shortly about your goodies. 😉

We also want to give a special shout-out to everyone else, because we’re honestly in awe by the amount of fan art we’ve received. So, please enjoy the rest of the submissions below:

Nat

Zbuffer

Sebastian

Sakura Daikon

Silly_One

Yue Akiyama

Tenkiya

Madebygahh

Slyamallow

Hisha

Sundapple

Mukka_Dainax

And thank you to Tomas who sent us a nice video!

As always, feel free to join us on Discord to come to hang out with the amazing community there: https://discord.gg/thegamebakers

DANGER INTERVIEW: COMPOSER OF HAVEN SOUNDTRACK

Posted by on 03.21.21

The original soundtrack of Haven is fully composed by French electronic musician Danger. With one foot in the world of music and the other in computer graphics and gaming, Danger returned to the spotlight with his work for Haven after his first album 太鼓 and Origins. Haven Original Soundtrack is available on Bandcamp, Spotify and a lot of other stores.

At a time when everyone has been deprived way too long of the energy of concerts and musical events, we have teamed up with Danger and G4F Records to propose a free virtual concert to celebrate music and connect game and music fans around the world.

The unique virtual concert, entirely designed by artist and musician Danger will last about 15 minutes and feature tracks from The Game Baker’s games Haven and Furi original soundtracks as well as from the Origins album, around a virtual stage set in the artist’s mysterious universe.

This is a tribute to all the video game characters whom I grew up with. Haven characters have welcomed me into their world, now it is my turn to welcome them into mine…” says Danger.

The concert will take place Saturday, March 20th at 23h CET / 3PM PT and will be hosted on partner Twitch channels. You will find the list of channels here: thegamebakers.com/danger/.

Musician, designer, gamer, video maker, visual artist… You have a very eclectic profile as an artist. Where does this come from?

I never wanted to choose between music and images. I grew up listening to music in movies and video games, and watching music videos. Music and visual arts are just manipulations of waves, and their basic vocabulary is practically the same: wavelength, frequency, amplitude, whether it’s a color or a musical note. My music is enriched by what I learn through the images.
With all the media that we consume daily, I take advantage of everything I can to express what I feel, and I’d hate to be stuck doing just one thing.
Writing the soundtrack to a video game is a great chance to expand this spectrum.

Your music is usually quite dark, but Haven is a « feel-good » game. What was it like to step away from your preferred tone a little bit?

It’s true that I do like a mysterious, nocturnal atmosphere.
If I take an overall look at my work, I realize that I’m more generally drawn to all the feelings that stem from childhood and adolescence. I’m still pretty connected to that part of me.

I feel like people tend to romanticize the emotional world of kids: it’s this wonderful world, a time of innocence where everything is just joy and “simple” happy feelings. That’s not what I remember: for me, childhood is a world where everything is new, everything is strange, where things are undefined, a world made up of irrational fears. It’s a world that’s weird, intuitive and chaotic, were everything is built on sensations. Hayao Miyazaki’s work offers a very nuanced representation of this particular vision of childhood, and his work was an important reference for me as I worked on this soundtrack.

While so far I’ve been more interested in exploring the nightmare zone in my music, the Haven soundtrack gave me the chance to explore other, brighter aspects of childhood.

Even though the music from Furi and Haven are quite different, do you think there is some kind of link, of shared DNA between these two games and these two soundtracks?

Furi is a more warlike game, in one-player mode only, with a very retro/synthwave musical vibe. The music had to be really “tough,” “hard,” yet “knightly,” with an underlying idea of rupture.

Haven is a game that leaves much more space for exploring the environment and the relationships between the characters.
Very early on, I felt that the most important emotion was the idea of a connection that the player has to weave little by little between all the various parts.
The music for Haven had to express this connection: something that’s built up little by little, that becomes increasingly solid, encompassing, reassuring, bewitching, while never denying its underlying fragility.

The design and conception of the 2 games are also linked through their Franco-Japanese identity, and my work in general shares these influences as well. I was heavily influenced by the Franco-Japanese animation series from the 80s, like Ulysses 31 (宇宙伝説ユリシーズ31, Uchū Densetsu Yurishīzu Sātīwan) and The Mysterious Cities of Gold (太陽の子エステバン, Taiyō no ko Esuteban), two series with soundtracks that were really important to me, and I wanted to evoke memories of those childhood moments in Haven.

The two soundtracks are also connected through a feeling of adventure, a hero’s journey, and an epic quest. These emotions are also fundamental in my music, which really made things easier in general for our collaboration.

Haven and Furi also share the fact that they’re games that don’t focus on realistic graphics but rather a distinct visual approach with a very unique style and color palette. I was also careful to use a more restrained musical palette, and I hope it’s very recognizable without being a purely synthwave product.

https://www.youtube.com/watch?v=4i9hpysvjnU

Do you write music for games the same way you would make a track for an album? What’s different?

I’ve always listened to a lot of video game soundtracks and film music, so I really didn’t hesitate when I was asked to compose the soundtrack for Haven after my participation on the soundtrack for Furi.
I was really curious and very motivated to be able to create and imagine an entire soundtrack on my own, and I really want to thank The Game Bakers for trusting me with this collaboration.

My approach to the soundtrack was first of all to not let myself be overwhelmed by all the ghosts of soundtracks that I’ve listened to over the years.

Many iconic film score composers have a solid background in pop music (Hans Zimmer/The Buggles, Cliff Martinez/Red Hot Chili Peppers, or Trent Reznor/Nine Inch Nails). While I wouldn’t dare compare myself to these giants, I think I represent a generation of musicians who grew up with other influences, largely from video games. I’m fairly comfortable working in this medium because video games are no longer just for nerds with super niche references, and it can be helpful to understand today’s music to compose soundtracks.

There’s no question of doing a soundtrack the way a traditional music composer would. On the contrary, I tried to add pop influences into the soundtrack.
I used fairly straightforward hooks and gimmicks, but sometimes subverted them with weird or orchestral elements, sometimes making them « morph » into a form that wasn’t quite so pop.

My goal was to combine musical genres that aren’t necessarily the most obvious pairings at first glance, in order to create a dreamlike feeling that’s really specific to this soundtrack.

Even though I use different genres, I tried to keep a specific vocabulary. I wanted to use a limited sound palette so that you feel like you’re in a well-defined universe, with clear references, and can play with its codes. I wanted to put it together like a studio album, rather than an RPG soundtrack where different instruments are used to evoke each place, the beach, the snow… On the Haven soundtrack, there’s a rather limited but versatile vocabulary.

To help visualize it, I imagined the various compositions on the soundtrack like a child’s drawing with its fair share of impossibilities and inconsistencies, which could have been transcribed more faithfully using more sophisticated techniques.

So within the same piece, you move from one style to another, with the fragrances and memories that are associated with them.

For example, funk guitars can suddenly appear alongside trap bass and synthwave, then folk sounds, and then it goes back to an orchestra: it’s all weird, but I tried to make it sound normal after a while.

My goal was to have the soundtrack express what’s created as you explore the game, as you get more attached to the characters and the universe, that sense of connection I mentioned earlier.

You’re never fully immersed in a state of joy and fulfillment; there’s always that little sound that raises a doubt, reminds you of how fleeting it is. That’s what makes this connection so poignant for me, and that’s the whole point of it all.

Here’s how I went about creating that feeling: I refer back to past musical styles, such as funk and disco, and I make them dialog with more modern elements of Trap and House music, always within the same track. I create pairings of Trap and Disco, House and Synthwave, or Vaporwave and Folk that may seem unlikely.

Where a « traditional » composer would have used only classical orchestration methods to create a feeling, I tried to use the inherent qualities in each of the musical « styles » of disco/funk/synthwave/orchestra whenever they were most relevant to express a certain feeling.

What makes you vibrate, what inspires you the most these days?

Working with video games a lot has made me rethink our relationship with avatars in general. They’re like so many digital masks, which make them an obvious tie-in with my work.

For a long time now, I’ve been observing projects like Hatsune Miku, Gorillaz, Daft Punk or Kraftwerk, which have all explored this concept of the avatar. And since 2pac appeared at Coachella, and Final Fantasy characters were featured in fashion campaigns for Louis Vuitton, I’ve been wondering what we can expect about the question of representation in music in the future.
This future with musical avatars is something I’m really interested in. I’m currently working with LIL BRAIN www.iamlilbrain.com, who released a 1st EP on my 1789 label in December 2019.

As I realize a little more each day just how different I am from a machine, I’m finding myself fascinated by our relationship with them, especially with computers. It might seem obvious, but often I realize that almost everything I’ve learned requires a computer to be enjoyed. I don’t particularly enjoy playing guitar or piano compared to all the things I can do with sound on my computer.

As video game fans, we are curious to know if there is an iconic video game you would like to compose music for (even old IPs)?

I’d love to do more soundtrack compositions in the future.
There’s a future for cross-over projects between video games and music, in the same way that in film there are often director/composer partners who work together. I think the video gaming world could benefit greatly from this (Fincher and Trent Reznor for example, or Miyazaki and Joe Hisaishi).

Video games are in their golden age, where even AAA’s are trying out some weird things (Death Stranding). There’s still a lot to be done in soundtracks.

Personally, I don’t consider any movie or video game to be a « cult classic » if it doesn’t have an incredible soundtrack.

For now, I imagine my music more in the world of independent video games, which allows for projects that are a little rougher around the edges, but on the other hand I’d love to imagine my music being used in a game like Final Fantasy, a Hideo Kojima or a Fumito Ueda.

 

Haven Community Week: Fan Art Contest

Posted by on 03.16.21

Hello everyone,

Since the announcement of Haven and even more since the release, we have received a lot of amazing fan art of Yu & Kay (and also Oink, which is possibly the real hero of the game). 

Between March 15th and 21st, we are celebrating Haven’s amazing community. You can see all the details here and we are running a fan art contest with the theme “Dinner is ready!”. The fan art can take the shape of your choice (drawing, illustration, sculpture, collage, installation…) but has to be created especially for the contest. You have to be the original author of it. The contest runs for two weeks, until Monday 29th March at 23:59 PM CET / 03:59 PM PT.

To participate, please send your fan art, your nickname, your social media profile, your physical address and the name of your artwork to fanartcontest@thegamebakers.com. Don’t hesitate to share it also on social media with #havenfanartcontest! Please note that you have to send us an email to participate, posting only on social media doesn’t count.

Here are the prizes for the winners:

  • 1st: Haven vinyl signed by Danger + Haven poster + Haven t-shirt*
  • 2nd: Haven CD + Haven poster + Haven t-shirt* 
  • 3nd: Haven poster + Haven t-shirt*
  • “Coup de Coeur”: Haven poster + Haven t-shirt* 

*coming later

We can’t wait to see your creations!

Haven: Danger Virtual Concert, Community Week & First Discount on Haven!

Posted by on 03.16.21

Hello everyone,

Since the launch of Haven, we have been amazed by the reception of Haven by you, our fantastic community. We’ve received so much love, that we’ve decided to give a little bit back. We’ve organized a week of celebration, with some surprises related to Haven but also celebrating your creations.

But the BIG event of this community week is the Haven Virtual Concert by Danger! The concert, entirely created by Danger will be broadcast during a livestream hosted on Twitch. More info here: thegamebakers.com/Danger

We are also organizing a Ask Me Anything secession with Danger on Discord, a fan art contest, a live drawing session, chances to talk to the Dev team and a few more surprises.

Here is the schedule for the Haven Community Week:

  • Wednesday 17th at 20h30 CET: watch the Pégases Awards Ceremony to see which games receive prizes this year from the French videogame industry. Haven got 6 nominations! Watch it with us on Discord. In French with subtitles.
  • Thursday 18th at 18h CET / 10 AM PT: Q&A on Discord with Emeric Thoa and Audrey Leprince, Creative Director on Haven
  • Friday 19th at 22h CET / 2 PM PT: Live Art on Twitch with Simon Hutt Troussellier
  • Saturday 20th at 23h CET / 3 PM PT: Virtual Concert from Danger on Twitch
  • Sunday 21st at 17h CET / 9 AM PT: Q&A on Discord with Danger

Send your contribution before Monday 29th midnight for our Fan Art Contest “Dinner is ready!”. More info here:

We are also discounting the game this week so you can encourage your friends to get it! It’s the first sale and the game is 20% on PC and Nintendo Switch from today and from tomorrow on PlayStation 4 and 5 and XBOX Series and One.

Behind the curtain and under the sheets with Haven

Posted by on 02.10.21

A modern romance in a JRPG

I played tons of RPGs when I was a kid and a teenager. Video games at the time were designed for people my age. The writing was simple, naive. The relationships between characters were simplistic as well. Romance, especially, was treated in a very childish way. Even if the characters were adults or young adults, they were acting like children who have never had a romantic relationship before. The core of the game was never about love, it was about getting stronger, defeating a powerful enemy and saving the world.

Secret of ManaImage from the game Secret of Mana, still a great game despite not being “modern”

The romance was a side story. A “love interest” as we sometimes say. there was very little to feed on the romance side. The boy (most of the time it was a male lead) met a girl and eventually, at the end of the story, they kinda were in love (we knew because they hugged in a cutscene).

Lunar 2

Lunar: Eternal Blue, one of the best JRPG from the 90s

Growing up, I got really thirsty for seeing more of that side of the story. What happens in between the quests? What do characters do when they don’t explore dungeons or buy shinier swords? Can I look behind the curtain and see what happens in my group of heroes when they stop at the inn?

Final Fantasy XV

Final Fantasy XV camping sequences

That’s a part I really liked in Final Fantasy XV, when they stopped to camp, in a high standing camping tent, with transat chairs and luxury barbeque. It was a story about friendship and you could actually witness it. That’s also what makes the Persona series so unique: it’s not only a JRPG and a dungeon crawler, it’s a social sim. You get to see your characters at school, in their families, in their hobbies and jobs. And they date. You see the bonds between the characters develop, should it be love or friendship.

Persona 5Persona 5 social bonding and dating gameplay

But even in Persona games, it’s still about flirting, about the early days of a relationship. You can eventually date one of your teammates, but that’s the endgame. It got me really interested: what if we saw a real relationship. What happens when they are a couple, a real one. Not an “anime character” one. What if we described a lasting relationship in a video game?

Haven is trying to do exactly that. Tell you a thrilling story of runaway lovers in space, fighting to stay together. There’s action, mystery, exploration and combat. But you get to see behind the curtain. You see them in their intimacy. The dialogs are written in a modern, relatable way. The RPG gameplay is paced with slices of their life while they try to settle in a deserted planet. You get to see them eating, playing games, chatting about their life, doing chores, getting a haircut, fighting or having fun.

Haven

And obviously, as an established couple, they have sex. It’s part of their life, it’s neither a taboo or a big deal (most of the time in games it’s either absent or a memorable first time). In Haven they tease each other, they joke about it. It’s healthy, fun, tender. You don’t “see them making love” because it’s not the point, that would be going too far in their intimacy, but it’s definitely not a taboo.

Haven sexuality

I really loved playing these games when I was a child and I’m still very fond of love stories in Final Fantasy or Persona games, but I’m happy we could come up with something unique, a tone that was missing in the video game landscape. We have received a fantastic response from players about how genuine Yu and Kay’s relationship feels and how it makes them relatable. We hope this will keep on growing with PS4 and Switch’s versions that just launched and inspire more games to deal with love and sex more healthily and honestly. If you wish to discover more about Haven you can read our previous blog posts about Haven’s inspirations,  making a relaxing experience by designing simplicity, the co-op and the gameplay or it’s beautiful opening.

Peace & Love & Video Games everyone!

Haven FAQ

Posted by on 12.11.20

Note: Some questions containing spoilers are listed at the very bottom of the page.

Updates and Patch notes

We will be listing the patches on our dedicated blog post here.

Known issues

If you want to know about the bugs and issues and solutions for them, you can check the dedicated post on Steam forums.

What platforms is the game available on?

The game is available December 3rd on PlayStation 5, Xbox Series X and One (Game Pass), PC (Steam, GoG.com, Microsoft Store…).
The Nintendo Switch and PS4 versions are due Q1 2021

Is there a physical release planned?

For now it’s digital only. We will explore collector editions in 2021.

Controls



What languages are supported?

Voices: English
Text: English, French, Japanese, Simplified Chinese, German, Brazilian Portuguese, Russian, Italian, Spanish.

How to play co-op?

The game is playable solo, but at any time a second player can join locally (couch co-op). Co-op online is not supported.
To start co-op, you just need to activate a second controller. On PC, you need two controllers to play co-op (Keyboard and mouse + one gamepad is not supported).

We have heard some players use Remote Play on Steam with good results to play together remotely. The experience can vary greatly according to the network setup and conditions of the two players. Our recommendation if you want to try it, is that the player with the best connection launches the game. It’s important to note that Remote Play simulate a local game, so two controllers are also needed to play co-op. We are looking at solutions to allow Keyboard & Mouse co-op.

We haven’t tested Play Together on PS5 yet as we could not get our hands on PS5 consoles haha. Let us know.

About the 18+ rating

The 18+ rating is mostly due to the age rating process, as a healthy representation of love does not fit into classic videogames age rating categories.

SEX: In our view, there is nothing shocking for a 16-year-old in the game, and very little sexuality. But it’s true that you dive into the intimacy of a couple, and that on some occasions, they talk about sex. Mostly in a funny manner. There is no full nudity or sex scene. You only see them before or after they have sex, like in mainstream Hollywood movies. They sometimes talk about sex, but in a light and evocative way. The goal of the game is not to make players horny, it’s to make they touched and happy.

VIOLENCE: There is not much violence in the game as the creatures are only « pacified » and return to their normal state after a fight.

DRUG AND ALCOHOL: On some occasions they will drink their own concoction – Applebrew! – and might try some food that could cause some side effect. This also explains the rating.

To sum it up: we understand the rating could have been confusing. We wish the game could have been rated 16+ but we felt it was safer to rate it 18+ to avoid any misunderstanding

On PS5, can I play with a DualShock4 (PS4 controller)

Unfortunately no. That’s a Sony limitation.
The DualShock4 only works on PS5 with PS4 games. However, if you bought Haven on PS5 you’ll be able to download Haven PS4 (when it releases early 2021) for free. And then, you can play the PS4 version on PS5 with a DualShock4.

Good to know

  • Drifting (taking short turns) makes navigation MUCH smoother. When you need a strong change of direction, it’s smoother to hold the left trigger and turn, rather than stop and replace the camera.
  • Eventually, there’s a map in the game, it’s just not unlocked from the start.
  • There is a feature to speed up dialogs or auto play combat. It’s mapped on Q / L1 / LB. It’s completely optional and mostly useful for replaying / completion.
  • You can use medkits and cures only in a safe place (nest or camp). But later in the game you can use balms anywhere outdoor (combat or exploration).
  • It is possible to invert controls.
  • The game is 10-12 hours long if you don’t explore everything.
  • Saving happens during loading screens, so if you want to save « manually », just enter or exit an islet or the Nest.
  • Save files on PC are located on C:/users//AppData/LocalLow/TheGameBakers

Wallpapers

You can find wallpapers of the game over here.

How to report a problem

On Steam you can head to the Community Hub and post in the forums HERE.

The Game Bakers Discord is also a good place for information:

If you play on console or another platform, you can also reach to support@thegamebakers.com 

We will keep the known issues up to date on this website.

Thank you!

/!\ANSWERS CONTAINING SPOILERS /!\

Where is the last part to repair the Nest?

After you reach the volcano on Wakiri, if you go back to the Nest, Yu will highlight all the interesting locations on the map. If you don’t have any highlighted location but still miss a part, maybe you didn’t open a bridge? Look at the blue lines on the map, these are un-open flow arcs. The Left Wing is on Wakime, south of Wakiri.

Where is the hyper rust?

One is on Lonako and one on Nekatai (you need to fly a flow thread to reach the area). There are two other hyper rust chunks: one you need to beat the lorudo on Wakiri and several other islets. The other is when Oink gets rusted again on Guyame, after you scratch him a number of times.

Haven – Updates and Patch notes

Posted by on 12.10.20

A big thank you to everyone who’s playing Haven, we are receiving your fantastic feedback about the game and it’s heartwarming. We also enjoyed your first cosplays and fan-arts!
We will list here the patches and updates we are bringing to Haven for your reference.
We appreciate your help reporting those issues and your patience as we fix them.

Patch note – Update Nintendo Switch March 8th 2021

The update is available on Nintendo Switch. The update is mandatory.

Version: 1.0.209

Bug fixes:

  • Fix memory leaks that cause crashes when loading levels and may completely cover an islet of rust
  • Fix a crash when canceling the shield action right before taking a hit in combat
  • Fix a red flash during credits
  • Prevents a rare showstopper bug where the door on LONAKO doesn’t open

Patch note – Update Nintendo Switch February 24th 2021

The update is available on Nintendo Switch. The update is mandatory.

Version: 1.0.204

Bug fixes:

  • Optimize memory usage to prevent some crashes when loading levels
  • Fix a crash when waiting too long in the Nest
  • Fix a softlock when losing against the Hornets
  • Fix audio on the islet Bename
  • Fix not being able to delete a game slot right after copying it

Patch note – Regular update December 15th 2020

The update is available on PlayStation 5, Xbox Series, One and Windows, Steam and GOG.

Version: 1.0.165

PlayStation5

Feature addition and improvement:

  • Automatic backup save before ending: a save is created for those of you who will want to go back and explore the game before the end. For players who have finished the game already, when loading your epilogue save, a backup save will be created before the take off, giving you a change to revisit.
  • Camera axis: Option to invert the camera in the Nest.
  • Accessibility: Option to disable camera wobble.

Bug fixes:

  • Blocking bug at the big door on Lonako: Some cases where the big door would not open. Running the update should fix the issue for users currently having the problem in their saved game.
  • Turkish regional settings issue: When playing with regional settings set to Turkish, some menu UI localization would not show up properly and actor voices were missing.
  • Gloves upgrade: Fixed a bug where Yu says she has enough hyper rust to upgrade the gloves, although this upgrade is not accessible yet.
  • Trophy minor fix: fixed the trophy set name and the description of the trophy Perfect Timing
  • Combat soft lock: fixed a bug where the game characters would become unresponsive after using a Help in combat. 
  • Misc bug fixes including screenshake option fix, credits update, title screen visual update.

Xbox Series, One and Windows

Feature addition and improvement:

  • Automatic backup save before ending: a save is created for those of you who will want to go back and explore the game before the end. For players who have finished the game already, when loading your epilogue save, a backup save will be created before the take off, giving you a change to revisit.
  • Camera axis: Option to invert the camera in the Nest. 
  • Accessibility: Option to disable camera wobble. 

Bug fixes:

  • Blocking bug at the big door on Lonako: Some cases where the big door would not open. Running the update should fix the issue for users currently having the problem in their saved game.
  • Gloves upgrade: Fixed a bug where Yu says she has enough hyper rust to upgrade the gloves, although this upgrade is not accessible yet.
  • Combat soft lock: fixed a bug where the game characters would become unresponsive after using a Help in combat. 
  • Misc bug fixes including screenshake option fix, credits update, title screen visual update and interaction fix on the opening movie.

And additional feature additions and fixes for Windows : 

Feature addition and improvement:

  • Co-op with Keyboard & Mouse and one controller: Ability to play co-op with Keyboard & Mouse + one controller (local co-op).
  • Wide screen resolutions improvements: Display options now gives the choices of resolution wider than 16/9 for ultrawide monitor support. Fix for the main menu that was getting out of the screen on very wide resolutions.
  • UI: Ability to choose what button prompts are displayed

Bug fixes:

  • Roaming stutter: Prevent some stutter that could happen routinely every 10-20 seconds while roaming.
  • Turkish regional settings issue: When playing with Windows regional settings set to Turkish, some menu UI localization would not show up properly and actor voices were missing.
  • Thai regional settings issue: When playing with Windows regional settings set to Thai, the game would crash on startup.

Steam, GoG

Feature addition and improvement

  • Automatic backup save before ending: a save is created for those of you who will want to go back and explore the game before the end. For players who have finished the game already, when loading your epilogue save, a backup save will be created before the take off, giving you a change to revisit.
  • Co-op with Keyboard & Mouse and one controller: Ability to play co-op with Keyboard & Mouse + one controller (local and remote play).
  • Accessibility: Option to disable camera wobble.
  • UI: Ability to choose what button prompts are displayed

Bug fixes

  • Gloves upgrade: Fixed a bug where Yu says she has enough hyper rust to upgrade the gloves, although this upgrade is not accessible yet.
  • Combat soft lock: fixed a bug where the game characters would become unresponsive after using a Help in combat.
  • Misc bug fixes

Patch note – Minor Patch December 9th 2020

Platforms: Steam, GoG

Version: 1.0.157

Bug fixes:

  • Turkish regional settings issue: When playing with Windows regional settings set to Turkish, some menu UI localization would not show up properly and actor voices were missing.
  • Blocking bug at the big door on Lonako: Some cases where the big door would not open. Running the update should fix the issue for users currently having the problem in their save game.
  • Unexpected behavior if you played the demo: Some users who previously played Haven demo could encounter a crash or unexpected behavior if they continue playing the game from a save from the demo.
  • Roaming stutter: Prevent some stutter that could happen routinely every 10-20 seconds while roaming.
  • Wide screens resolutions improvements: Display options now gives the choices of resolution wider than 16/9 for ultrawide monitor support and fix main menu out of the screen on very wide resolutions.

 

Haven – Apology

Posted by on 12.09.20

 

 

 

Note: This contains spoilers for the game Haven

It has been brought to our attention some aspects of Haven setting in relation to the character Erena and the Matchmaker are tone deaf to the reality the LGBTQ+ community is facing. 

To players who have felt unwelcome while playing our game: we’re sorry. This goes against our inclusive values as a team and the theme of the game.

Haven is a game about love and freedom. Our intentions have always been to advocate for freedom of love regardless of gender, sexual orientation, ethnicity, class etc. Our two heroes being heterosexual, of different classes and ethnicity, we designed Erena to achieve a wider representation within our limited options. 

We realize we should have brought some clarifications earlier in the game:

  • We understand now that Erena can come off as the “villain” which reinforces stereotypes used against LGBTQ+ people. In our story arc Erena is not the adversarial force. She is doing what mums do: try to save the skin of her child. Being pragmatic, she tries to make her accept the rules – and we understand this also lacks sensitivity. In the extra content planned for the game, Erena becomes a very positive force fighting for freedom of love. 
  • We realize that The Matchmaker recalibration program brings up references to “conversion therapy”. The reasons why the Matchmaker exists cannot be unveiled at this stage, but they are not ideological and not about forcing people to a relation with a person of a specific gender. The Matchmaker choses couples independently of their gender and sexual orientation. Erena and her mate were matched together, Yu and Ozias were too. 

We are looking into ways to improve those aspects in the game and in any upcoming content, and we will strive to do better. 

Thank you for your support and understanding,

 

The Game Bakers

 

Yu and Kay Voice Actors Reveal & Interview!

Posted by on 11.26.20

Hello everyone,

7 days to go before launch! I can tell you the bakery is buzzing here! We’ll have ample time to tell you more about the game after launch, but there was something that we really wanted to share, as so many of you have asked: who are the amazing actors behind Yu and Kay! It’s time to reveal them…

While casting for Yu and Kay we were looking for actors that would excel at conveying subtle emotions, every day life feelings, and be at ease with intimacy and humour. Those are challenging roles for actors as they require solid performer skills but also enough personal experience to recreate the texture of a relationship with authenticity.
Working in London with the team at SIDE, we were very lucky to meet :

Janine Harouni and Chris Lew Kum Hoi!

The two actors recorded the 80 000 words of dialogue together in the SIDE studio in London in 2019 and 2020, reenacting the scenes together to achieve as much complicity and authenticity as possible.

Before to meet Yu & Kay in a few days, here is a short interview of the actors behind them!

Can you introduce yourself? Can you tell us about you and your career?

Janine: I’m originally from New York but I’ve been living in the UK for the last 8 years. I’ve been lucky enough to voice parts in some really fantastic games and I’ve done small roles in fun films and TV series. Next year I’m going to be a series regular in a new sitcom called ‘Buffering’ on ITV2 next which I’m really excited about. But mostly I’m excited for comedy clubs to open up again so I can get back to doing stand up. I did my debut show last Edinburgh which got nominated for the Best Newcomer award. Which was a very lovely thing to happen and means I no longer have to do gigs in the basements of grimy pubs. I now do gigs on the ground floor of grimy pubs. So things are moving up in a very literal sense.

Chris: Not quite sure where to start. I originally trained in a drama school in the South of England and upon graduation left to work in the theatre and gradually building up into screen work – proud to say I’m part of the Dr Who universe. By chance, I stumbled into the voice over world. I was doing a theatre workshop and a friend asked me whether I did voice-over. I lied and told him I had done a few before and he suggested me for a videogame audition. I ended up getting the job and a hop, skip and a jump into the future and here I am doing Haven – a project which I’m very proud of working on.

At the very beginning when you started working on Haven, what did you expect? Did you expect that kind of game? That kind of dialogs?

Chris: From the first readthrough, I was taken by how naturally the script settled in the mouth – it had a simplicity that I hadn’t experienced before and that’s exciting. The words could go in so many directions. I didn’t really know what Haven was going to be but knew that there was a beating soul that needed to be let out into the videogame universe.

Janine: I’m not sure what I was expecting. I had never worked on a game for that long and I had never done VO with another actor in the booth with me. It was amazing to get to spend that much time working on something. I really felt like I knew both our characters inside and out by the end of our recording. And it was incredible to get to work on such a rich and dynamic story. I just feel very lucky to be part of such a fantastic game!

Haven has a very special setting as it is heavily focused on two characters, a couple in love. How did that make the recording different from another game?

Janine: Lots of times when you work on a game you only record your lines. Sometimes you read with the director but lots of time you just record your side of the dialogue with very little context. Working on Haven was brilliant because I got to be in the booth with Chris. Which means we were able to react to each other and be in the moment. That’s something you rarely get to do when recording games. It made everything feel much more intimate and real. Working with Chris and our brilliant director Damien Goodwin, was a dream – I really felt I was in safe hands and learned so much from both of them.

Chris: So different! In most other videogames, you are in a booth by yourself and rarely do you get to hear what the other actors have created – you have to kind of guess and the director does their best to read in the plethora of other characters (sometimes to a hilarious extent). But with Haven, I got to work with the lovely Janine in the booth. This had a huge positive impact on both our performances. Aside from Janine just being fantastic, there’s a chemistry that the characters had to have that you just can’t recreate without having both people in the room together. It always made the recording sessions exciting – you don’t know what your partner is going to throw at you.

Would you say you can relate to that couple, or to your character?

Chris: Kay I hold close to my heart. He’s desparate to be cool but can never get it quite right. He’s vulnerable and sensitive and a perfect match for Yu. She has a fire that keeps him in check and he has a jokey manner that pokes holes in Yu’s armour. I think that’s why they work so well. My partner and I share the same sort of relationship – we’re so different in our tastes etc. But it’s that different perspective that gives both the resistance we need and the freedom to be ourselves. I also definitely have Kay living in me – we’re both kind of in awe of the world whilst bumbling through it completely lost. Might as well enjoy the ride whilst on it eh?

Janine: My real life partner is a lot like Kay actually – more cautious and analytical than I am. I’m more like Yu, a jump-into-things-now-and-figure-them-out-later kinda person. Which can be fun, but can also lead to some VERY weird nights out.

Can you share a funny or memorable moment that happened during the recordings?

Chris: The one that springs to mind are the « R » rated scenes. Performing it was hilarious because I went for it and knew that everyone around me was going to feel awkward. At the end of it, there was a pause, and Janine just said, « is it hot in here? » that for me was the best praise ever. That and Muffin and Cupcake! Can’t forget the joy they brought.

Push-Up The Volume!

Posted by on 11.09.20

Hello everyone,

You’ve seen the news: Haven has a release date! It will launch on PC, PlayStation 5, Xbox Series X and Xbox One on December 3. As good news comes in pair, we are delighted to announce that the physical edition (vinyl and CD) of the Haven soundtrack is available for pre-order now 😍

Haven’s Original Soundtrack is composed by French electro musician DANGER (whose work was already featured in Furi). Today, we are thrilled to announce we cooked with G4F Records two physical editions: a double vinyl album and a CD digipack. The digital version of the soundtrack will be available December 3rd on BandcampSteam, YouTube, and all music streaming platforms.

The pre-orders of the physical editions start now!

Pre-order bonus items are offered: copies signed by Danger (for the first 100 pre-orders) and an art print from the game. Shipment of both editions is scheduled for late January 2021.

The vinyl edition is inspired by the colourful watercolours of the game intro movie by Yukio Takatsu (Japanese animator and director). The album includes two vinyl records (180 g), yellow and red, in a “pastel grain” textured gatefold cover.  The double CD edition is a 6-panel digipack and includes an 8-page booklet.

In the Haven original soundtrack, DANGER returns to his electro synthwave music style, adding more positive and colourful vibes to it, as well as elements of Vaporwave and Funky music, mixed with a new orchestral dimension.

If you can’t wait, the first single “ 04:42 Still Free” is still available on SteamSpotify and other platforms. What are you waiting for? Push the volume up and enjoy the music! 😜🎧