Joe’s Mo’s

It’s that time of the year again. The time where bros grow mo’s in support of the Movember movement. It’s an annual event where men grow moustaches during November to raise awareness of men’s health issues. Joe has been a steady supporter of the movement ever since he started sporting his well groomed chevron-style moustache back in 2011. Maybe it’s time for a different mo’ this year? How about a Salvador Dali ‘stache? Or the Nietzsche-ish walrus variant?

Or how about:
Handlebar 2The Handlebar

Equally popular among cowboys and Austrian archdukes, this magnificent mo’ instantly makes you think of late nineteenth century manliness.  It’s about the only thing I remember from the movie Tombstone, but then again, didn’t everyone in that movie wear giant moustaches?

 

 

 

EnglishThe Errol Flynn

The official name for this early twentieth century classic is actually English Moustache. This discrete little beauty requires a ton of care and grooming. But it’s worth it. It makes it clear that you’re not simply a man.  You are in fact – a gentleman.

 

 

 

Muttonchops

Muttonchops

There’s a magic moment in a man’s life when he discovers what happens when he lets a pair of bushy sideburns extend into a well-trimmed moustache. You instantly look like an American Civil War general or a seasoned fisherman. Or Lemmy from Motörhead.

 

 

 

Fu Manchu 2The Fu Manchu

This moustache is named after the fictional criminal mastermind Dr. Fu Manchu. Sporting this ultra thin moustache requires an extreme amount of stamina, control and grooming – which of course will earn its owner unlimited respect among moustache enthusiasts. Sadly, very few women find this hard-earned piece of facial decoration attractive.

 

 

NostacheThe No’stache

Joe with no ‘stache. Hmmm… No. Just no.

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Men Who Look Like Joe

Since Joe had his iconic moustache, which actually started out as a silly Movember joke, a lot of you great fans out there have been coming up with suggestions for who he looks like. We love it! Keep them coming!

Here’s a list of some of the most Joe-ish guys around.

Burt Reynolds smallBurt Reynolds

Judging by the number of times we heard him being compared to Joe, Burt takes the prize as the most Joe-ish man around. His extrovert personality and coolness may be miles away from the introvert Joe, but he sure knows how to sport a well-groomed moustache. I’m still sad he shaved it off in Deliverance. It would have made that movie just a little more epic.

 

 

 

Tom SelleckTom Selleck

Unsurprisingly, the handsome Tom Selleck earns the title as the second most Joe-ish man on the list. He might have spend a few too many hours in the gym to fit inside Joe’s slim-fit boiler suit, but Tom’s perfectly groomed pornstache more than makes up for that.

 

 

 

 

Ringo Starr 2Ringo Starr
The soft spoken ex-Beatle can be found on a well-deserved third place on our list. I personally think there are more than a few similarities between Joe and Ringo: There’s obviously the hair and the beard, but there’s also something about Ringo’s modest and likeable character that makes you think of the humble underdog Joe.

 

 

 

 

Freddie Mercury smallFreddie Mercury

The late but great lead singer from Queen made the list for obvious reasons: He might be the one Joe-alike who bears the closest physical resemblance to Joe, thanks to his signature moustache and characteristic nose.

 

 

 

 

 

Dennis Weaver2Dennis Weaver

You might have to be my age or older to know Dennis Weaver. He’s the guy from The Duel and the McCloud series. If The Silent Age was a movie, filmed in 1972, Dennis Weaver would be the obvious choice for the lead role.

 

 

 

 

Peter SarstedtPeter Sarsted

OK, I’ll admit it: None of you suggested Peter Sarstedt. I added him to the list myself.  Some guys are just more Joe than Joe himself, and Peter Sarsted is that guy.

 

 

 

 

 

Do you agree with our list? Who do you think Joe looks like? Let us know on Facebook.

Thomas

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Meet the Team

House on Fire Team

From top left: Anders, Elvar, Peter and Thomas
From bottom left: André, Morten, Linda and Uni

Have you ever wondered who made The Silent Age? Maybe you imagined a huge corporate company with a reception desk, a water dispenser and cake on Wednesdays. Or maybe you just pictured a small group of passionate nerds sitting in a cheap office in a shady part of town. The latter is actually true. For now at least.

The core team consists of Uni, Linda, Thomas and Anders, but we’re surrounded by a passionate crowd of talented people who are putting as much heart into this as we do. Here’s who we are and what we do:

Anders Petersen is the main author on The Silent Age. He’s responsible for the clever dialogue in the game as well as the story, which he wrote together with Thomas.

Elvar Örn Unnþórsson is our tireless Icelandic programmer. He worked a lot on The Silent Age Episode Two, and has proven to be an invaluable asset time and time again.

Peter Thomasen is our talented animator, famous for making snapping crocodiles and dying professors.

Thomas Ryder is the game designer, graphics designer and musician on The Silent Age. He drew the one houndred-and-something backgrounds and is the one responsible for you getting stuck in the bloody handkerchief puzzle.

André Taono works on other projects at House on Fire, and was a tester on The Silent Age Episode One.

Morten Mygind is our sound designer. He made the all the cracking, spinning, whooshing and plinging sounds in Episode Two.

Linda Randazzo is the lead programmer. All bugs you don’t see is because she fixed ‘em. She’s also taking care of much of the fan contact, so if you wrote us there’s a good chance she was the one replying.

Uni Dahl is the CEO at House on Fire. He takes care of company management, business stuff, PR and occasionally assists with programming tasks and object animations. If the rocking boat makes you sea-sick, blame Uni.

David Chen (Not in the photo) is the editor on The Silent Age. He’s the one assisting Anders with dialogue and interaction comments in Episode Two.

Linda and Elvar

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Episode Two Released!

The Silent Age Episode Two has finally been released! Go get the full game for your favourite iOSAndroid or Amazon device!

Episode Two is included in the current available app. If you already have the game installed, simply update the app, and Episode will be unlockable as an in-app purchase.

We’d like to thank all you great fans out there, who have supported our little dream project. It’s been quite a bumpy ride for all of us here at House on Fire, and your enthusiasm for the game has motivated us to work hard and do our very best. Hope you enjoy the final chapter.

Attention donors: We’re experiencing problems with the automatic unlock. If you experience problems unlocking, please forward us the email receipt you received from Apple or Google to info@houseonfire.dk, and we’ll send you an unlock code.

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One Day To Go

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Two Days To Go

Archon Archives 02

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Three Days To Go

Archon Archives 01

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Testing Testing Testing

Scene with bug

No one saw it coming.  It was Tuesday and everyone was quietly buzzing behind their screens as they would any other day of the week. To a stranger this might look just like another day at the office. But something was different. The office was remarkably silent on this Tuesday. As if it was haunted. By ghosts.

Linda finally broke the silence: “I think I just fixed the last bug“, she said.

The LAST bug?“, Uni said. The room went even more silent for a second.  “That means… the game is… complete?“.

That’s right. It was Tuesday afternoon and The Silent Age Episode Two was done. The game that had dictated our lives for almost four years – the game that had given us countless sleepless nights – was finally done.

Or so we thought.

It was the external testers who brutally crushed our little moment. They came by one Friday afternoon and tested Episode Two in return for candy and beer. They found spelling mistakes, a drawer inside a tree and the reflection of a moon that wasn’t there (see picture above).

The testing session spawned a total of around 50 new bugs which we’ve been methodically rooting out ever since. We’ve also done lots of testing ourselves. I’ve personally tested what happens when you use a lava lamp on a starburst clock and when you use a disco ball on a hat. Yep, that’s been my dayjob for the past week.

Once we’re done testing we’ll release the game. Which is – pretty soon.

Cheers,
Thomas

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The Final Stretch

ventilator_shaft_past

Hello folks!

Just wanted to let you know that we are very close to finishing the game now that all the locations are drawn. All the texts and puzzles are being tweaked right now, and we are polishing the game to make it an awesome playing experience for you guys.

We’re currently adding particles to all the scenes (those tiny little thingies that make the game look more alive, like rain, dust and smoke).

Morten Mygind, our talented sound designer, has been adding sound to the game, and apart from having a quick run through to assure everything sounds just right, he’s also done with his part.

We have been playing the game over and over again and found a number of bugs which needs to be adjusted before we can call the game done. It is mainly just some small errors that we need to fix in order to make The Silent Age Episode Two feel right.

And we are crunching, really crunching. Working 7 days a week without any breaks. But it will be worth it, because I know you guys are impatient to start playing the game. And believe me, we are even more impatient to hand the game over to you guys and hope you will love it as much as we love making it.

Hugs,

Linda

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The Final Location

flooded_lab cropped

Yesterday I made the final game location for The Silent Age. Coincidentally, it’s also location number 100, since I made 45 locations for Episode One and 55 for Episode Two. That’s right. There are 100 locations in The Silent Age.

house_entry_hall_past croppedThere are a few notable differences between the Episode One and Two locations. In Episode Two I have tried to work with a very limited and consistent color palette for each chapter. This makes the chapters more easy to distinguish from each other and also strengthens the look and feel for each individual chapter.

The new locations also have a lot more detail than the Episode One locations. We wanted the world to seem more realistic to strengthen the atmosphere and suspension of disbelief. This created quite a challenge however, as adding more detail automatically created more visual noise. I tried to solve it by using color, light and shadows to emphasize which game elements are important and which are not.

first_screenshot
Here’s the first location I made for the game.  It was never used since we decided to change the story drastically. It’s very minimalistic, but even at this early stage you can clearly tell that it’s a scene from The Silent Age.

Cheers,

Thomas

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