Everything comes to an end

Finally, we meet again. I has been almost a year.

But this time, when we will part ways, it will be for good.
This must not be a big surprise though. After not giving news for so long, must have been pretty obvious that we were not focusing on Oneiros anymore.

There are several reasons for this to happen. The first one is that big mistake we made after releasing Oneiros‘ demo: taking a break for almost 3 months. After such a long time, it is incredibly hard to go back to a personal project that has no other deadline that the ones you set on your own. This break made our fire turn to ashes, and firing them up again for the 4 people in the team would have already been a tremendous effort.
Now in 4th year at our school, we also had to deal with more work and needed to be more invested than before, leaving us less free time that we would not have liked to always spend in development. Finally, life goes on and many things changed for all of us, like putting our priorities in a new order.

This was not a good context to go back to Oneiros. We were already proud of it and we did not want to start working on it again if it was to do it grudgingly.

The point of this message is the following: this is were things stop for Oneiros, and we wanted to make it official. This is also the end of Team Fireplace. This is also a way for us to move on.

Remember that you will always be able to download the demo on its itch.io page, both in English and French. You can also follow (almost) every on of us on the web:
> Anaïs’ portofolio
> Adrien’s website
> Romain’s website

Thank you very much for sticking with us for so long, for your support and your feedbacks! We hope you will still enjoy Oneiros as it is! We love you.

Thank you so much.

*And only smoke was left in the fireplace*


Gathering the souvenirs from the first trip of this long journey

We meet again.

Sorry for making you wait so much. But here we are. Oneiros is finally taking another step forward. But this time, we do not have to hold its hand. This time, it is on its own.

Oneiros is ready to meet you.


(Warning : Game in French)

Well, these still are some hesitant steps though, as this is only a demo (and we know there are bugs and things we forgot here and there), but at least it is fully playable ! Don’t be shy, help yourself, click it ! We are waiting eagerly for your feedbacks, be them filled with love or hate !

And yes, you guessed it right. If you can play this first version of Oneiros, it means that the Hits Playtime is coming to an end. But we still only have some milestones to catch up before the 16th of June,so you will hear about it a little bit more. Anyway, this was an instructive experience for all of us… And by “all of us”, we mean all the other contestants too ! So go check all the finalists’ submission to Hits Platime (by clicking here) this instant! Everybody deserves to have its game tried out!

Thinking about it, let us make a little throwback, shall we?

About 8 months ago, Oneiros concept was imagined.

Then, in January (5 months ago), it entered both the Imagine Cup France and Hits Playtime. A few days later, we learnt that both of these contests selected us!

After that, we started to really develop our game. We were very focused on the Imagine Cup’s presentation for April and on keeping the Hits Playtime milestones up to date (putting aside all that our studies asked us to do by the same time), though, so we started to iterate a bit later than we may should have.

But then came the EvryGameCity2, and we had our first real players of the game! We noticed lots and lots of things to correct, and we did as much as we could for the demo that was finally released yesterday evening!

Off course, the game’s aesthetic built itself up as time was passing… The first thing that appeared was our main character, then the setting was slowing taking its shape… And then came animations, some corrections, special effects… that really gave life to our universe!Evolution of Oneiros

So, does all this mean it is over?
Of course no! We are really far from having Oneiros done! Our goal now is to have a full game ready to be released in one year. First, this summer holidays, Adrien will make corrections on our demo, to upload it once the Hits Playtime’s results are revealed, and then ChronoDream will think about how enhancing the gameplay. Sadly, Anaïs and Oriolie will not be able to help because they are working.
Then, we will basically do our best!
This also means that we may not publish many other devblogs these few weeks. But do not hesitate to check out our Twitter or Facebook and ask your questions from time to time.

Mmmh. It seems some people among you did not forget that there is still one emotion we did not explain! Well, here it is, the last emotion… explained with screenshots from the demo!

Look! Another emotion!

This is the one we use to call “curiosity”. We already talked about it in another post, so let’s focus on its effect.


Basically, a “curious” character follows you, because you not a common being in Oneiros‘ world. But because it is that interested it sees…


… it opens doors! Maybe it is not very impressive, when we put it like this, but it will have many other ways to show its effectiveness…
And, well… Maybe we can see that is it? We will now part ways once again, and who knows when we will be able to talk to you again ? There should be one last time, for announcing the contests’ results maybe, but then you may have to hold on for a few weeks…

Oh, and, before leaving this place… If you like Oneiros this much, can you please vote for it at the Challenge Jeunes Talents ? You will find it by going just right here!

Thank you for following Oneiros‘ story for this long.

May our paths meet again.

Just passing by during the final stretch

We meet again!

Let us make it quick. Some of you may remember that the Hits Playtime deadline for providing the demo of our games is for the 7th of June. This does not leave us that much time! But we are not that worried for now though; even if we still have many levels to create to show our son’s true potential, all of its main features are ready and just need some polishing. This means iteration can be quite fast and we expect to do some testing in less than a week.
But, more important: our Game Artist is finally back! And she has a lot to do, so wish her luck!

Bad news are that we are really late for some of Hits Playtime milestones, and they are not the easiest ones. We will try to have them all finished by the end of the next week, so stay tuned to our Twitter and Tumblr!

And, while we are talking about contests, we know have an article written about us on our Challenge Jeunes Talents’ entry page (still in French)!

It seems this is this poor little guy turn.

And here is some gameplay for the end of this meeting!ImBasicalySad

“Sadness” may not seem to be a very useful emotions. And seeing that characters basically do not move if they are in this state is not what will contest this statement…

…but taking care of sad people can turn to be very… “handful” (and cheers them up a bit, so this still is a nice thing to do). Because you can take them by the hand to bring them wherever you want!

Don’t stay here, you will catch a cold. Come on, let’s explore the world together!

And this is exactly what the “joyful” character’s basic behaviour is! Trying to reach for the “sad” one to cheer them up!


But, once again, remember that this is only their most basic abilities. We cannot wait to let you try out our demo to witness the other effects of these emotions!

This said, we have to leave you (there is no time to lose!). May our paths meet again!

Let’s go for an instructive walk

We meet again!

Even if we were still not very talkative these last days, we were indeed spending time with our child Oneiros. Sadly, there is not much that can actually be seen about it, because our Game Artist can still not be back before the end of the following week. What we did was mostly focused on teaching Oneiros how to behave and what to do… Meaning we were working on its Game Design, from all the feedbacks we collected a month ago now (thanks again to all the people who took some time to try it out!).

You heard it right ; this means we decided (at last !) what will now be the new way to play our game. Let’s speak a bit about the gameplay!

The basics of the game have not changed. You are controlling a mysterious, masked, fluffy creature than can fly wherever it wants. Its purpose is to collect some specific emotions in a sufficient amount to give them to the child that asked for them. But you need to create most of these emotions first!

The child wants “fear”, but we only have “anger”…

Each puzzle starts with at least one emotion. The player character can give it to one of the world inhabitants to make it obtain, feel, experience this emotion. This changes this characters’ properties and behaviour. For today, we will see how it works with “Anger”, one of our five emotions.

Giving “Anger” to a character…

Depending on the emotion they wield, Oneiros‘ inhabitants can interact with each others, or with other elements of the environment. Most of the time, this leads to the creation of other emotions!

… makes it hit the other characters in its path, what scares them!

Being able to give emotions to characters means that you can also take them back. Perfect! So you can take the newly created emotions! The idea is to give it to another character that may need it to create even more emotions! You can even collect multiple emotions at a time to give the one you want when you need to, without minding their order.

Taking back both emotions…
… allows you to give the one you want to the character you want, be it “Fear”…



… or Anger.

But be careful, as you cannot carry more than four emotions at a time. Moreover, one character can only receive or create an emotion if they do not already have one. So do not create too much of them or you will quickly be overwhelmed!

The emotion gauge is full: you cannot collect other emotions…
… so let us just give the one you do not care about to the other neutral characters to make some room! But maybe did you need these characters to do something else…? Always pay attention not to generate more emotions than you need to!
Stop hitting this poor guy, it already created fear!

Keep in mind that, once a character has created an emotion, it cannot generate it again. You can still give it the same emotion though.




You can only see the reactions of a regular Oneiros‘ inhabitant here. But there are other characters that have their own way with emotions! And let us not forget some other elements that can also receive them!

For instance, we have a cloud! What do you think it would do with an emotion?

As new elements add up and following the player’s progression through the game, many effects can be discovered for each emotion, depending on what wields it and what ithis wielder interacts with, or even where it is! It is up to you to experience with all of this and discover their effects to make your way through the levels. This is why five of them is more than enough!

This is it for the basics of the game. Maybe we will tell you a bit more about the other emotions for the following weeks.

We will not leave you with a “little” announcement: it is not done yet and we have until Friday to prepare ourselves, but we plan on entering the “Challenge Jeunes Talents“, a student-aimed contest in our region. We will tell you more about it as soon as we know if we are in or not (around May 26th), do not hesitate checking out our Twitter, Facebook or Tumblr!

Finally, next goal is to implement most of the mechanisms we corrected and thought about, and building some solid levels!

May our paths meet again, let us hope in not too much time.

All packed up, ready to leave the encampment once again

We meet again!

It has been two weeks since the last time we saw you. Where have you been?

Say what? We are the ones who disappeared? Nonsense!

You see, many obligations took all of us away from Oneiros for some time. Like nasty school tasks that ambushed us. We fought our way out of it, but our artist has not come back yet, as she had to face the biggest of foes. Be sure she will, though ; she is not the type who would abandon her child for mere work.

So the three of us that remains are slowly gathering our ashes, before firing them up again. As you may have guessed (considering the lack of illustrations), not much could be done during our fight. We are actually working on the feedbacks we collected at Evry, meaning we are still making modifications to the gameplay to be sure it it will be both interesting and enjoyable.

And thus, we still cannot afford to reveal you more informations about it than what you can already find on the game page. Sorry for that, we will manage to do as quick as possible!

But do not act like you did not notice… At least we now have a proper home page now! It sums up all the important links you have to bookmark to learn anything that is about to occur! Check it out!

As you may know, we have to deliver our prototype on the 7th of June to the Hits Playtime! That makes 4 weeks to makes the corrections we need, enhancing the game feel and build up as much (interesting enough) levels as we can!

Well, there is no point making this discussion last then. We have a child to raise, after all!

May our paths meet again!

Catching up our breath

We meet again! It sure does not feel as long as it used to since last time.

This is even more the case if we encountered you at the Evry Game City last week-end! It was for us an opportunity to test our mechanics, with a few levels we made especially for this occasion.

Here are also some photos of the event and of our playtesters, of all ages:

This slideshow requires JavaScript.

It was nice meeting some of the other contestants too. There are really cool ideas, do not hesitate to check them out on Hits Playtime’s Tumblr!

And with that many feedbacks, we now have to make many corrections and choices too. This is why we will not explain you too much, as things may change really soon…

Sadly, the team members all have lots of work for school to catch up after caring this much for our child, thus the development will slow down a little until next week’s end.

We will now leave you with some new photos (by Bernard Lachaud ©) from the Imagine Cup Finals we finally received:

May our paths meet again…

Keeping up the pace

We meet again! Well, we only are a few days away from last time but at least we are not late!

So, why this update? As you may know, we decided to now make one per week, on Tuesday. Surprise, that is today! Off course, if we do not have anything special to say, we will not force ourselves talking for the sake of talking. But worry not, as we still have plenty of things to tell you that we will let you know step by step…

First, you may have noted that we changed the description page about our child Oneiros! Please, go check it out, as you now may learn a bit more about the gameplay (yes, you heard it right, “gameplay”)! Do not get too excited though, as there are no big revelations or things you would not have actually understood by yourselves. But hey, they are now gifs to explain everything (even if we could have hoped for a better quality, alright)!

Anyway, off course you want to learn something really new, or else you would not be here. Well, we are glad to finally reveal you… the last, fifth emotions!

What is going on here?

“But what does it do?”, you may ask. Then think again, and you will notice that you do not really what other emotions do too, are we right? Maybe it is because we will talk about it another day…

And there are other people among you that may say “Hey, but curiosity! It is not an emotion!”. Maybe it is time for us to explain you what are emotions in Oneiros‘ language then…

Actually, the way we think about them is closer to the concept of “feelings” or “states of mind”. Each one of the five emotions Oneiros possesses represents multiple aspects. Thus, for instance, the red emotion is not only “anger”, but most of the violent emotions.

Let’s move on, now. Here is a little bonus that may surprise you!

This slideshow requires JavaScript.

Yeay! Figurines of our main character! We made these two 3D-printed prototypes for the Imagine Cup (and, has you can see, the big white one went through some troubles…). Off course, we are not able to handle merchandising at this point, but maybe later, when our child will be ready to make its big departure, we could thing of it again… Just to let you know, here is the coloured version of the 3D model Anna made to print this:

That would be great, don’t you think?

This starts to make a lot of things at a time. We will then leave you once more, to continue working on the level(s ?) you will be able to play this week-end at Evry Games City 2! Do not forget to come check us out! Or else, we will see you again next Tuesday!

Okay, just have some pictures of us making our presentations last Thursday. Then that’s it for today!

May our paths meet again…