Devlog · Update ·
The press kept telling us two things, so we’re working on both
Writers from Greece, Belgium, Serbia and Spain have covered Tainted Ground. Here is what they agreed on and what we’re doing about it.

This summer we took Tainted Ground to Gamescom, and since then something new has happened to us: other people have started writing about the game. Most of them played it first. We read every article, and some of them more than once.
They don’t all say the same thing, but a few notes kept coming back.
What they liked
The idea. No weapons, no progression, and your only tool is what you understand. BuffGaming put it better than we have: "Knowledge is your weapon." VideoGame Arena described it as a co-op horror built around communication and deduction, and DistritoXR compared the experience to a virtual escape room.
The ritual has to keep surprising you
Gaming Sanctum pointed at the exact thing we worry about: the unknown can’t turn into a routine you memorize. Geekster noticed that the solutions change while the logic stays the same, which is what we want. We’d rather you learn the rules than a solution.
This is where most of our time is going right now.

The day needs more to do
Geekster also said that the walks during the day need more to fill them. We agree. The day is when you investigate, and it should feel like that, not like a long way between two places. It’s on our list, and we’d rather tell you that now than pretend it’s solved.
Where to read them
- Gaming Sanctum: first impressions, and an interview
- Geekster: Gamescom roundup, in Dutch
- BuffGaming and VideoGame Arena: both in Serbian
- DistritoXR and EntreMandos: in Spanish, the second one is a podcast
Thank you to all of them. For a team of two, being read is a lot. And if you’ve written something about Tainted Ground and we missed it, write to us.