On a summer night, Ophelia awakens from a terrible vision: in four days, everyone in Elsinore Castle will be dead. Even worse, she's been thrown into a time loop from which she cannot escape. Forced to relive the same four days over and over again, Ophelia determines to do everything in her power to change the future.
Elsinore is a time-looping adventure game set in the world of Shakespeare's Hamlet. Elsinore combines strong social simulation elements, a dynamic story that reacts immediately to player decisions, and a world full of diverse characters with secrets to uncover. Can Ophelia prevent the tragedy that lies before her?
Elsinore is a point-and-click adventure game set in a living world where the story plays out around you in real time. Every four days time resets, and you gain another chance to change the fate of Elsinore Castle's inhabitants.
Dynamic Story Engine: Elsinore uses a story simulation engine to determine which events occur based upon your interactions. Lie, forgive, gossip, befriend, or destroy — the actions you can take at any stage are numerous, and the game immediately responds.
Intelligent Character Behavior: Each character manages their own lives, schedules, needs, desires, and plans over the course of each time loop. Even the smallest interaction has an impact on the world around you as it unfolds.
Learn from Previous Loops: Whenever a time loop resets, Ophelia remembers anything she has learned from the previous world, allowing you to access new ways to play.
Use Your Influence: Understanding each character's motivations isn't just part of the story. It's necessary for Ophelia's survival. Characters are complex and have long histories with each other; all of them are keeping secrets.
Life-or-Death Decisions: In a Shakespearean world, most roads end in tragedy, and characters are quick to meet a grisly fate. Hard decisions and terrible trials force players to think on their feet.
Katie currently works as a senior narrative designer. She has previously worked as a game writer and designer for companies such as Oculus, EA, Microsoft Studios, and Her Interactive on titles such as Powerstar Golf, D4, Avatar Motocross Madness, SimCity, Nancy Drew: Sea of Darkness, and Nancy Drew: Midnight in Salem.
By day, Connor is a game designer at ArenaNet with extensive experience working on puzzle and narrative-heavy games. Most recently working on the Guild Wars 2 Path of Fire expansion, he previously worked on the Oculus Rift title I Expect You To Die and was the design lead on Socrates Jones: Pro Philosopher and the official TVtropes Alternate Reality Game.
Eric recently finished his Ph.D. on using formal methods for education and game design. As a game developer, he enjoys creating game design tools and building simulations, previously working on titles such as Foldit and Refraction.
By day, Val is a technical artist at ArenaNet, and has previously worked at Telltale Games and Disney Research. Her past game projects include Socrates Jones: Pro Philosopher and the tvtropes.org alternate reality game. Val likes tea, ice skating, and skillfully crafted stories.
Kristin is a software engineer at Microsoft working on Minecraft during day and a Ph.D. candidate working on game/AI research at night. She's previously worked at Google and Disney Research. When not writing code, she can frequently be found drinking oolong tea and making cute things.
Classically trained, Wesley loves the texture of fresh paint strokes, the weight of wet clay, and the energy of impressionistic color. Past projects include EverQuest, iOS game Shove Pro, and the Microsoft HoloLens. Wesley is currently working as Art Director on Outer Wilds.
Duncan is a programmer at Modumate, working on design software for architects. Previously, he was at Oculus working on Home, and at Double Fine worked on Psychonauts, Broken Age, and Hack 'n' Slash. When he's not fixing bugs, he likes to bike around the SF Bay Area and sing a cappella.
Steve is the Sound Designer at Double Fine. Previously, ABZÛ was his first commercial released game. When not performing the role of an audio ninja, he’s an avid documentary enthusiast and enjoys just about any video game he can get his hands on. You may also catch him recording with a boom mic in some pretty odd places.
Becca is an animator with a passion for designing movement for characters, creatures and props. She has previously worked with Art Bully, Frictional Games, Gearbox Software and BonusXP on projects like Soma, Battleborn, Borderlands 2 DLCs and Cavemania. When not animating, she can be found playing the alto sax.
Adam has produced music for high-profile clients including Disney theme parks, the NBC Today Show, and 500+ video games. Most recently, he worked on arrangements for Tale of Tales' new title, Sunset.
Tatiana is a generalist artist with experience in games and animation, but perhaps her greatest accomplishment is impersonating a turtle for the award winning animated short Caldera (2012). When she’s not working, Tatiana enjoys watching old movies, drawing, being outdoors and drinking way too much tea.
Alice has worked in QA at a number of video game companies, both large and small. Her game credits include Yakuza 2, Tomb Raider: Underworld, Batman: Arkham Asylum, and Little Nightmares, as well as indie games such as Hate Plus and The Blackwell Epiphany. She currently works at Apple, helping to fix bugs instead of reporting them.
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