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The “What Makes You Tick?” Series

Huge news: after a full year of casting, recording, and editing over six-thousand lines of dialog from twenty-five performers, the Stitch talkie is finished. The last of the pickups are being polished now, and the build is in a closed beta. It was a haul, but it sounds great!

Now to address a long-standing FAQ: how will the Stitch talkie be released? Answer: the talkie versions of “What Makes You Tick?” and “A Stitch in Time” will be bundled together, and released for download as freeware. Freeware, as in… FREE.

After some discussion, Matt and I decided this was the most sensible course of action. It’s pretty clear at this point that Stitch production costs will not break even – and that’s okay, because we had a good time building it and we’ve made some great friends along the way. The game certainly helped launch Matt’s career into Daedalic Entertainment, and laid some groundwork for material that later evolved into “Night of the Rabbit”. Great things came from the project, even if financial success was not one of them. Now, as five year old Flash games drifting into the sunset of their era, our biggest return on investment is simply to put these games into the hands of our fans… and what better way to do that than to return to the roots of WMYT’s 2007 freeware debut.

That’s the word. We’ll be following up soon with a release date.

3 Responses to “The “What Makes You Tick?” Series”

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  1. Ketchua says:

    I enjoyed both games immensely, and am looking forward to the talkie release. It’s as good a reason as any to replay them.

    You guys rock.

  2. Jonathon Wisnoski says:

    Night of the Rabbit was very good. But What makes you Tick is amazing.

  3. Aldfrith says:

    Definitely enjoyed the two games. It will be fun to play through them again when there’s a talky version.

    I’m a bit sad though if this means there will be no sequel, but I defitely understand when it comes to finances. Honestly, I only found out about this game by chance after some complicated searching. Some advertising and releasing on Steam or GOG would likely have helped.

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