Based in US
PC / Mac / Linux/
Hazelnut Bastille is a topdown adventure game with metroidvania elements which seeks to continue the great lineage of superior design from the mid 90's- the moment in time when mainstream 2D titles reached arguably their greatest level of refinement, in titles such as Super Metroid and Link to the Past. We seek to emulate this period in most ways, from graphic presentation, to audio production, to general level design philosophy.
Hazelnut Bastille tells the story of a young woman who travels to a foreign shore on the outskirts of her world, in order to seek out the promised gifts of mythological ancients, in hopes of retrieving something which was lost to her. On the way, her story becomes irrevocably intertwined with the lives of those living in this far off land.
Hazelnut Bastille started as a prototyping project in April of 2016, and has been in full time development ever since. The project is being developed in the Unity Engine, in a custom framework built in C#, and features its own custom development tools and level editors which allow us to manage environmental art and level design scripting in one package. A systems prototype was released in July of 2016, followed by serveral public demo iterations, and another demo and promo trailer is expected for March 2018.
-Heavily conscientious level design
-Classic open-world Overworld and Dungeon format
-16-bit graphic and audio style
-8-voice Chiptune and lofi sample soundtrack
-Classic 8-way and 4-way navigation modes for gameplay
-Enemy design invoking original standards of 16-bit era
-Intense, brutal bosses which require learning and observation
-Highly challenging combat sequences with a high skill ceiling
-Puzzles built around observation, item use, and sequential logic
-Complex trading system to obtain optional items
-Customizable playstyle based on which items player obtains and equips
Video and Gifs
Logos and Icons
March 13, 2018; Ethan Gach; Feature
November 19, 2018; Dominic Tarason; Feature
Ryan Craddock 28, 2018; Ryan Craddock; Feature
October 19, 2018; Ryan Craddock; Feature
March 12, 2018; Jon Cousins; Interview
October 17, 2018; Brian Shea; Feature
March 13, 2018; Brian Shea; Feature
October 24, 2018; Mills Yoshi; Announcement
July 24, 2017; Joel Couture; interview
June 9, 2017; Joel Couture; Demo Annoucement
December 13, 2016; Joel Couture; Project Introduction
December 8, 2017; Nic Reuben; Demo Reaction
January 14, 2018; Dominic Tarason; "Rundown of the week"
October 23, 2018; Sal Romano; Feature
November 28, 2018; Ryan Pearson; Announcement
January 23, 2018; Eric Meyer; Interview
July 8, 2017; CTRLALTQUIN; Overview
Ninichi's Music Blog:
April 11, 2017; Ninichi; Overview
July 3, 2017; Calum Fraser; Overview
February 12, 2018; Raw Meat Cowboy; Switch speculation
October 2, 2018; Brian Shea; Feature
July 11, 2017; Polish Language Article; Overview
February 12, 2018; Alberto Millan; Spanish Language Overview
One Angry Gamer:
July 1, 2017; Billy D; Demo annoucement
June, 23, 2017; Guillaume Verdin; Overview, French Language
May 31, 2017; Rob Kalajian; Overview
July 16, 2017; IamDeus; Polish Language Overview
June 5, 2017; Overview; Spanish Language Overview
July 2017 Community Demo Plays
MonkeyStein (English): https://www.youtube.com/watch?v=SDLfIrrUhJk
Seldell (French): https://www.youtube.com/watch?v=N_27IyTfg5U
Jonusfatson (English): https://www.youtube.com/watch?v=kx19jL__g_Q
SpudCats (English): https://www.youtube.com/watch?v=vOVVKno0Svw
IndieJames (Silent): https://www.youtube.com/watch?v=IgfaNUJPAsc
ChorpsAway (English): https://www.youtube.com/watch?v=eyyeBgZ4ZQk
AuraOfTheQ (English): https://www.youtube.com/watch?v=Q55OGVIeCcE
JBeetle (English): https://www.youtube.com/watch?v=uCv8Hj01R9c
Kanetsu (English): https://www.youtube.com/watch?v=sma0If1Kq-g
HydraFx (English): https://www.youtube.com/watch?v=Iy2QrhDMrmA
ChezBrunoLaChaine (French): https://www.youtube.com/watch?v=Y43huDZsL_o
Vasiliy Lim (Russian): https://www.youtube.com/watch?v=39lgJLopEUg
Waines10 (French): https://www.youtube.com/watch?v=NN_xkYq7ktI
Jae Elemental (Silent): https://www.youtube.com/watch?v=JykYNY8Sv14
Aloft studio is a small collaborative group founded in 2013, with 2 major product releases currently being developed.
Team actively working on Hazelnut Bastille are:
Dennis Varvaro, age 31, does Art, Design, Writing, and Community media and Marketing for Aloft.
He is a long-time student of Game Design Theory, and a life-long gamer with high reverence for the great productions of the early 90's.He has been involved in the indie game development and protoyping scene for around 7 years. He is the holder of a Professional-Bachelor's degree in Architecture from the University of Notre Dame with an emphasis on historic and traditional design. He has done work in classically-oriented architecture and landscape architecture firms on the US east coast and in Belgium, and has contributed to historic architectural survey work for the Prince's Foundation. He is also an adept at several commercial game engines and computer modeling suites, and an amateur musician and composer.
Mark Harbaugh, age 31, does Code, Prototyping, Scripting, and Design for Aloft.
Shannon Mason, (AKA "Pongball"), age 35, is joining us as a composer for Hazelnut Bastille.
She is a lifelong composer who has worked on indie and casual mobile games for around 7 years. Shannon writes in a wide range of musical styles, but has found a particular niche in the romanticism of the 16 bit era. Through her close understanding of the writing techniques and character of the time, she has managed to create a sound which is a direct continuation of the lineage of the great 16 bit soundtracks, rather than merely an imitation of them.
Samples of past work can be found at:
Also working with Aloft, on the Sticks and Starships project, is:
Chris Bolton, age 32, does Code, Engine Design, Prototpying, and Scripting for Aloft.
is the holder of a Bachelor's of Computer Science, and is an experienced team member with 10 years of engine deisgn experience. He has extensive knowledge in a multitude of computational theories, and with it, has tackled a variety of independent roles in the software development industry including the implementation, debugging, and maintenance of various systems for core engines, games, and tools. He has a strong past game industry experience working on cross-platform games and was responsible for designing, developing, and deploying core technology for independent developers. He is also an expert at module assembly, game-physics construction, and environmental rendering. He brings to the project over a decade of C++, C#, Java, and Lua-script coding, among many other languages.