Since the release of STASIS and our subsequent migration into full time game development, Nic and I have created CAYNE. What started off as a stretch goal chapter has become an entire standalone game that can sit proudly in the STASIS universe. Hadley’s story came about around my emotions of releasing STASIS, and seeing how much a family can change with the birth of a child. She may be a fictional character but she carries the weight of a family and our collective experiences.


Please watch it on Youtube;

CAYNE is in final phase production. Yes, nearly there! We’re tweaking animations and sounds, and working through to check its flow. Already, we’ve decide to add in additional animations and content where we feel it will most benefit the story and game. It can be both a fun and frustrating experience, but being this close to the finish line gives us a daily rush of adrenaline that counteracts the tediousness of replaying the same game area over and over again! Backers will get to play CAYNE before everybody else (don’t worry!), so stay tuned for more details.

CAYNE is coming soon…




Several years ago we had an idea for an adventure story set in a post-apocalyptic world. During our brain storming sessions, we kept circling back to a particular story. It was pushed to the sidelines while the STASIS story blossomed. But now that we want to do something different outside the STASIS universe, and still create an experience that fits into our niche of point-and-click, isomeric adventure games.

BEAUTIFUL DESOLATION will push our game design and graphic production further, and it’s a process that we want you to be a part of yet again.

Please watch a video here:

We will have more information on the crowd-funding of BEAUTIFUL DESOLATION but until then, please visit the site, watch and share the video and enjoy these early screenshots.

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“Hadley wakes in a facility. She is 9 months pregnant. They want her baby…”

When the dust settled after STASIS, Nic and I knew that the journey wasn’t quite over. After spending 5 years with our dear John and the search for his family aboard the Groomlake, we weren’t ready to leave the grimy world of Cayne Corporation behind.

So when it came to CAYNE (the additional chapter we’d promised to the Kickstarter Backers) we wanted to do something different. John’s story was a small sliver of what the world of STASIS had to offer, and how exciting and rewarding it is to be able to explore a little further… to slice open that seedy underbelly and see what’s inside!


The story we’d originally planned for CAYNE was to follow an engineer on the Groomlake, who was fighting to keep the ship afloat. While doing so, uncovering the hard truth of what Project SEED was all about. She’d be hunted by Dr. Malan (you remember him), while on a mission to save herself and a friend, and end up with a rather familiar crowbar through the skull.

Another idea was to follow Yuri, as he was sent from pillar to post through the ship to secure an unidentified ‘package’.

Story 3? An expectant woman who goes in for a routine surgery, and wakes up pregnant to term and disorientated.

That last story struck a chord with me. I’ve been in hospital before, and the ‘missing time’ aspect of it all has terrified me. Off you are into theatre, count back from 10, and then wake up a few hours later in a different room… You’re at the mercy of a surgeon and the nurses. Deeply disturbing. Isn’t that what horror is made of?! So those very fears felt like the perfect vessel for a story in the world of STASIS, right? From that seed, CAYNE was born.

CAYNE is a self-contained story. There are threads from STASIS, tethering the two together, while still letting exist apart from one another.







The decision to make CAYNE free to the public was one that we went back and forth on, but we’d love to introduce a taste of STASIS to new audiences. And how better to showcase our new engine framework (built in Unity 5) and what we can do with it?

So look forward to the high quality games that THE BROTHERHOOD plans to produce in the future. Alongside the release of CAYNE, we plan on crowd funding an entirely new adventure game.


We’re trying to push ourselves to provide the most polished, AAA experience that we can. CAYNE is in the final stages of development, and are aiming for a Q4 2016 release, with approximate game play of 1.5 hours.


  • In-game art assets for CAYNE are complete, with only a few key character animations outstanding.
  • The writing of all diary entries are done. Both original STASIS writers are back to inflict more punishment, with some incredibly talented (and twisted) new writers onboard too.
  • The game’s screenplay? Done! Our amazing voice actors are getting ready to provide life to these new characters.
  • CAYNE’s cinematic sequences are deep in production.
  • Look forward to a musical score composed by Ivo Sadiski, and featuring Will McCabe, Daniel Sadowiski and our very own Nic Bischoff.


Until then, check out:




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Nic and I have moved our office to Cape Town in the Western Cape of South Africa. Wow! This is a beautiful city, right at the tip of Africa. But amazing ocean views aside, we are now in full game production mode.
CAYNE will not be traditional DLC – you won’t need STASIS to play it. It’s also a self-contained story that ties back to STASIS without ruining the story.

The game itself is starting to draw together with the main framework of the engine already complete. We’re now moving onto the sound design for the completed areas and pushing this aspect further than we did with STASIS. Footsteps have distinct sounds depending on surfaces, sound is now directional and can be played based on distances.

The already completed musical score will be added too! The musical score is incredible, with three different composers providing a unique texture and soundscape.

We have been polishing the game – oh, how obsessed with are will polishing our work! –  with all the small effects that we’d have loved to do in STASIS, but just didn’t have the time or the technology to implement them. For example, a subtle light that our protagonist emits that let’s you find her easily on the screen, and beautiful 2D shader effects to bring liquids to life and particles get caught in shafts of light.

The art asset list is slowly getting shorter. While the overall CAYNE environment is smaller than STASIS, we’re trying to push the visuals into new and varied directions with a focus on both body horror and psychological terror. Ha!

A final draft of the dialogue is almost complete and we’ll be searching for our voice actors to go on this journey with us. Ryan Cooper (the voice of John) is back on the team – and we can’t wait to start working with him again!

The writing of the diary entries is complete with the writers providing some of the most disturbing entries and narratives I’ve ever read.

Multi-platform support is also being implemented from the ground up, and we now have CAYNE playing properly on both Mac and Windows. And, the bonus is, we’re also working on the long awaited Linux port of STASIS! The IOS version of STASIS is also in the works. It is a complete engine re-write by a mobile expert specifically for Apple devices.

We’re planning on crowd funding our next game and think that CAYNE will be a perfect example of what we intend on producing.

The video documentary reward for backers is also in planning – although I really do need to get a haircut before we start shooting the final video footage.

I will leave you with an HD screenshot from CAYNE:




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