This game is now available on Steam!

Thanks for your help in getting this game selected for distribution via Steam. More information including a link to the Steam store page can be found below.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
Jul 19, 2013 @ 11:57am
Feb 21, 2017 @ 4:23pm

View Candle in the store

Store page
Recent Announcements View All (17)
New content update with tons of new info and in-game footage
It's About Time
Tons of new content

So, what exactly have we been doing all these months? The thing is that we've been interviewed a lot in the spanish media and podcasts, so spanish people have been reading news about us much more regularly. International media and podcasts are not as interested on Candle (yet!), so if someone out there wants to interview the team, just contact us through our web mails!

Now about the game: coding is not the big deal anymore, so the team has been focusing on having as much new art as possible. We now have several more scenes, items and characters working, and we've made a lot of improvements in our UIs making them finally functional.

Here you can see a plethora of new content, just for you! (we're not showing them in-game because we want to keep the game as much spoiler-free as possible for you)

The UI system for Candle has also experienced a huge revamping. As always, since a screenshot is worth a thousand words...

As Elena was designing all the interfaces and menus, we realized that a handmade approach wasn't what the game needed. The UIs felt odd and out of place and we wanted something more clear and distinctive, so she decided to go all-digital. You can see the results above. The menus feature the classic Options and Inventory panels, as well as a Controls panel (as a reminder) and the Tekupedia, a place where you can check for info on everything you discover through the game (new characters, places, animals...).

Speaking of which, we've also been working on some pop-up minigames. Through the game, Teku will find several interactive minigame panels to solve, for the sake of diversity. Not every gameplay mechanic is based on the candle, as there will be many items to pick up and use, the pop-up panels, etc. We're designing every puzzle and minigame in Candle so you need to pay attention to details. Often, you will get stuck somewhere until you do some exploration. We want Candle to be a very visual experience, and so the scenery is filled with subtle clues that will help you solving the puzzles. A tribal painting on a rock, the looks of some sculpture... Details are key, so pay attention to the environment.

Enemy AI

Possibly our biggest step forward in the development. As we told in our campaign, Teku isn't the only dude out there: Candle features two rival tribes, the Atipax and the Tumayku. The members of the Atipax tribe, the Wakcha, attack Teku's village at the begining of the game and that event drives the entire plot.

Since Teku can't attack, the gameplay with the Wakcha will involve some stealth sections to avoid being detected (trying not to make any noise, turning off the candle if it's at night...). As for killing them, Teku is not able to do that by himself, but there will be numerous ways to get rid of them, like traps to capture them. However, if Teku isn't successful... well, guess what.

Audio and voiceover

We have also added a key element in making a game feel like it's a game: audio. We're making the first music tests and two more people joined the team to take care of the SFX design, and we are now throwing in lots of effects for basically anything that sounds (all kind of steps, ambients, sounds for particles, etc.). Now the game really feels like a compelling experience, rather that a silent character in Silentworld, and that helps us feeling excited when replaying some scenes for the thousandth time, which is nice.

Also, we are working on having awesome actors for the narrator voice throughout the game. Since we couldn't reach higher stretch goals during the campaign the voice acting will only be in english and spanish, but it will be top-notch, promise. We can't reveal anything for now, but the answer to 'who will make the voiceover?' will be a nice surprise for you when we talk about it.

The Beta

Candle's private Beta will arrive soon for all those who pledged for it. We will send you the first big zone (AKA "level") of the game, which will be up for 1-2 hours of regular gameplay. Then, as we make new scenes we will be updating it to the testers so you can give us enough feedback as we build new areas and puzzles for the final game. We want to send the first Beta builds around May, hope that we make it on time!

The Beta will only be available for PC, Mac or Linux. We will send you a survey very soon.

The future

'So, what about an estimate on the release?', you may think. Well, we first promised January and we couldn't make it, and although the development is progressing well, the watercolours are incredibly slow to produce and, as I wrote at the beginning of this post, everything is taking way longer that we initially expected. We can't reduce the level of detail of the paintings since that would be a huge downgrade for the game's quality, and we can't make digital sprites either because that would be pointless (Candle wouldn't make any sense without the actual handmade process).

That's why we must announce that we don't have a firm release date anymore, even we can't know it for sure right now, so here it goes: When it's done. We still want to release Candle this 2014, but if we do make it you should expect a late release around Christmas, definitely not before.

On the bright side, we will now write updates on a more regular basis. They will still take some weeks to be posted, but we won't keep you wating another 3 months again. In the next updates we will introduce some characters, maybe show some new zones (although we really don't want to spoil anything). Lots of things!


Release date: March 2016

A dynamic graphic adventure with handmade visuals - an incredible mixture of the Graphic Adventure and Platformer genres

Candle is a dynamic graphic adventure. It inherits the spirit of classic cinematic adventures like Out of This World or Flashback, and the gameplay mechanics of classic platformer adventures like Abe's Oddysee and Abe's Exoddus, or Heart of Darkness. However, we want it to go one step forward, and so we have brought together all the key features in those games to create a unique title focused on calm puzzle resolution but with a modern and dynamic control over the character.

The most important feature of the gameplay comes from a very specific ability of Teku, the main character: instead of a hand, he carries a candle that can be lit at certain spots, and he must do whatever he can to prevent it from being extinguished. The flame of the candle is key to solving many of the puzzles, as well as uncovering lots of secrets and clues.

But we didn't want the gameplay to drive the entire desing of Candle. We love games that have a personal touch, games that do not only deliver a fresh and polished gameplay, but a different and interesting art style. This is why we came up with a risky and difficult idea: to create the entire graphics of the game in a traditional handmade way - not just faking it using the most common digital painting tools.

We paint the entire graphics of the game with watercolors and ink, and the we scan all that stuff in order to build the sprites of the environments, items, menus, etc. Also, the animations of every character and animal in the game are not digital, instead we draw and paint them frame-by-frame, then we scan every single image and build the spritesheets for the animations. Once we have all this working in Unity 5, we setup each level, each scene and each character and so we get a nice handmade look for the visuals. And so, everything lives within the game.

To support this art style, we are building the story in a different and distinctive way. We want it to have mature contents told as a child story, shrouded in innocence and ingenuity. We call it an “adult tale”, and we hope that all of you enjoy this vision.

  • Handmade visuals with true watercolors and ink. Frame-by-frame animations.
  • Dynamic graphic adventure with platformer controls.
  • Unique gameplay based on the use of light.
  • Scenes and characters behave dynamically according to the state of the candle.
  • Player inventiveness is key to keep the flame lit against environmental hazards.
  • Classic-flavoured soundtrack.
  • Complex puzzles based on player deductions after environment observations.
  • Steamworks integration (gamepad, cloud saves, achievements) if we get greenlit.
Popular Discussions View All (6)
Jan 4, 2014 @ 9:07am
How much should it cost.
Captain Soldier
Aug 30, 2013 @ 2:23am
Alpha Access
Jul 22, 2013 @ 2:45am
Going into this?
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TekuStudios  [author] Nov 28, 2016 @ 1:01am 
Hi @zkclaire Thanks for noting that. We've been aware of that for a long time now, but it is up to Valve to fix it. Unfortunately, they usually don't answer us regarding this topic, so it is a bit out of our reach, I'm afraid :(
zkclaire Nov 24, 2016 @ 11:19pm 
this game is now available on steam, but the link doesn't pop up showing the option to go to the game's store page when you first go to the greenlight page. why is that?
miegues Feb 23, 2016 @ 6:17am 
@TekuStudios Nice to hear that!
TekuStudios  [author] Feb 23, 2016 @ 5:04am 
@miegues Yep! The game is almost finished and we are now preparing everything for gold master and launch :)
miegues Feb 22, 2016 @ 7:20am 
The pre-order widget in the game's site leads to a 404 page o.O
Freelancer117 Jan 4, 2016 @ 8:47am 
Happy new year, hope it will be a succesfull release year :steamhappy:
Wig Bang Dec 18, 2015 @ 10:36am 
Fix release date then.
TekuStudios  [author] Dec 18, 2015 @ 8:51am 
It got delayed a bit, but we are already in the beta testing and debug state. It's almost here!
Shadowfury Dec 9, 2015 @ 10:05am 
"Release date: summer 2015". Kappa
Wig Bang Nov 7, 2015 @ 11:39pm 
New release date now?