An independent game studio based in California and all over the world! Working full time on Flynn: Son of Crimson

Flynn: Son of Crimson FAQ


Hi all, since we’ve been getting a fairly large amount of questions regarding the game (a lot of the same ones in fact!). Here’s a bit of an FAQ that’ll shed some light on where the game is, where it came from and most importantly where it’s headed.

Q. What is Flynn: Son of Crimson?

A. Flynn: SoC is a 2D action adventure platformer with added metroidvania elements. Take on the roll of Flynn, an orphaned kid who sets out to chase the shadows of his mysterious beginnings whilst discovering the reason for the death of his parents. Travel through the frigid Mistral Peak, the flooded Hollow Isles, the overgrown marshlands of the Rustwood Gardens, and the corrupt tower of alchemy, the Shivering Spire. Lead Flynn through the shaded realm, a dark world parallel to the one you know. Acquire new weapons, and collect Crimson shards in order to trade for abilities and upgrades at the sanctuary village. Discover and explore many paths in the stages (some will need the aid of a later ability and/or weapon) that reveal shortcuts, rewards and alternate (secret) areas.



Q: The game looks completely different to what it did in 2016, what’s the deal with that?

A: This is a question that comes up a lot. So Flynn: SoC went through many changes in 2016 (some we didn’t show) as this was mostly due to it lack of experience in developing a game for the PC as the team was currently. In short, the artist we had at the time got offered a pretty major job and sadly had to drop out of the team. Fortunately this came as a blessing in disguise, not because of any reason of the art/artist (The previous art/artist were pretty damn good too) but because this gave us a real kick up the butt to knuckle down all the design, lore, prototyping etc. before even thinking about art. Afterwards we got a couple of artists on board and are working hard and doing a fine job.

Q: If you’re not using any of the art assets, then wasn’t 2016 a complete waste of time/money?

A: Yes but mostly no. Of course time and money was spent in art that we’ll probably never get to use but we gained a huge amount of experience and luckily overcame that hurdle quite early on. We learned that having polished art that early was a huge mistake when we didn’t fully understand the game ourselves at that time. We’re in a much better place now than we’ve ever been.

Q: What are your future plans for Flynn: Son of Crimson?

A: Considering we went through the process of the ‘rehaul’ around November 2016, things are still quite early for progress, however, we have a lot more to share in the near/far future and will keep things updated and fresh from now onwards. As stated before we are in a very good place currently and have a lot of the game designed ‘on paper’ which is huge for us and we recommend anyone who’s stuck in a rut to take a breather and evaluate/plan your next stages, it worked wonders for us.

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