Arrival in Hell

In 2006 Eduardo Mojica and Richard Rout made an unassuming, but entertaining point-and-click adventure game, Arrival in Hell. I followed the development of the game, gave feedback on early builds and was credited as a tester. Eduardo and I already owned a Flash arcade site, so we sponsored the game (and later its sequel).

The original Arrival in Hell

The original Arrival in Hell

The game was an unprecedented success, entertaining and amusing millions, despite its crude graphics and bizarre style. It was critically acclaimed for its difficult puzzles and dark humour. Later it became infamous with “Let’s play” channels for it’s comical animation and sometimes ridiculous dialogue. Although most of our data was lost when the third party stat tracking we were using (MochiBot) went bust, we estimate the game and it’s sequel has reached over 20 million plays. There are hundreds of YouTube walkthroughs and let’s plays; combined they account for more than a million views.

One of our favourite let's plays

One of our favourite let’s plays

In 2014 my friend Alex (PlayMex Studios) and I decided we wanted to make a game in Unity together. We’d made some cute little demos using Unity, and loved it so much we decided to start a full blown game. We soon settled on a remake of Arrival in Hell due to it’s previous popularity and our belief we could give it the makeover it deserved. Another key reason we chose this project was that we could use it as a reference. This would hopefully take some of the strain off of us since it would be our first full blown project in a new technology (and our first independent game!).

The current game in development

The current game in development

Fast forward to today and, even after a year of working in every spare moment we’ve had, we’re still going! Although we’ve kept a lot of the elements of the original game, it turns out we couldn’t use it as a reference quite as much as we thought. Since the remake is in 3D and has been updated with new puzzles, characters, and locations there has still been almost as much work as making a completely new game!

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