Hi! I’m Nick, ex-Blogcaster, but today I come to you as the writer of Carto, which launches on PS4 today (and will be PS5-compatible!). And in the spirit of the game, I’d like to tell you a bit about our journey to launch.
I originally came to the project as a fan, having loved developer Sunhead Games’ previous projects: A Ride Into the Mountains, a Shadow of the Colossus-esque journey built around a clever bow-and-arrow mechanic, and The Swords, a beautiful slashing puzzle game inspired by sumi-e brush painting. Not only were they visually stunning games, but Sunhead specialized in taking an innovative central game mechanic and expanding on it in all sorts of interesting ways over the course of their games. So when I saw an early demo of their first console game, Carto, a few years ago at the Game Developers Conference, I already knew it would be great – and I was excited to be a part of it in any way that I could.
Carto is a chill, world-shifting adventure game that finds young Carto separated from her Granny during a storm, and must use her innate cartography powers to rearrange the world around her using an innovative map mechanic. Our publisher Humble Games wrote a nice overview back in July when we announced the game, but today I’d like to give you a peek behind the scenes of how we shaped the story of the game. And for some context, please check out our brand-new launch trailer!