Clem cover
Clem screenshot
PC PS4 XONE Switch PS5 Series X Steam
Genre: Puzzle, Adventure, Indie

Clem

Come join our AMA this Thursday and ask us anything!


Hi everyone!

This Thursday 22nd at 6pm CET, we'll be holding an AMA on Reddit's /r/Nintendo Switch!

For those that don’t know, an AMA (Ask Me Anything) is a session on Reddit where you can ask us directly anything about CLeM, the development process, or anything else live. We’ll share the AMA link across all our social media channels, on this post, and on our Discord when it starts.

We'll be there for around 2-3 hours, so come join us for a chat and ask any burning questions you may have!


https://store.steampowered.com/app/1861440/CLeM/

Dev Blog 5: Thank you!

Hello, pretty people!

It’s been 2 weeks since CLeM has launched, and we couldn’t be happier. All the press reviews have been amazing so far, and the player feedback is extremely positive, with 96% of positive reviews on Steam!


For almost 3 years, we’ve put our hearts and souls into making this game and reading all your support and nice words, written or shared during live streams, makes everything worth it.

But kind words are not the only thing that you shared with us. Some of you sent some love our way in the shape of the nicest fan art pieces we could ever wish for. Here are some of them for everyone to enjoy.


1 and 7 by X (Twitter) user @sodajedie. 2 and 3 by Rench. 4, 5 and 6 by Ethan.

We’re also sending a lot of appreciation to everyone that recommended CLeM to their friends, family, and communities. All of you spreading the word and letting people know about the Psychotic Adventures helps us a lot. And for those that are still holding out, CLeM will be available on PlayStation and Xbox really soon!

We can only say THANK YOU (in capital letters, yes). Thank you for being here. We hope we have convinced you to stay by our side in the projects to come.

And speaking of things to come, we’ll have an AMA on Reddit’s r/NintendoSwitch this Thursday 22nd at 6pm CET to answer all your questions live! For those that don’t know, an AMA (Ask Me Anything) is a session on Reddit where you can ask us directly anything about CLeM, the development process, or anything else live. We’ll share the AMA link across all our social media channels and on our Discord when it starts.

That’s all for now and until next time!

Mariona, Jordi & Javi

CLeM is out now!

Hey you.

The day is here.

CLeM is out now on Steam!



Find your purpose in our brand new Launch Trailer below!

Get ready to step into a cute yet dark world, and investigate a seemingly desolate house accompanied only by an obscure voice and a mysterious notebook. Explore and solve puzzles to uncover secrets hidden within the house in this narrative-driven puzzle adventure with a dark twist.

What can you expect?

  • A new genre, “Puzzlevania,” intertwining puzzles and exploration. Discover hidden secrets in each room as you delve deeper into the mysteries with every crafted magical toy.
  • Unique and beautiful art style with hand-drawn elements.
  • Atmospheric & adaptive music design
  • Challenging and diverse puzzles to solve.
  • An enigmatic story with a dark turn.

We’d love to have as many people experience the dark story in the world of CLeM, and - as a small team - we’d also appreciate you helping us spread the word. So if you’d like to support us even further, you can:

  • Tell everyone you know about CLeM
  • Leave a review on Steam
  • Show us your favourite screenshots and fan art

Thank you for being with us on this emotional and deeply personal journey. Seeing your excitement on Discord & Social Media made this process unforgettable for us, and we hope you enjoy the world of CLeM and solving all those puzzles!

Javi, Jordi, & Mariona

https://store.steampowered.com/app/1861440/CLeM/

Join us for a Q&A as we explore creativity in Indie Games!



Hey everyone!

Join us on YouTube at 5pm CET on February 2nd for an insightful exploration of creativity in indie games with Rob, one of the developers behind Strange Horticulture at Bad Viking, & Mariona and Jordi, the developers behind CLeM at Mango Protocol!

We'll delve into various creative aspects of indie game development, discussing topics such as narrative, art style, sound design, music, and game design. Don't miss out on this captivating discussion!

Catch the session tomorrow on the link below!


https://youtu.be/BJ3X-ilqJxA
https://store.steampowered.com/app/1861440/CLeM/

CLeM arrives next Tuesday!

Hi everyone!

We’re happy to say that CLeM will be releasing next week on Tuesday 6th of February at $15.99 USD, with a temporary launch discount of 10% off!

Thank you so much for all the wishlists, follows, and everyone who has joined our Discord so far! It truly means a lot to see your enthusiasm for CLeM. If you haven’t already, don’t forget to wishlist CLeM on Steam! Your support means the world to us, and it helps spread the word.

We’ll be doing a countdown to release day on Twitter and Discord, as well as sharing a really cool Q&A chat that we had with our friends at Bad Viking, the creators of Strange Horticulture, so be sure to check it out!

We can’t wait to share CLeM’s magic with you, and hope you all enjoy our game as much as we loved making it!

Javi, Jordi, & Mariona

https://store.steampowered.com/app/1861440/CLeM/

Dev Blog 4: Crafting the Music and Audio Insights

Hey folks!

Here we are, back with a fresh Dev Blog! This time we wanted to share with you the creative process of how the music and audio that you’ll be hearing came to be in CLeM. Let's begin with music, that part of video games that can get stuck inside your head for weeks because it tinkers with your feelings somehow.

Narrative Driven Music



We love adaptive music, and we always try to come up with ways to let the music guide the player through the changing mood of the game. In the pre-production phase of CLeM, we established some key principles that served as the foundation of the whole music composition process. Our aim was for each musical piece to represent each of the different relevant attributes throughout the story. Also, we wanted the music to loop seamlessly between rooms while changing its mood depending on the sensations that the rag-doll is experiencing as it visits the different rooms and environments of the house. This meant that certain rooms and environments had to sound more frightening or mysterious than others.

These principles brought us to the creation of a structure for the music tracks, mainly two looping layers. A base layer that sets the tone of each attribute and loops constantly through each portion of the game, and a stem layer that changes as the player roams around the house and adapts the overall sound to the mood of each moment and location.

To give you a better idea of this, let us share with you one of many charts that Javi, as narrative director, created in order to guide our music composer, Pau Damià Riera, in the composition process:


Visualized Music Composition Charts

As you can see in the chart above, the game starts (bottom left of the chart) in the cellar with some level of dread and mystery. These sensations then decrease as you explore the first floor, and then you encounter friendlier music that becomes lighter and more upbeat as you exit the house to discover the garden area. In contrast, if you visit the east corridor, where the voice is more powerful and inquisitive, the music becomes more oppressive and reaches the highest levels of dread and mystery.

To provide you with a clearer insight into the music, we have created a video that allows you to listen to the dynamic changes in the music as it transitions between each room:


That's the process we came up with to create a score that really reflects the twisted story behind our lovely and apparently empty house.

Voices in Your Head



We wanted to make something close and personal out of CLeM from the beginning, so one of the ideas we had, inspired by Ninja Theory’s Hellblade, was to include a system that represented the voices that the rag-doll constantly hears inside their (your!) head. We needed those voices to have a childish sound but also be loaded with intent and a commanding patina.

So, we started thinking about who we could rely on for the task at hand. We needed someone who we could talk to frequently, give them directions, and be able to iterate quickly, and who knew the original story and could adapt to the changes that would come with the game's development. And that's when it clicked for us that Mariona, our art director, was the perfect match for it. She had the deepest connection to the story, and luckily enough, her natural voice is slightly high-pitched and could pass as a child with some minor sound tinkering.

There were just a couple of minor problems. Mariona had never done any voice acting before (we are not counting her excellent Pikachu impersonation), and her English accent could use some refining. So, we reached out to Adam Levi. He's a close friend of the team and has been in charge of the Psychotic Adventures' English localisations since forever. He was more than happy to coach Mariona to improve her English output, and Pau, our music composer, gave us some pro tips for Javi and Mariona to put together a super professional recording booth inside their bedroom wardrobe. 😀


Mariona & Adam recording CLeM’s voice inside the bedroom wardrobe

At this point, everything was ready! It just took many months of rehearsing, recording, and waiting for the development to keep up. Then, Javi, doing his narrative director chores, guided Mariona to the desired outcome and selected which assets better fit the mood. Finally, Pau processed the selected cuts to modify the voice until it sounded like a genuinely creepy little smart alchemist girl.

Then we put the clips in the actual game and added some visual post-process effects such as lens distortion, color aberration, and bloom to give it that special audiovisual flair, and we were done! A creepy inside-your-head surround voice system was ready to guide you through the CLeM experience.

We hope you enjoyed listening to our musical tale. We love sharing these development pieces with you, and we hope they help you ease (or increase?) the hype for CLeM's launch, coming on the 6th of February! Join us on our Discord server as we come closer to the release of CLeM!

It's just around the corner! AAAAAh! ❤️

CLeM: The First Attribute, is out now!

Hi Everyone!

CLeM: The First Attribute is now available for free!

https://store.steampowered.com/app/2722310/CLeM_The_First_Attribute/

In this prologue, you’ll get to enjoy the first loop within the world of CLeM! It’ll also come in 11 languages, including English, French, German, Spanish, Catalan, Dutch, Korean, Japanese, Portuguese, Russian, and Simplified Chinese.

We’d love to hear what you think of the first loop of CLeM! So feel free to either leave a Steam review on the prologue’s Steam page, or in our Discord channel.

For those who have played the demo in the past, the Prologue will be very similar when it comes to content and length.

The full game releases on the 6th February, so it won’t be long until you can play the full game, so be sure to wishlist the full game below!
https://store.steampowered.com/app/1861440/CLeM/

CLeM’s Prologue Release Announcement!

Hi Everyone!

We’re happy to announce the prologue for CLeM, CLeM: The First Attribute, is almost here and will be released on January 16th, 2024!

To summarise, the prologue will showcase the first loop of CLeM, a narrative-driven puzzle adventure game with a dark twist. The prologue will also come in 11 languages, which include English, French, German, Spanish, Catalan, Dutch, Korean, Japanese, Portuguese, Russian, and Simplified Chinese. Whether you've been eagerly anticipating the opportunity to experience CLeM or are looking to get a jumpstart on the game, this is the perfect moment to seize your chance!

https://store.steampowered.com/app/2722310/CLeM_The_First_Attribute/

For those who have played the demo in the past, the Prologue will be similar when it comes to content and length.

Hope you're excited, and let's make this journey together!

Dev Blog 3: From the Real World to Game Environments

Hello, beautiful CLeM supporters!

We’re back with yet another Dev Blog. You already know how much we like sharing behind-the-scenes content with you all. This time around, we wanted to tell you about the process we followed to create CLeM’s house, its different environments, and some of the “atrezzo” in it. Don’t get distracted, or you may miss some interesting details behind the exhibits!

First, let us show you the crown jewel, Torre de Elias. It is a traditional Catalan house built in the middle of an old textile colony known as Can Bros. It’s part of the XIXth century architectural heritage of Catalonia (Spain), but most importantly, it’s Mariona’s (our very own art director) grandparent’s house! And that’s how we managed to get full access to it!

As you can see, its facade inspired the looks of CLeM’s garden wall.



Some vintage details from the still-in-use kitchen were used too. Can you spot those awesome drawer handles on the in-game furniture?



People in the XIXth century really dug hydraulic tiles for their floors and loved some hand-painted mosaics on their walls. They were all about that regal look. That’s how CLeM’s house’s main hall looks were created.



The east corridor featured some forged iron wall lamps, intricate decorative patterns for the walls, and some more hydraulic tiling. They work perfectly with a low light ambiance to create that uneasy sensation you get when you approach the magic door. Don’t you dare to go there before you find that sneaky attribute!



If you have played the demo of the game, you may remember this bristol glass jar, it has a pretty important role in acquiring the first attribute. One could even argue that beauty itself would be attracted to that gorgeous design ;)



And, of course, any respectable, old, full of stories and memories house must have its walls filled with the most intriguing and thought-provoking paintings. That’s when the next three pieces by consecrated female painters come into play.

“Pianist” by cubist artist Maria Blanchard inspired part of the musical puzzle in the game.



If you keep your eyes peeled during your gameplay, you will be able to spot a homage to Vanessa Bell’s “The Pond at Charleston” from 1916, hanging in a quite important room.



And last but not least, this enigmatic piece by Tamara de Lempicka:



This still life with a glossy look entitled “Plante grasse et fiole” gave us the perfect setting to introduce a set of hidden elements that hold the solution to one of CLeM’s more beloved puzzles. Can you guess what it is about?

Well, this concludes today’s visit to the Mango Protocol Arts and Crafts Museum. We hope you enjoyed this exploration of CLeM's art temporary exhibition. We will still be receiving guests for some time, so feel free to spread the word about this experience and stay tuned for future shows!

As always, you can keep yourselves on the loop by joining our wonderful Psychotic Army Discord Server.

https://store.steampowered.com/app/1861440/CLeM/

Happy Holidays from Mango Protocol!

Hey everyone!

As 2023 comes to a close, we want to wish happy holidays to all of you! Before we take a break and gear up for the release of CLeM on February 6th, we wanted to take this time to say that we appreciate every one of you, and we couldn’t have gotten to where we are without you guys.



So again, thank you for your support all these years, and have a great winter holiday!

Javi, Jordi, & Mariona