First off Martha is Dead launched on multiple formats and then…
…We have only gone and won the best videogame trailer category at the inaugural World Trailer Awards.
The ceremony, which was emceed by Portuguese actor Sonia Balaco, took place live from the Tivoli Marina Vilamoura Hotel in Vilamoura, Portugal.
You can see the whole ceremony over on DEADLINE. Our moment of glory is at the 20 minutes mark.
The show, founded by the U.S.-based Golden Trailer Awards and AcclaimWorks, recognized achievements of the world’s best creative marketing across the fields of cinema, TV (broadcast/cable), gaming, streaming services and social media. The winners were revealed after regional finalists from around the globe were set last week.
GAMING
Best Trailer
WINNER
Luca Dalco Martha is Dead (Wired Productions & LKA)
Have a look at the trailer that clinched the victory. [previewyoutube="uMpAfyAAib4;full"]
Congratulations to all the nominees and winners. If you want to take a behind the scenes look at Martha Is Dead. Make sure to check out Martha Uncovered.
Thank You For Playing
Hello everyone - taking a brief moment from all of the launch day chaos and excitement to pop in and say 'Thanks' - seriously, it's been one hell of a ride up til this point and it's nice to take a step back and just take it all in you know?
Right at the finish line as LKA wrapped up development on Martha Is Dead, we asked the dev team to record their thoughts on the journey as a whole for a special episode of Martha Uncovered, you can catch the episode below, as well as some personal words from Luca to you, the fans :
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"Hello everyone,
I am Luca Dalcò, LKA's art director and writer. I'm here to talk about Martha is Dead, our new game that will be released today! Today…needless to say, I, and the whole team, are very excited and nervous! The moment of release is a special one. Years of work and passion become something real. All the passion, all the emotions, all the love we put into the game becomes a public thing and we feel naked, it's inevitable!
It is very difficult for me to describe Martha is Dead in a few words: It is a psychological horror/thriller that follows the dramatic story of a girl who suffers a great trauma in the context of a world where war is unleashed with all its insane violence. It is set in real places, in Chiantishire, Tuscany in a historical context that is also real, that of July 1944. But it is much more than that, and it is above all an intimate relationship between the player and Giulia and her way of seeing the world.
With Martha is Dead our main aim is to convey feelings, emotions, so my advice is to try to live the game by favouring emotionality over rationality. Not that you don't need to reason in order to understand all the details of the story, far from it! But I think that at least the first time you play it you should let yourself be captured by the atmosphere, let yourself be dragged into Giulia's mind, more and more deeply.
Martha is Dead required more than 5 years of development, constantly driven by passion. Additions, improvements, changes have made the game much richer than what was originally thought... we never wanted to stop developing and telling Martha's world: the protagonist with her dystopian family, the raging war, the lies, betrayals, the presence of a past still present, religion, superstition.
But here we are, the game is going to be released!
We wanted to create something special to launch Martha is Dead. The thing I cared about most was communicating the atmosphere you will breathe in Martha's universe. On this idea the launch trailer was born. Julia tells about a nightmare that blurs into reality. A nightmare that is not present in the game, but that, like all the contents outside the game, serves to deepen Martha’s universe. The whole thing has been realised with Unreal Engine, in real time, as if it were a scene from the game. A brief meeting with Giulia before entering her mind!
I will never thank enough all those who have been following us since The Town of Light, but also all those who will trust us and immerse themselves in the experience offered by Martha is Dead. A special thanks to the players who are looking for the connections between Martha is Dead and The Town of Light. It's amazing and rewarding to see how you can uncover even the most hidden details, the ones we thought no one would ever notice!"
Couldn't have put it better ourselves to be honest! so we'll keep it short and sweet, we hope you enjoy your time in Tuscany, there is a LOT of extra things to be excited about today - some of which you might have missed - so for patch notes, schedules and competitions, make sure you visit out launch blog : Martha Launch Blog
We're off to grab a little rest and start grabbing your feedback - until next time, hit the socials below, and we'll see you in Tuscany!
The time has finally arrived! Martha Is Dead is now... err. LIVE on Steam!
You can catch our chilling launch trailer right here
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If you haven't already - get yourself over to the store page now where our launch stream is well underway, featuring some behind the scenes footage, competitions, and streams of the game from content creators around the world!
On top of the launch we've got a couple of extra things to update you on, so let's get stuck into them so you can get playing!
Patch Notes
Yes there is a day one patch! It fixes lots of small bugs and gives everything a layer of polish and a performance boost, for those that like knowing what's included - here's the list :
- Game content brought up to date, encompassing hundreds of gameplay fixes. - Hundreds of console specific fixes and polish items. - Lighting rebuilt to rectify obvious issues. - Stability drastically improved. - Old gen console graphics enhanced, textures are now clearer. - Skip optional functionality added to sensitive scenes - Performance improved for all platforms
Should there be any bugs or issues encountered during play - don't panic! Get yourself over to our Discord and ask for assistance in the support channel - or hit us up on our Twitter DM's with your issue and we'll investigate it ASAP
We'll be collecting all of peoples known issues and bugs shortly after launch and will provide an FAQ / Known issues bug collection post in the forums here once we can see what isn't a one off occurrence - so help us help you with that feedback!
Competitions
It wouldn't be a Wired launch without a healthy dose of competition goodness to go with it!
We'll have multiple social competitions dropping on our socials over the next few days, focusing on some nifty peripherals and gaming gear, so be sure to keep your eyes on all our socials listed at the bottom of this post!
However we have three 'big' competitions coming off the back of the launch - where you can win a steamdeck, a 3080 video card, or for the superfan, a vinyl player, rare test pressing of the OST and some hand made marionette dolls!
(There is also some super scret code hidden in our launch stream loop that will give you lots of bonus entries for the Steam Deck comp)
And finally, thank you - every single one of you - from the OG Town Of Light fans, to those that have joined over the course of Martha development, to those that played the demo and gave feedback and everyone in between!
This project is a special one, Luca and the team at LKA really poured their heart and soul into the game, and we feel privileged to be able to help them get their story and world out for you all to play!
There will be a special edition of Martha Uncovered later today with some words from the team themselves at the finishing line, so keep an eye out for that - but in the meantime, if you have played the game, PLEASE LEAVE A REVIEW! An honest one! It helps so much more than you'll know, and is the absolute best way to support developers of games you've enjoyed!
Now, stop reading this and go get playing! Take lots of screenshots and photos and share them with us... they might have use in a little while ;)
We're here! After six years of development and delays though covid, we're finally here!
Martha Is Dead will be going live in about 3 hours, and we thought we'd give you a quick run down of what to expect across the course of the day!
At about 13:30 GMT / 08:30 - ET / 05:30- PT / 15:30 CEST - Our launch celebration live stream will begin on the Martha Is Dead steam page!
Q) What's in the stream?
A) Lots! There'll be a little thank you prelude from one of our community staff as well as the reveal of our launch trailer and some bonus entries for our Steam Deck competition!
We've got localised gameplay from several regions from some of our content creator friends (keep an eye for the flags in the corner of the streams to click on the one that you'd like to watch!)
And just in case folks have been missing out an episode or two of Martha Uncovered, where Luca and the team go through some behind the scenes development bits!
At 14:00 GMT / 09:00 - ET / 06:00 PT / 16:00 CEST - MARTHA IS DEAD WILL BE LIVE ON STEAM!
Q) Wait it's that time and it still doesn't say live?! What gives!?
A) Sometimes it takes a moment, refresh and try again!
At 16:00 GMT / 11:00 - ET / 08:00 PT / 18:00 CEST We'll be sharing a thank you from Luca and the team for all your support and a special launch episode of 'Martha Uncovered!
And at about 09:00am on Friday the 25th Martha Is Dead will be live on Steam for all our fans in China!
We promise you, every ounce of love and passion within LKA Games has gone into Martha Is Dead, and we can't WAIT for you all to find out what happened to Martha (No, she's not in need of being saved by Batman, Yes we've seen the thousands of memes sent out way! :) )
We do ask you try not to post spoilers, we'd love players to experience the game in full and we really look forward to reading your reviews!
We're already working on a patch but if you do spot issues, drop it in the discussions or email us direct at support@wiredproductions.com. We'll be going live for a stream from 1:30pm where we'll be playing some of Martha, share details on our launch competitions (everything from Steam Decks to Razor gear! Keep an eye on our socials for more info!) From everyone at Wired and LKA - thank you.
We are almost there, launch week has arrived and on Feb 24th you'll all be joining us in the Tuscan countryside to share Giulia's story... we hope you're as excited as we are!
Today we have another episode of Martha Uncovered for you and as always another entry from Luca Dalcò himself on how the soundtrack came together.
In this episode we turn our attention to the atmospheric soundtrack of Martha Is Dead, featuring the works of underwater music specialists Between Music and their Aquasonic project; The Town of Light composer Aseptic Void and his moody yet spinetingling tonere and reimagined versions of classic tracks including Schubert's Ave Maria, O Bella Ciao, with original tracks written and sung by Francesca Messina, AKA 90s disco star, Femina Ridens
You can watch the new episode right here :
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For Martha is dead, immersion and atmosphere are key elements. It goes without saying that the soundtrack is one of the most important elements. That's why I want to tell you how the soundtrack of Martha is Dead was born, a particular soundtrack, heterogeneous, not edited by a single composer. Similar to what happened with our previous title, The Town of Light.
If I said that this is a choice made at the table, I would be lying.
It is actually a consequence of the great attention paid to the contribution of music, which has always led us to want more than what a single artist can normally offer. I do not say this to belittle artists, quite the opposite. Each of them, at least those we have wanted to work with, has their own style, very precise and suitable for certain things, but not for others. I like an artist who has a personal style, who is not too flexible, because it gives me the feeling that he has his own vision and that this vision can be a great contribution to originality and uniqueness. I like less those who make do with everything because I think that very easily the work, however perfect and professional it may be, will be less inspired, at least for the kind of product that characterises LKA's game, It's a personal point of view and I could certainly be proved wrong countless times, but by now it has become a modus operandi of LKA that, at least up to now, has perhaps made things a bit more complex, but has given us great satisfaction.
In the case of The Town of Light, Davide Terreni (Aseptic Void) took care of most of the musical content of the game and the relationship continued with Martha. He succeeds in creating a disturbing atmosphere with tracks that are present but not invasive and that, for this very reason, get into your bones. I want to underline this important and by no means obvious aspect. The ability to maintain a strong authorial character, a very precise vision of his work without ever going overboard and occupying too much space. A great quality! In the moments when anxiety and anguish enter the scene, Davide's work is fundamental. Could I ask Davide to compose a light and cheerful melodic track? No, I would never do that!
Nonetheles we needed to evoke the spirit of the times, as well as some more melodic tunes, and that's where Francesca Messina (Femina Ridens) came in and did a fantastic job. Francesca has also studied acting and we met by chance to record provisional vocals for Martha is Dead, to test that the writing worked. Talking to her I discovered that Francesca was mainly a composer and a singer... we had a rehearsal, which was enough to understand that we were in tune, that we understood each other immediately! That's how all those 1940s Italian vintage-style songs were born. Technically damn difficult in their external frivolity and simplicity.
In some of the articles about Martha is Dead I read "The team used original music of the period", which makes me understand that we have achieved the objective of recreating the right mood. But beware, this is not music from that time. They are tracks composed from scratch for the game and the lyrics were written specifically and often have subtle references to Martha and Julia's world. The great thing about understanding each other is that the need to rehearse is drastically reduced and we took advantage of this to make lots of tracks! They are fun and light-hearted, that form of almost forced lightness that in those years was necessary to counter the horror of a world gone completely mad.
These tracks create, precisely with their cheerfulness and frivolity, that disturbing contrast that comes from juxtaposing something innocent with something horrible. Think of dolls, toys, children and how much they are used in horror productions for precisely the above reason: contrast. The blunter the white, the blacker the black will appear! Francesca did more, however, creating other tracks, some original, written by her for Martha is Dead, others inspired by famous songs such as "bella ciao", of which she made a dystopian version with great impact, and a very special "Ave Maria" by Shubert!
Another chapter of the Martha is Dead soundtrack, after Francesca and Davide, was the result of a chance discovery by our technical director, who also has great artistic sensitivity, and who one day said to me: "Luca, look at these guys.” On Youtube I saw a group of weird men and women playing and singing underwater, in big tanks. I couldn't believe it! It was Aquasonic, a Danish band that plays underwater. Yes, underwater! With specially modified instruments and equipment. The element of Martha is Dead is, without a doubt, water. Their sound was simply perfect for certain scenes in the game. Our publisher, Wired Production, having faith in our artistic vision, always gives us a pass on these 'whims' and so the tracks we wanted from Aquasonic are now part of the Martha is Dead soundtrack!
Martha is Dead's soundtrack has become quite substantial, so much so that it takes up 3 entire vinyls in the collector's edition! I sincerely hope that it will accompany you pleasantly during the game and give you the right emotions!
Alright, that's it for this todays entry - be sure to keep those ears nice and sharp as you journey through Tuscany, we promise that the music massively enhances the atmosphere of the game!
We are a matter of DAYS away from launch now - and we hope you'll be ready to celebrate launch with us on Thursday! We'll be live in the Steam page with some insights from the developers, gameplay from localised content creators, and maybe a special episode of uncovered itself!
Until then, one last big push - we've been absolutely humbled by your support so far, and we cannot thank you enough! But if there is anyone who has even LOOKED at a video game before that hasn't heard of Martha - be sure to send them the wishlist link below.
We've got a bit of a double feature for you today, in the form of the fourth episode of Martha Uncovered, AND an accompanying blog written by Luca Dalcò on photography in the game (the subject of that 4th uncovered video!
We'll drop the new episode for you right here - then read on for more words direct from the pen of Luca himself!
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It was the very beginning of the development of Martha is Dead. It was one of the first ideas not strictly related to the story itself.
Photography. Photography on film. Photography with cameras from the 1940s!
The whole team immediately liked the idea. We have quite a few antique cameras in the studio and we immediately started playing around with them and fantasizing.
Photography was totally different from today. The result was to capture an image, then only on paper, but it was still an image! If the result was the same, the same cannot be said for the method. Nowadays there is no time frame from shooting to viewing. As soon as the picture is taken, we see the result or, at most, we have to tap our finger on the screen of a smartphone.
There was a time when days or even weeks could pass between taking the picture and viewing it. We shot carefully. Every single shot cost money, and not cheaply. The roll of film contained enough film for several shots (in more recent times 12, 24 or 36). So before developing and printing, the film had to be finished first. Taking 36 photos was not something that could be done in 10 minutes like today, it could take days.
Then the film was developed, a tedious operation that had to be set up in pitch black and then emptied and filled a small tank with developer acid, distillate water, fixative and more distilled water. The film was taken out of the tank, dried thoroughly and then carefully cut. Now you could print.
Each shot had to be placed in the enlarger and on the paper, find the right level of magnification, focus with a special tool and make exposure samples at increasing times, print (i.e. pass the paper through three development baths, rinse and fix), establish the right exposure time and print the whole photo which also passed through three baths plus a final rinse before being hung up to dry. To print 36 photos at home would take you a whole day if you were not a novice.
Mamma mia what hard work!
But what incredible magic when you saw the image slowly appear on the paper! There was really something magical about it that has been lost with digital. To tell the truth, the first digital photographs I took seemed more like a miracle than magic... but comfort is accepted and metabolised quickly and the poetry that was there and that was linked to the wait, to the fear of making a mistake, to the small number of tests you could do has disappeared forever.
But let's get back to the game. We set out to make a sort of simulator of THAT photograph. There was no exposure meter in the camera, what you saw on the glass (and you saw it badly) only responded with the to the focus. For the rest you had to use an external meter, have a lot of experience or hope for the best. This is the first aspect that turned our noses up. We imagined the player having to take the picture, go to the darkroom to see that the picture is black or burnt, go back, try again... no, too frustrating.
So we started a process of simplifying the process. The first liberty we took was to make the camera's screen so that it would respond to the exposure and let us know immediately whether the photo would come out or not. We thought it was basically like knowing how to use a light meter, but more rewarding. However, we didn't alter the need to adjust exposure time and aperture because, through these settings, you can achieve particular effects on the photo, such as increasing or reducing the depth of field.
Basically we tried to cut out the things that didn't offer any excitement, like rocking a small tank for 15 minutes every two minutes, and instead kept the things that have feedback and affect the photographic composition itself, like being able to decide how much to enlarge the photo when we print it.
Rather than droning on about chemical processes and repetitive operations with no appeal, we thought it was better to work on accessories. At the time, little or nothing was done in post-production, and you had to construct the photo when you took it. So coloured filters to alter the contrast, the sensitivity of the film to be used, additional lenses to reduce or increase the magnification were fundamental accessories to obtain good results and you will find them all in the game! As well as additional skins to make the camera body more personal.
Photography will drive some parts of the gameplay to advance the story and also to explore some aspects of the game, but my hope is that a lot of people will try to take personal shots, to get impactful, particular, surprising images.
We'll probably run some contests, but it's too early to say, let's get the game being released first. We are holding our breath, the programmers are working 16 hours a day 7/7, the others a little less. We risk seeing compromised the psychophysical balance of our beloved technical director, who on one hand has to fix problems together with the other programmer (that is luckly younger) and on the other hand has to stop those of the team who, even now, would like to add something new ... but that's how it is and it must be, when you are driven by passion you NEVER want to stop developing, the world of Martha lends itself to so many of those insights and adventures that we could go on forever. But who knows, maybe later some additional content ... everything will depend on you players of course, as always is!
Alright, that should just about do it for today! If you've made it this far then thank you! As we said at the top we are bearing down on launch day FAST - so keep an eye on our socials below as we share more things from behind the scenes, competitions (you know we're giving away a Steam deck... right?) and more along the way!
And as always, wishlists are worth their weight in gold!
Hello everyone! Only 17 days to go until launch, and Episode 3 of Martha Uncovered is out now!
And would you believe it is also the birthday of Luca Dalcò (Our CEO and founder who you'll see in the video!) Happy birthday Luca!
In this episode, we take a quick peek at the replication of real life Tuscan locations in Martha Is Dead, and the benefits of being able to pull your inspirations and reference materials from right outside your front door!
We also touch on the difficulties in recreating locations and buildings from times long past, share some comparison shots of real locations with how they look in game - and give an insight into the real world impact of the war on 1940's Tuscany, and how local knowledge makes it easy to look past the surface level to things much darker...
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Once you've give the video a watch, maybe share some of the strangest folklore tales from where you live in the comments? Or just wish Luca a happy birthday!
We'll be back with another episode next week, and maybe an extra blog before then - don't forget to wishlist if you haven't already and share with your friends!
Hello everyone - it's hard to believe we are only 21 DAYS AWAY FROM LAUNCH NOW!, wow when you put it like that it almost sounds scary!
But rest assured we are VERY excited to bring you all to Tuscany on February 24th, and whilst we've been sharing the occasional anecdote and blog entry with you along the way - our publishers (Hey Wired Productions!) have also been cooking along something special with us.
We'd like to introduce you to 'Martha Uncovered' - a video series we've been making in the background as we go through development to better share with you things that go on behind the curtain when we make games from the mouths of the developers themselves!
Episode 1 features discussion on how Martha manages to retain such a striking atmosphere, what makes Martha Is Dead thematically different from others in the genre and how do you design a thriller with no jumpscares? And you can watch it here
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Episode 2 features discussions on the similarities and differences between Martha Is Dead and LKA's previous game, The Town Of Light. Whilst they may both be set in Italy, they share more than just a location...
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We'll be sharing a new episode of Martha Uncovered every Monday as we speed towards release alongside our usual blogs! So keep your eyes peeled!
This is all part of a wider video platform launch from Wired themselves in the form of #WiredLive - a hub of content with the developers of their other upcoming indie titles, as well as wider industry focused content with people of note from voice actors to musicians, developers, CEO's and more!
Hello again everyone and oh wow it's February already!! Another week, another opportunity to tell you more about Martha Is Dead, this time Luca Dalcò takes you on a trip through some of the films that have influenced him in recent times!
This week I would like to talk about "sources of inspiration".
I always find it difficult to answer this common question because I think that before talking about sources of inspiration one should always clarify what one means.
I would instinctively define a source of inspiration as an experience that moves sensations and emotions within us, which we then digest and, just as happens during the digestion, transform into nourishment for ourselves, into experience, thus becoming part of our experiential heritage.
In this sense everything is a source of inspiration, in the final analysis, our life is our source of inspiration. In my opinion, this is exactly the case! Our heritage of experience defines our sensitivity and, therefore, the way we express ourselves. Unless one decides to take a cue from something that does not belong to us and imitate it, in which case the meaning of inspiration is radically changed. This second conception does not belong to me.
I don't think the first definition is better or nobler, I simply don't consider myself capable of following this second path, which has given birth to many works of great beauty and perfection. I feel, or rather “we” feel, because I am convinced that it is a sensation shared by the whole team, that we are more comfortable coming to terms with ourselves, without having to respond to rules, symbols and consolidated facts that we often don't even know.
From a certain point of view, I think that in this way it is easier to give original traits to one's work, but it is certainly more difficult to manage to communicate with the same effectiveness and cleanliness. So, pros and cons.
Returning to the subject of sources of inspiration, I would like to limit myself to audiovisual and narrative products and in particular to the cinema, which is my main source. I am particularly fond of horror films. The kind of movies that use horror to tell a story and not just to frighten with jump scares.
I don't like the overused Hollywood horror standards at all. When I read "4 friends decide to go and spend the weekend..." I honestly wonder how there is still someone who doesn't react by thinking "Again? No way!" Many of my favourite films (and here subjectivity is absolute) are hard to find because they don't run on the mainstream circuit and generally have little visibility.
This is the reason for this blog.
I hope to introduce a few titles to some of you who are fans of the genre. A few titles that you may have missed, submerged by the bombastic marketing campaigns of infinitely inferior products, at least from my point of view.
There would be so many, but I'll try, as much as possible, to choose the lesser-known ones, the ones that critics often haven't made an effort to give visibility to, because they don't click and above all, the ones that aren't older than me! I don't like it when people praise the productions of 50 years ago and don't even know about the many valuable contemporary works that are silently redefining and elevating the horror genre as never before.
Let's start with this unreasoned list:
Ich seh, Ich seh, 2014, Austria, Severina Fiala, Veronika Franz The main characters are twins... but that's not why I loved it and watched it 3 times. It's for the atmosphere that manages to be deeply disturbing from the beginning to the end of the movie.
Saint Maud2019, UK, Rose Glass Great psychological horror. Terminal illness, religion, mental illness. Difficult topics, handled masterfully by a young director who should definitely be followed.
Còrki dancingu(aka The Lure), 2015, Polland, Agnieszka Smoczynska Visionary movie about mermaids. It is a peculiar and swinging product, at times questionable, at times sublime.
The Eyes of My Mother, 2016, USA, Nicolas Pesce A black and white film, that, in my opinion, might as well not have been a black and white. I find much to criticise, but, in the end, it is able to immerse, engage and develop empathy with the main character. Not a little!
November2017,Estonia, Rainer Sarnet A work of art. Horror only belongs to it for short stretches, but the atmosphere of this film is incredible. This is a black and white movie that could only be black and white movie!
Hagazussa2017 Austria Lukas Feigelfeld Another movie where there is the equivalent atmosphere of 10 mainstream productions, each with 10 times the budget. It may be reminiscent of Robert Eggers' far more celebrated "The Witch" (another wonderful film), but I found it deeper in the psychological analysis of the main character, so disturbing!
I am the Pretty Thing That Lives in the House, 2016, Canada, Oz Perkins A little Netflix original gem, the director had already proven his skills with "The Black Coat Daughter", but this one! wow! The only potential problem is the deliberately slow pace. Better to know now!
Across the river, 2013, Italy, Lorenzo Bianchini An Italian title, just one in this list... yes! Even if I were to lengthen the list very few would appear. Unfortunately, I don't like Italian cinema very much. I'd like to, I watch it, I try to, but I can't! It's a pain for me, a real pain. An exception is this film by Lorenzo Bianchini who, with a ridiculous budget, has produced a film of great atmosphere, a film that is really scary without making you jump off your chair. A rarity. Really a great one!
There you have it, quite a list right?!
Have you seen any of these films? Do you have any recommendations of your own? Share them in the comments below!
You'll be able to see exactly how these helped shape Martha Is Dead in... 23 days! That's coming quick! Be sure to wishlist the game and share with your friends, it's almost time for Tuscany....
Today we are proud to announce that Martha Is Dead has a special physical collectors edition available for PlayStation 5, and including a Steam key as well for good measure!
The PlayStation 5 exclusive Collector’s Edition - which will be sold in limited quantities, with only 1,000 units set to be produced - is available to pre-order now for the UK and European markets exclusively via the Wired Productions Store with an SRP of £125.00. In North America, players will be able to pre-order from 8th February, via our friends at Limited Run Games with an SRP of $165.00.
Let's have a quick look at what's included!
Contents
⦁ The deeply evocative Original Game Soundtrack to this stunning game on Triple Vinyl with gatefold sleeve, including digital download copy. ⦁ A physical copy of Martha Is Dead on PlayStation 5. ⦁ Exclusive Metal Case featuring special artwork. ⦁ Hardcover Collector’s Artbook, showcasing an exclusive collection of artworks from the game. ⦁ ‘The White Lady’ book - recount the haunting tale of ‘La Leggenda de La Dama Bianca’, as told in the game. ⦁ Graphic Novel - discover events that precede this dark psychological thriller. ⦁ Tarot Cards - A full set of 22 exclusive Tarot Cards with unique artwork, as seen in-game. ⦁ Limited Edition Collector’s Coin Pack. ⦁ Double-sided poster featuring iconic artwork from the game. ⦁ Game Map, showing key game locations. ⦁ An exclusive sticker sheet. ⦁ Stunning Presentation Box. ⦁ Individually numbered Certificate of Authenticity. ⦁ A bonus digital copy of Martha Is Dead for the Steam Store.
Additionally, for those music collectors out there - the previously announced Triple Vinyl release of the soundtrack is also available to pre-order with a unique coloured variant of the triple Vinyl Soundtrack included in the collectors edition.
Available in strictly limited quantities, with only 500 copies produced, pre-order is now available via the Wired Productions Store, with an SRP of £50.00, for the UK and European markets. For North American customers, pre-orders will go live from 8th February (once again via Limited Run) with an SRP of $65.00
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You can find the collectors edition link right here on the Wired Store : Martha Collectors Edition As well as all Martha physical releases available right here : Martha Physicals
Pre-order links for North America will be announced and available in the coming days!
For more information on Martha Is Dead, be sure to wishlist the game on Steam, join our Discord and follow our socials!