Omen Exitio: Plague cover
Omen Exitio: Plague screenshot
PC Switch Steam
Genre: Role-playing (RPG), Adventure, Indie

Omen Exitio: Plague

Chinese Release Coming Up In Late October



Hey guys!

Sorry for the delay.

In the passing weeks, we've been working on the Chinese font and fixing the Tofu bugs we meet in Omen Exitio.
Our team believe every single players desire the best gaming experience, and with the help from both developer Tiny Bull Studios and Asia Publisher 2P Games, we could now announce our latest Chinese Release date, which is in late October.

Below is our Chinese Release Trailer, enjoy :)

[previewyoutube="ROdxW8H4l0Q;full"]

Omen Exitio Team

The Chinese Update is coming for Omen!



Hello everyone,

I'm Steven from Publisher 2P Games Team.
After months of translating, we could now finally annouce that The Omen Exitio: Plague chinese version is coming to you.

We'd like to thanks all your support for Omen, we have to say the Chinese Translation is hard for us, don't mentioned over 140,000 words we have for this game, but after all the challenges we go through, we finally made our first Chinese Version.

As we want to bring the best Chinese gaming experince for our gamers, in the coming weeks or even months, we will keep working on the translation to get the best. We hope you could understand.

Omen Exitio: Plague Chinese Update will come to you on July, 2021.

First Playable version available on GFusion 2021 Onsite Event





At the same time, we will bring Omen Exitio Chinese Version to GFusion 2021 Onsite Event(May 15th - May 16th), if you live in Beijing or planed to visit, don't hesitate to come to 2P Games booth and try out our Chinese version by yourself!

Again, thanks for your support and see you next time :)
Steven

Great news! New Instagram Page & New Content in Development

Hello everyone and happy new year!
NOIA from the Omen Exitio team here, with some fresh 2021 news. We have a new Instagram page going live, managed by our man Pascal, and some new stuff in development!

You can follow the new Omen Exitio page here: @OmenExito_Project




SAY HI TO PASCAL, THE GUY BEHIND OMEN'S NEW INSTAGRAM PAGE

Being such a small team, with such a niche game, and tons of other (mainly evil) stuff to do, we were never able to tell you much about all the incredible ideas, stories and passion behind Omen Exitio. I know, everybody tells you that social media are important (which is probably quite true in most cases) and that there are endless strategies and frameworks to use 'em to your full advantage. For us though, things are a bit different.

Omen Exitio: Plague has been our first game as a studio, almost 3 years ago, and since then we have been supporting it with new free content, new graphics, and constant fixes. Well, I'll tell you a little secret: that is not because it has made us rich (big surprise there). It's because we genuinely love this unique kind of narrative, we genuinely love H.P. Lovecraft's universe and, most of all, because we believe that the many incredible stories full of mystery and adventure that shaped our childhoods, also shaped who we are now.

So let me introduce you one of the incredible people I get to work with every day: the amazing Pascal.
Well, Pascal is a pretty curious guy and convinced us that it would be important to share all the thought process behind Omen Exitio. On the new Instagram page, he will tell you about narratology, research processes, design discussions, and much more in this weird time where we are all working from home.
The main objective of the page is to share with everyone our journey in creating new Omen Exitio content, as well as examine how things changed over the years. I hope that this will be interesting for you guys and that the page will enhance some creative and meaningful conversation!


WE ARE DEVELOPING NEW CONTENT FOR OMEN EXITIO: PLAGUE, AND PREPARING TO TEST SOME NEW MECHANICS FOR FUTURE CHAPTERS

Yeah, that's right! A second DLC is in development right now and will focus on one of the characters of the original game. I have to say that the story is top-notch Lovecraftian and that I'm genuinely curious to check it out.
At the same time, we have been having some team design discussions on how to improve the mechanics of the game, making it more immersive and more interactive in the future chapters of the saga. We have been evaluating many new ideas and we are now implementing a proper demo to test all this stuff and see if it's working. The demo has a new setting, a new art style, and offers new and exciting possibilities in terms of gameplay. Right now, unfortunately, I can't show you much, but I'm quite confident that sooner or later you'll get a chance to see the results of our work!

Well, that's everything I've got for you today! This is gonna be an exciting year for Omen Exitio, so don't forget to follow Pascal at @OmenExito_Project and I'll see you next time.

Take care!
NOIA

The Beginning Major Update

Hello everyone! I'm NOIA from TBS and I wanna welcome you all to The Beginning Major Update!
Our first free side adventure for Omen Exitio: Plague is finally out and I can't wait to tell you everything about it!
Before we jump straight to the features of this new story, I’d like to make a disclaimer: the content is available to everyone who owns a copy of the original game. You’ll just have to update the product in your Steam library and you’re good to go. I’ll call it DLC, from time to time, but, since it's free, we decided to not bother our players by making them download stuff from a new Steam page.




THE BEGINNING: FEATURES



Here you can see what's new, even though the main difference between the DLC and the original game is the way we decided to approach the narration in itself, trying out a different concept.

  • 💾 Play ~1 hour of brand new content for free.
  • 💉 Live a new adventure in the Omen Exitio: Plague universe. Get back to Zanzibar to discover what happened before Jake Hungtington's arrival and how the plague started spreading.
  • 👋 Meet a brand new cast of characters, as well as some old acquaintances from the original game.
  • ✏️ Immerse yourself in the narration thanks to 200+ brand new images, more detailed and unique than ever.
  • 📕 Read Eric's diary as it gets written: dive into his psyche, create a bond.
  • 🏅 Unlock new story-driven achievements, one for each different ending.
  • 🌎 Enjoy new animated menus.


WHY RELEASE NEW CONTENT?



Now, with the list of features out of the way, let me tell you a little more!
This DLC was born from the need to explore, from that persistent urgency to experiment and learn more about the craft you're trying to cultivate.

Even if it's a simple game, working on a project like Omen Exitio: Plague requires a team to deeply understand the subtle ways different inputs intertwine in narrating an immersive story for the player to experience. This is no mundane task, as it refers to the abstract process of creating fragile and fluctuating structures of sense and meaning capable of activating that strange "feeling of somehow being there", and connecting them with the totality of the scene just through a delicate flow of empathy.

Now, this is true for a lot of games (and many of those managed to create great stories) but becomes increasingly difficult the more you reduce the sparkle and go back to the basics. In the end, it's just easier to fail because everything becomes pretty much transparent, and things either work or they don't. That's why we continue to experiment on OE:P, trying out new possibilities, searching for a way to tune things just right, to create a perfect equilibrium between all the elements that compose the game.

As always, I got a bit overexcited about all this stuff! What I was trying to convey was the experimental nature of this DLC, as I truly hope that all of you will share your experience with us to keep Omen growing and improving.



NARRATIVE THOUGHTS



[I]The Beginning tells a story about ordinary people, not the chosen ones (yes I'm looking at you Jake Hungtington). It's hard to be remembered when you're not destined to greatness: people tend to forget, to believe that maybe your story doesn't need to be told, that you may not have been worth it. Eric McLane and his comrades are just like you and me: human beings with their own flaws, fears and regrets, who stumbled upon something way bigger than them. This is a tale of struggle and friendship, of people who are unable to let hope go, who will fight tooth and nail to not drown in the darkness that shapes their path.

With Eric and his crew, we tried to create deeper characters and deeper connections between them. The player choices, while still providing active and concurrent outputs in the scene, have a bigger focus towards the subtle shifting in the relationships you develop with the other characters in the long run. I think that, even if you play as Eric, the DLC proposes a refined sense of aggregation, which makes it easier for the player to empathize with all the protagonists and the story itself.

In the end, to put it as our narrative designer did when the idea of the DLC was first pitched: “choices shape your world and not just yours on a daily basis, second by second. It’s hard for someone to have a full understanding of the articulated consequences of their actions because there is a complex ecosystem of inputs and outputs, constant noise, and way too many factors to consider. What you do has a different type of influence on who’s around you and group dynamics constantly change. That’s why, if we want to move our narrative forward, we have to try and interact with more complex systems in a controlled environment, where everything can't just blow up in our face because we've gotten too far. And that’s exactly what we will do with this DLC, focus our attention on groups and the interaction between those".

Now, I care a lot about this game and my opinions are quite biased, but I think the results are good. As said, this process has been incredibly important for our team, and hopefully, we are now ready to take a step towards a higher quality standard.

And this brings me to the next topic I wanted to touch upon: what happens next.



WHAT’S NEXT?



We are already working on the next side adventure which will bring together what we learned in producing the original game and this first DLC. I can't tell you much right now, but we will delve into a story that has one of the OE:P's characters as the protagonist, and that will reach a deeper level of narrative complexity and structural integrity. Hopefully, it won't take too long before I'm able to share some more info with you guys.


In the meantime be sure to follow us on Instagram because there is some pretty interesting stuff coming for the Omen Exitio tales.

Thanks a lot (especially if you read the whole post)!
NOIA and the TBS team

New Free Adventure Incoming

Hello everyone, I've got great news for you, and writing this community post makes me exceptionally happy for many different reasons. The main one, though, is that this post implies the team has been working hard to deliver what I promised during the Evolving Madness Major Update: new free content for you!



So, without further ado, let me introduce you to the upcoming The Beginning, the first content update for Omen Exitio: Plague (which is like a free DLC). You'll just have to update the game to get access to the playable content!

While I cannot spoil much right now, I decided to share with you some general information:

  • The adventure is totally free and counts around 45,000 worlds, a quarter of the original game.
  • There will be 200+ new hand-drawn images, with higher quality and detail than the ones in the original game.
  • We have approached the writing and the narrative design from a different perspective.

In the next post, I'll show you all the new features that you'll find in the update, as well as guiding you through the reasoning and the decisions we made while creating it.

Follow us on Instagram to learn more about the DLC and to participate in the giveaway that will follow the update.

Have a great day and stay tuned for more info!
NOIA and the TBS Team

Evolving Madness Major Update



Hello everyone, we hope you're all safe and healthy in these difficult times and that you all are playing a ton of awesome games!
Today we present to you the natural evolution of our beloved Omen Exitio: Plague, the first game we published as Tiny Bull Studios. This update is the result of all the feedback and suggestions we collected from 2018 until now, so thanks a lot for helping us improve our game, we've really learned so much from your comments.
As some of you may already know, OE:P was born as a simple side project. Because of that, it has this rough soul, this unpolished vitality inside it, which is typical of projects that are somehow a starting point, projects where the enthusiasm and commitment of a team are still more significant than its skills and experience.
This is what OE:P represents for our studio and this is the reason why we felt we wanted to continue supporting the game, make some changes and fixes, without altering its true and essential nature.
This is our first major update (we are really excited about this!) and it consolidates in one big patch a wide variety of new features, changes, and adjustments that affect every aspect of the game.
We hope you all enjoy the Evolving Madness Update while you wait for the DLCs that we are going to release soon, in order to keep Plague, the first chapter in the Omen Exitio series, as fresh as possible for our players who supported us this whole time.





We decided to give OE:P a new look that feels much more coherent with the general atmosphere of the game, as we did before for the Switch version.
Most of the visual UI elements of the game have been reshaped, the color palette has been updated significantly and the camera movement between the different tabs has been changed as well.
While this does not affect the actual gameplay in any way, we feel like now it's way easier to navigate and immerse yourself in the narrative, reducing eye fatigue while adding more pleasant colors and, overall, vivid details and richer textures.



Before and after. As you can see, many things were changed.






⚠️Text Speed⚠️


Everybody reads differently and has their own personal preferences when it comes to how the text is displayed. In a game where you read most of the time, these quality of life improvements are quite significant, as reading is most of OE:P actual gameplay. You can now set how fast you want the text to appear. There are four different speed levels ranging from a low pace to an instantaneous text display on the page.




Four different text speed options.


⚠️New Game+⚠️


OE:P is a game with many different endings and possible routes. It has quite some replay value, but going through stuff you've already read and not remembering which choices you already made, can lead to a somewhat frustrating experience for many players.
That's why we added two different features to the game, both connected to when you start a second game on an existing save where you already finished it:

  • Fast Forward: you have the chance to quickly skim all the text you read in the previous run. The game will stop when there is a choice to make, or when you stumble into some narrative branch you haven't read before. This way you can quickly go through the game multiple times at a faster pace if you wish.
  • Show History: by activating this feature, all the choices you made during your previous runs on a given save slot will be marked in red during your new playthroughs. This way you'll be able to choose different paths every time you play the game again.




The game automatically fast forwards and marks with the eye icon your previous choices.


⚠️Back Button⚠️


Let's be honest, everyone who ever played pen&paper gamebooks used to go back and change path every once in a while. Now, we couldn't actually let players change their choices, but we felt like you may have many reasons to go back through the pages of this adventure.
We added a button that allows you to go backward, all the way to the beginning of the current chapter. Maybe you want to read a previous dialogue again because something feels off, or maybe you just clicked too fast and missed a page without reading it; either way, we got you covered!



The Back Button gets highlighted when you use it.


⚠️Proofreading Text Review⚠️


Many of the negative reviews we got on Steam depend on the fact that there were typos (some pretty serious ones as well) throughout the whole game. Well, we reviewed the text once again, and hopefully we finally got rid of them!
In such a text-heavy adventure those mistakes can happen and, if you find more, please don't hesitate to let us know, so we can solve the issue.





⚠️Saving⚠️


The game will now save after every page instead of every scene. While not as evident as the other new features listed before, this change is important for two reasons:

  • It makes the whole game way lighter to experience. You can now start a new scene without the anxiety of having to finish it before you can close the game if you don't want to lose your progress.
  • It enables us to make the Back Button feature work, as now we are able to keep track of the exact position of the player within the game.


⚠️Chapters⚠️


The chapters, which are at the heart of OE:P's game structure, are now made explicit in-game and their title will be displayed. At the same time, the different save slots will now display the related chapter. This change is meant to improve the player's awareness, making it easier to navigate the content, especially when trying to get specific achievements on different save slots.





Well, that's all folks! Congratulations if you've made it this far and thanks a lot for your support.
Don't forget to follow us to get more news and a lot of awesome content regarding gaming!

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Happy Birthday Omen!




Today is a great day for Tiny Bull Studios! Omen Exitio: Plague is turning two. And to celebrate this event we decided to drop its price! You can find Omen Exitio: Plague, starting now and until the end of the world (which is near), at $9,99.

We are really happy with how Omen made its way, over the past two years. Becoming a solid narrative product that has been able to excite many more users than we thought. Thank you for making this possible.

We know we are slightly behind schedule, but you know, this is the life of an indie development company.
Support for Omen is ongoing and will continue for a long time. And, in addition, we promise you great news shortly.
Omen will be also renewed on PC soon. The new graphic style that is currently available only on Switch will be released on Steam. Isn't it great?! And maybe other content is coming. Who knows?

Please continue to follow and support us.
We really appreciate that.


May the darkness be with you, always,


the TBS team

☠️ Unveil the mystery of the Golden Badge! (no, it ain't the 25% discount) ☠️


Steam Trading Cards are finally out and you're now able to redeem some pretty cool badges for your Steam profile! We also decided to place a 25% discount on the game, so tell your friends!

While it's a little addition to the game itself, there is much more to our cards and badges: you should know that there are strange and mysterious tales surrounding the mythical Golden Badge.
If you manage to get your hands on one, please, contact us immediately. We are not allowed to share other details here, but it's a matter of the utmost importance and you'll get a unique reward for your trouble.

We are counting on you!
the TBS team

Omen is finally available on Nintendo EU eShop


In the last couple of weeks, we finally managed to bring Omen Exitio: Plague on Nintendo Switch, thanks to our publisher Forever Entertainment.

Reaching this goal means a lot to us. We are deeply convinced that a game like Omen represents a different and peculiar way to play games on Switch, offering a somehow new perspective on this medium itself.

We definitely don't think this is revolutionary or anything, and we don't have the presumption to have created something new. We do think, though, that Omen is a game made of tiny elements that somehow blend together in order to craft an atmosphere, an immersion that doesn't rely on realism but on the emotions and the imagination of players. We create suggestions, set the tone, but, ultimately, players are the ones creating their own images, using those to fill the space between the sketches we provide them. This is demanding, it requires a huge level of concentration, as an actual book would do. We think this is a somehow hidden way to give agency to the player, to give them responsibilities: choosing the path to follow during the adventure is the easiest and more immediate part of Omen's gameplay, while imagining your own world, indulging in the atmosphere we have crafted for you, represents the odd and (weirdly) unintuitive side of the game.

Well, all this boring reasoning just to say that Nintendo Switch enables gestures which are more appropriate in order to deliver these concealed gameplay concepts. That's why we are so happy about this release and why we hope you'll enjoy the game.

Cheers!

the TBS team

Omen is out on Nintendo Switch! Join Forever Entertainment for a stream of the new version of the game



Hello boys and girls!

Today we are really excited to announce that Omen Exitio: Plague arrives tomorrow on Switch. In the last months, we have been collaborating with Forever Entertainment to port the game on the Nintendo console. We have also added some new features and improved the graphics of the game with a new UI.

All the changes will be coming on Steam soon but, if you're curious, you can join Forever Entertainment during their Twitch stream, tomorrow at 12 pm CEST, as they enter the Lovecraft's otherworldy universe of Omen Exitio: Plague ---> https://www.twitch.tv/foreverentertainment

Which path will they choose? Which story will unfold before their eyes?