clock menu more-arrow no yes mobile

Filed under:

Firewatch is Campo Santo's first game

Firewatch, "a mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio," is the first game from Campo Santo, according to the game's official site.

Players will assume the role of Henry, a man who retired to spend his time atop a mountain looking for smoke that would signal a wildfire. Set during what the website describes as an "especially hot and dry summer," Henry's supervisor, Delilah, is his distant companion. Firewatch puts "something strange" in Henry's path, and the choices he makes during his wilderness excursion can foster or endanger his only relationship.

The game is being developed in Unity and is headed to Linux, Mac and Windows with an estimated 2015 release window, but the developer is "actively exploring" a release on consoles, according to an FAQ on the official Firewatch site. The FAQ also reveals that there are a limited number of prints available with the artwork shown above in the company store for $50 each.

"And from this point on, we're going to capitalize on our tenuous grasp on the notion of confidentiality," reads a post on the company's blog. "Here on the studio blog, we'll be posting bits and pieces from the development of Firewatch, as well as general Campo Santo office shenanigans."

Campo Santo was announced last year as a collaboration between ex-Telltale Games creative director and designer Jake Rodkin, designer and writer Sean Vanaman, Mark of the Ninja lead designer Nels Anderson from Klei Entertainment as well as graphic designer Olly Moss. The studio was founded in partnership with Panic, the iOS and Mac developer based in Portland producing the game. In February 2014, video game composer, designer and Double Fine Productions community manager Chris Remo announced that he'd joined Campo Santo. The Firewatch FAQ also references environment artist Jane Ng, who served in that role on Double Fine's The Cave.

Be sure to read our interview with Panic co-founder Cabel Sasser to learn how and why the developer made its way into video games.

Sign up for the newsletter Sign up for Patch Notes

A weekly roundup of the best things from Polygon