Discovering Edenfall: Legacy of the First Wardens, the debut video game from Everflux Games, an independent game studio founded and led by solo developer Laurenz Baumgartner.

Edenfall

In the past year and a half, both in our professional and personal lives, we have increasingly encountered solo-developed projects: video games conceived and developed from the ground up by the ideas of a single individual, a solo developer. These creators have shared their stories with us. Some of these prompted reflection, others stirred emotions, all contributing to our understanding of the dedication, courage, and passion—often accompanied by a touch of recklessness—that underlie a project. This underscores how crucial it is, at every juncture in our lives, to challenge ourselves, embrace personal risks, and undertake meaningful endeavors despite the potential hazards they may entail.

And often we wonder, do we (and perhaps you too) realistically know everything that lies behind the development of a video game, especially when created without the material assistance of anyone other than ourselves? Do we comprehend the amount of work, research, study, and often, stress and inner turmoil, involved in the “simple” release of a video game? Probably not, unless we truly put ourselves in the shoes of those experiencing these challenges firsthand.

With these necessary considerations in mind, we present to you Edenfall: Legacy of the First Wardens and its solo developer, Laurenz Baumgartner—a project that narrates two beautiful tales, that of Venya, the game’s protagonist, and of Laurenz, the invisible architect behind the game. The captivating and amusing story of a 34-year-old Austrian individual who became a video game developer purely ‘by chance.

So, get comfortable because we are about to share another beautiful story with you!

What is Edenfall: Legacy of the First Wardens?

Before we jump into the interview, allow us to provide you with a couple of insights that will help you better understand what Edenfall is.

Developed and published by Everflux Games, the studio founded by Laurenz, Edenfall: Legacy of the First Wardens is an atmospheric and evocative story-driven action-adventure that unfolds the tale of Venya, a young woman who unexpectedly finds herself in the fallen lands of Eden—a mysterious celestial realm tainted by corruption.

Guided by Alkina, the spirit of the fox, Venya’s mission is to heal Eden, eradicate the repulsive corruption, and restore the Crystal of Light—the lifeblood of the realm. In pursuit of her task, she is bestowed with an extraordinary shapeshifting power, enabling her to alter her form and morph into three different animal shapes: a wolf, a raccoon, and a raven, in addition to her human form, which allows her to wield magic. As you may have gathered, each form is not only unique in terms of skill sets, movement, and combat design, but also essential for accessing specific areas of the game.

Edenfall

Edenfall is an adventure where the narrative assumes a central role, yet it is not the only defining feature of the game. Laurenz’s goal was to achieve a harmonious balance, creating more than just a relaxing story-driven game. His vision was clear—to build simple, intuitive gameplay mechanics around the narrative that are not only enjoyable but also fun to play. This approach gives life to dynamic and multifaceted gameplay, featuring a deep exploratory component, various puzzle elements, an intriguing combat system, and not to forget, the role of meditation.

For now, we can’t reveal more as it might potentially spoil what you’ll find in the interview. So, get comfortable; let’s give the floor to Laurenz. Enjoy your reading!

Francesco:

Hello Laurenz, welcome. We’d like to kick off this interview with a fundamental question that allows us to get to know you a bit better, delve into your artistic journey, and explore your beginnings as a game developer. So, could you please share a bit more about yourself and your background?

Laurenz Baumgartner:

Hi there, thanks for having me, and giving me the opportunity to present myself and my game!

I’m from the west of Austria, 34 years old and studied architecture. I’m working part time in an architectural office – bills have to be paid – the other time I work on Edenfall or spend it with my family, friends and my cute dog Cali.

Francesco:

Would you like to share with us how you took your initial steps in video game development? What were your goals and aspirations then, and what are they now? And what advice would you give to your past self if you could go back in time?

Laurenz Baumgartner:

Well, when I first opened Unreal Engine I actually didn’t have any aspirations to make a game. I was looking into the real time rendering possibilities for architectural visualizations! But the more time I invested and played around the bigger the idea grew to make an actual game.

Making a game while learning the Engine is surely not the best idea, so I had to redo most of my code at least twice. My goal now is definitely to ship Edenfall as a memorable game people can enjoy and to start my dev-career! My advice to my past self would definitely be to spend more time learning coding before jumping into a real project.

Francesco:

Edenfall: Legacy of the First Wardens will be your debut video game as a developer, and also your first project as a solo video game developer. Would you like to tell us how the idea for Edenfall came about and explain why you chose to undertake this journey as a solo-dev?

Laurenz Baumgartner:

The origin is actually hard to grasp really, because as I was developing my skills with coding, shading and level design, I also developed this story of a mystical realm up in the sky, because I wanted to fill this land with a story and also a reason why it was looking as it was.

On the other hand, I really liked the idea of the player being able to transform into different animals which all have their own skills and niche where they perform best. After aimlessly just making levels and running around as different animals it came to a point where I finally decided to narrow the base ideas down and make an actual game!

Edenfall

Being a solo-dev surely comes with some disadvantages, since all there is to do ends up at your desk. But that’s also a good thing! Everything there is to decide is your decision! You really can make this game your own and that is what I really enjoy. Maybe I will team up with somebody for my next project, but for now solo dev it is!

Francesco:

Edenfall: Legacy of the First Wardens tells the story of a declining Eden, fallen under the onslaught of Void Creatures. Could you tell us more about how you shaped the narrative component of Edenfall and how you represented the concept of Eden?

Laurenz Baumgartner:

To be honest, the story of the land of Eden has quite some parallels to the biblical story of Eden – I guess more than I intended. Eden is created from light by a spirit that has lingered in the darkness for eons. Back then, Eden looked like a place you might imagine with a name like that. Up in the clouds, beautiful landscapes, strolling animals  – an overall peaceful realm.

Humans coexisted there as powerful beings wielding magic and great architects. They were called the First Wardens. Unfortunately, they didn’t cease their pursuit of more power and ultimately fell from grace in the eyes of the spirit. In its anger and broken hearted it banished the tribe from Eden and tore Eden apart into countless pieces. The explosion was so strong that the very fabric of the world had been rent asunder, birthing cracks that led to the shadow realm. And this is where our hero, Venya, comes into play!

Francesco:

Edenfall places narrative at the forefront as its primary means of expression, allowing players to experience and live through the eyes of Venya, the true catalyst for change, the one who will strive to thwart the corruption of Eden. But who is Venya, truly? A protector, a savior, or perhaps even a guardian spirit? Could you provide additional details about her, her narrative purpose, and how you brought her design to life?

Laurenz Baumgartner:

Venya is a young woman and is, well at least she thinks that, a simple member of a Tribe called Saori. The Saori live in close relationship with nature. After a weird dream she wakes up in a strange, yet beautiful land. She learns that she and her tribe descend from a mighty nation – the former inhabitants of Eden. Being at this mystical place lets her reconnect with the old powers and she gains abilities deriving from her ancestors – which of course she needs to learn to master in order to be able to push back the evil.

So, for both the player and Venya, exploring this ancient land is definitely a learning journey. Learning about the past, about yourself and how to find peace. And how having inner peace can help you change the world for the better.

Francesco:

Turning our attention to the artistic aspect of your title, could you share insights into your approach to modeling and programming to bring the environments and biomes of Eden to life? What type of animation and style have you used as a reference, influencing the development process?

Laurenz Baumgartner:

I think I changed the look of the game quite a few times until I finally achieved this atmospheric painterly style. Also, having these scenic outlooks which makes you go: “Wow, I want to explore all of that!” is a big part of how I design my levels.

I’m working with Unreal Engine, which has proven immensely beneficial for real-time lighting. Sure, it’s more expensive, but with Lumen, the results are actually better! For references, I like to browse the internet and use both images of real-world landscapes and concept art I can find as inspiration.

Francesco:

How many biomes can we expect to find in Edenfall: Legacy of the First Wardens? And how have you managed their diversity to bring the game world to life? Will there be multiple micro-areas, each with its own environmental and animal diversity, or will there be a single macro-area acting as a container? Will exploration be confined to the borders of Eden?

Laurenz Baumgartner:

Eden comprises four different biomes: meadows, desert, snowy tundra and a forest area. Each biome has its own color scheme, setting it apart from the others. To limit the scope, I opted against an open-world approach and made each biome its own level. However, players can expect biomes to overlap. At this stage, it is planned to travel through the different levels only in a linear manner, ensuring you discover all collectibles before advancing. 😉

Edenfall is a place up in the sky, so going beyond its borders means you have to fly – which you can do in late game! Players are warmly encouraged to explore as far as their wings can take them! 🙂

Raven

Francesco:

Among the most intriguing and dynamic features of your title is the metamorphic power bestowed upon Venya, allowing her to transform into three different animal forms. Could you delve into the details of this key feature and explain how you chose to manage and integrate it into the gameplay?

Laurenz Baumgartner:

The transformation was indeed one of the trickiest features to implement, especially ensuring smooth and enjoyable transitions while keeping them brief enough for combat scenarios, making shape-shifting more viable during battles.

Each form has a unique set of abilities which gives them their own niche and eligibility in gameplay. While the human form is a good allrounder and is useful for most scenarios, the wolf form is incredibly fast, can dash over gaps and has a unique ability that lets you find out the weakness of your enemy.

The raccoon can sneak and let you pass enemies unseen or inflict massive damage from stealth – oh, and it can roll around! Lastly, the raven form proves handy for discovering hidden locations and efficient travel from point A to B.

Francesco:

Edenfall is an immersive adventure set against the backdrop of expansive natural landscapes. Beyond its atmospheric allure, it distinguishes itself as a video game featuring intricate platforming sections, elaborate environmental puzzles, intense battles against Eden-devouring creatures, and perhaps most importantly, an adventure that places exploration and meditation at its core. Could you tell us how you structured these various elements in unison and how you blended them to invigorate the gameplay?

Laurenz Baumgartner:

Usually, these parts are a bit separated, which means you’ll be able to explore big parts of the world without fearing encounters. That just makes beautiful landscapes much more enjoyable, in my opinion. On the other hand, there are the corrupted parts of Eden which are full of evil and dangerous creatures. These lands are rotten and unpleasant. Yet, players will soon discover that even in seemingly lost places, there is still hope and life.

Edenfall

Francesco:

In Edenfall, how many themes do you believe are present, particularly those that touch upon sensitive subjects reflecting our contemporary world? Are these themes predominantly implicit and symbolic, or did you intentionally choose to overtly reveal and establish them as explicit elements within the game?

Laurenz Baumgartner:

Daily reports of bad news, wars, social and physical consequences of Covid, depression, and burnouts affect a large number of people nowadays. As a game where the objective is to restore peace, Edenfall addresses the human need for catharsis and a sense of purpose. It taps into the desire for meaningful experiences and the satisfaction that comes from overcoming challenges to bring about positive change. While exploring breathtaking landscapes and buildings, you will also learn something about yourself.

Francesco:

How did you approach the sound design and audio aspects in Edenfall? Can players anticipate a soundtrack comprising solely ambient tracks, or will there be vocal compositions as well? Are you aiming to recreate the atmospheric essence in the musical component of the game?

Laurenz Baumgartner:

Music and sound play a vital role in Edenfall, as atmosphere is derived not only from visuals but also significantly from music. That’s why I brought composer Benedict Nichols (Omno, The Falconeer) on board; he will also create the music for the Kickstarter trailer. You can expect atmospheric ambient tracks as well as epic themes and scores. However, as of now, there are no plans for vocal compositions.

Francesco:

The most unusual question you’ll probably receive today, and one we’re curious to ask, is: does Edenfall break the fourth wall?

Laurenz Baumgartner:

Currently, there are no plans to do that.

Francesco:

Soon, you’ll be launching the Kickstarter campaign for Edenfall. Could you share insights into how you’re working to structure it? What are your goals for the crowdfunding campaign, the rewards you’re preparing for different tiers, and, most importantly, what are your expectations regarding player feedback? Can you provide a sneak peek or any hints about it?

Laurenz Baumgartner:

The kickstarter is definitely an exciting milestone in Edenfall’s development! Fortunately, I have good support by Gentleland; they’re helping me a great deal with branding and the campaign.

We are aiming for €25k, a sum that would allow me to dedicate more time to development and fund the composer. We’ve got awesome rewards, such as a lore book containing the collected tales of Eden. For higher tiers, we’re even preparing a figurine featuring Venya and all her animal forms. Possible stretch goals include an extended soundtrack or a customization system for Venya. But, of course, I have a lot of other cool things in mind!

Francesco:

On the Steam page, we can notice that the game is labeled “coming soon.” The question we’d like to pose at this point is, do you already have a potential release window in mind for Edenfall? Are you planning to launch it exclusively on PC, or do you have intentions to release it on consoles as well?

Laurenz Baumgartner:

There is no fixed release window, but the plan is to release it around Q2 2025. Currently, only a release for PC is planned, but that might change in the future.

Francesco:

If you were to describe it in a few words, Laurenz, how much of your own self is infused into this project?

Laurenz Baumgartner:

Working on a project for this amount of time, it would be strange if the project wasn’t infused with a part of myself! I love exploring nature, observing cute animals, and great architecture—everything Edenfall covers! That’s why I find myself strolling around the worlds I build and enjoying it way too much.

Francesco:

As a final question, we invite you to answer with your open heart, as if Venya herself were speaking. How much do you believe in this project? And what does it mean to you?

Laurenz Baumgartner:

Spending this amount of time on a project and still wanting to continue to work on it definitely means that it has become a part of me and my life. Seeing people’s positive comments under video clips and screenshots I post is a daily motivation to build further on it and to bring it to a finished game in the end!


The Legacy of the First Wardens

For today is all about. However, before we conclude, let us express the usual but still necessary thanks. First and foremost, we would like to thank Laurenz for his availability and for granting us this interesting interview. Thanks to it, we were able to delve deeper into Venya’s story and discover this enchanting yet dark alternate version of Eden.

The story of Edenfall is one that deserves to be told and explored, and from our perspective, it has the potential to surprise you not only in its atmospheric and narrative aspects but also in its gameplay mechanics. The Kickstarter campaign will undoubtedly play a crucial role in the development, as it will determine, based on the audience response, how much more the developer can invest in the project.

We also want to remind you that you can support Laurenz by adding the game to your wishlist on Steam or by following the crowdfunding campaign on Kickstarter, ensuring that you receive a notification upon launch.

Thank you for joining us again today. For news and updates on Edenfall: Legacy of the First Wardens, stay tuned.

Grown up with MediEvil and DOOM and fascinated by the video game world since 1998. This passion stems from a desire to discover and research the videogame at 360 degrees, with particular attention to the Indie scene.