
Grab it now!
Android: https://play.google.com/store/apps/details?id=com.clickteam.distraint
iOS: https://apps.apple.com/us/app/distraint-deluxe-edition/id6753810350
We are super excited at Clickteam to help another Horror author Jesse Markonnen re-release a superior version of his highly successful game Distraint! This new version is a 1 to 1 conversion of the superior PC version currently on Steam. The original version he had on mobile made several short cuts to be able to run on older devices of the time. As such alot of the extremely moody visuals where left wanting in comparision to their PC cousin. This new version has none of those issues!
For those who have yet to play Distraint is a 2D psychological horror adventure game centered on themes of greed, morality, and the consequences of one's actions. The game follows an ambitious young man named Price, who works for a property seizure company and sells his humanity for a chance to become a partner.
Steam Version: https://store.steampowered.com/app/395170/DISTRAINT_Deluxe_Edition/
You step into the shoes of Price. In order to secure a partnership in a famous company, Price seizes the property of an elderly woman. In that very moment, he finds out the price of his humanity.
This is his story and the tale of his regrets...

FEATURES
DISTRAINT is a horror-novel style of game. It is dark and grim but also has its share of dark humor. This updated mobile version includes all the shader effects, high resolution imagery from the PC version as well as two control modes!
• 2D side-scrolling with unique hand drawn graphics
• Atmospheric music and sound design
• Minimalist interface so your focus never wavers from the experience
• Delve into a unique story full of intriguing twists
• One man effort - No asset flips or cheap tricks, just hard work!

In case you missed it we did a short interview with him for the 10th anniversary of the game!
How did you discover the Clickteam line of development tools?
When I decided to create a game, my first thought was to check whether The Games Factory still existed. I then discovered Multimedia Fusion, which later evolved into Clickteam Fusion 2.5. When I was a small kid, I remember my big brother's friend had The Games Factory installed on his PC, and we created a little game together. Well, I only drew my own character. But yeah, that is how I ended up using Clickteam products!
What process do you use to develop your awesome creepy effects in your games?
Most of the things I create come from experimentation. I enjoy experimenting with shaders to see what I can create with them. Stacking them, being creative... sometimes I find cool stuff I can use and have used in my games. The actual art I create with Photoshop and animate with After Effects. Audio I create with FL Studio, Audition, and various VSTi plugins. I also record a lot of my own audio, which I then edit.
How do you develop your stories for your narrative heavy titles?
Usually, I have a rough idea and a story concept, and once I get the initial prototype up and running, I start to feel the atmosphere and see where to take the game from there. This is my "normal" approach, but with some games, for example, Without a Dawn, I had the story almost completely thought out. One thing is certain: I create my games so that the atmosphere can shine.

What do you find to be the greatest strength in Fusion?
I love using Fusion! I know it so well by now that I can focus on creating stuff instead of learning tools. I believe the accessibility and stability are where Fusion shines. It was easy enough to get started, and the software is super stable, at least for me! It's also surprisingly flexible, and the community is very nice and helpful. I'll be sticking with Clickteam products in the future as well (waiting for Fusion 3!)
What’s next?
I wish I knew what's next! I've been trying to take a little breather from darker, horror stuff, but something keeps pulling me back. That said, I'm not sure what comes next, hopefully, something good that also does well!

Developed by: Jesse Markonnen
Published by: Clickteam















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