- 296 backers
- $25,983 of $65,000
- 3 months left
Help build Stauf's mansion from the ground up, starting from the 1st Story.
The third game in the classic The 7th Guest series from Trilobyte Games.
Old Man Stauf built a house and filled it with his toys. Six guests were invited one night, their screams the only noise…
- Children’s Nursery Rhyme
Before making a pledge, we encourage you to first familiarize yourself with the nature and structure of this campaign and read our Updates (top of page) and FAQs (bottom of page).
In the world of The 7th Guest: 3, you re-enter the mysterious and magical Stauf mansion, newly remodeled and filled with classic Stauf games, toys, diabolical puzzles and artifacts. Not merely restored to its former glory, this now-historic landmark in the little hamlet of Harley-on-the-Hudson is, as the locals like to say, “the biggest damn digs in the twigs!” Some admiring looky-loos have been heard to cry “Magnificent!” Well, so it is, friends, so it is. But who is the mysterious stranger responsible for reviving the legend and unleashing the evil spirits once again, and to what purpose?
Magnificent...and more ghastly, more demented, more appallingly apparitional than ever before! Haunted by the cursed, tormented souls who’ve succumbed to the devious temptations of the mysterious madman you know as Henry Stauf, T7G3’s cavernous new mansion is replete with secrets, stories, and scandalous scenarios. Enter here at your own risk. Inside you will discover exactly what happened on that terrible night so long ago when the strange toymaker invited 6 guests to spend a night in his house of horrors. If you’re brave enough to walk through Stauf’s new front door, you’ll expose the previously hidden secrets of the gaming world’s most mysterious toymaker...like them or not!
Imagine The 7th Guest and 11th Hour gloriously outfitted with the latest in game tech capabilities. Whilst the gameplay of T7G3 will fairly closely follow that of The 7th Guest and 11th Hour, Trilobyte will thoroughly leverage touch-screen, mobile technology, and modern standards in video-game presentation to bring you the 7th Guest of your fondest dreams (and nightmares!)
Visualize the Stauf mansion rendered in beautiful high-definition, extensively renovated and furnished with hundreds of interesting new items. Plans to rebuild and remodel the house have not stinted at redecoration, to say the least. The revamped house is something of an historical museum. Grand, quite grand.
The mansion itself is one large mechanical device, a sequential discovery puzzle. Players will alter its entire configuration by solving puzzles and riddles and tracking down hints and clues. The goal of the game is to configure the mansion in such a way that escape from its confines becomes possible. In a fiendishly Staufian twist on familiar gameplay, rather than working your way into a box within a box, you must work your way out.
The house behaves like a slippery supernatural creature, not a reliable container of wood and stone. It defies the laws of spatial relations, of geography; it expands and contracts, reconfigures and reconfigures. Certain rooms are accessible only if the house is configured just so; certain passageways can be found only within certain house configurations….and only ONE configuration of the house will allow the escape essential to win.
Logic puzzles, you yearningly inquire? Why, of course! Many of them are taken to the next level with real time rendering and real world physical properties. You’ll need to exercise your sharpest wits not simply to solve individual puzzles, but to strategically plan your path through the house and determine what to do and when to act once you arrive at your destination. Think Da Vinci Code and the BBC’s modern Sherlock in a setting eerier than The Shining, with a story more disturbing that Medak’s The Changeling.
Dear fans, you will not be disappointed! We have listened to you, and are committed to staying true to the spirit of the original 7th Guest, the game you’ve loved for so long and so well.
- Full motion video, real actors
- CGI and Practical FX
- Extra story content
- Beautiful hi-res environment
- Puzzles with physical properties rendered in real time.
- The sort of game that you just can’t find and that only Trilobyte can do.
Old Man Stauf was sly as a fox,
He liked to make puzzles with lots of locks.
The locks would open one by one
Until you realize it's your undoing you've done.
The creation of The 7th Guest: 3 has been a long time in the waiting. The 7th Guest, produced by the original Trilobyte (Rob Landeros and Graeme Devine) and released by Virgin Games in 1993, was a groundbreaking, game-changing success, selling over 2 million copies and garnering multiple industry awards. It has been credited with kickstarting the CD-ROM revolution.
The release of the sequel to T7G, The 11th Hour, was delayed by internal disputes at Trilobyte; the game eventually appeared on the market in 1995. Plans for the third installment in T7G series never materialized. Rob Landeros was kicked out of Trilobyte by its board of directors in 1995, and the company folded not long afterward.
Rob went on to found Aftermath Media which produced Tender Loving Care and Point of View, interactive movies that illustrate his abiding interest in creating innovative entertainment, but he never abandoned his desire to complete the The 7th Guest trilogy as he had originally imagined it.
In the early 2000s, the gaming industry turned a corner and headed in a direction Landeros didn’t like. With product offerings dominated by formulaic shoot-em-ups devoid of the simple spirit of true gaming, and a production system controlled by rich corporate players wielding massive budgets and avoiding creative risk, the whole gaming enterprise lost its allure for Rob and he returned to graphic art and design. And because the the 7th Guest brand was entirely abandoned by the company that also abandoned Rob, the series gradually disappeared, fell into limbo, faded into the mists of time…but Rob never forgot about it.
And, then the touch tablet appeared, mobile technology took off, and digital distribution opened up the markets. The time was right for the return of The 7th Guest franchise. Rob Landeros teamed up with partners John Fricker and Charlie McHenry to form Trilobyte Games in the Fall of 2010.
All of us here at Trilobyte Games are primed and ready to finally make the dream of The 7th Guest 3 a reality. We need your help to bring the trilogy to its triumphant conclusion!
A Look Back
For the benefit of those unfortunate souls who may be unfamiliar with the legacy of the 7th Guest line, we present these brief glimpses into the past.
Use this chart as a comprehensive guide to what rewards each pledge tier brings, and when. Notice that the rewards icons are color coded to this chart. Those in green are activated upon reaching our first goal. Those in violet will be fulfilled upon reaching our first stretch goal, and those marked in red will be guaranteed upon reaching the second stretch goal of complete funding.
A Sampling of Rewards
We will be offering two add-ons in the near future. A digital copy of the game, and a physical boxed set of the game. (See image above for costs) You will be able to add as many of the offered add-ons as you wish.
H. Stauf, Esq. himself speaks of the many possibilities of how you might appear within the game.
And how, you may ask, shall I reward your generosity?
Oooh, let me count the ways...
Your name engraved on our donor wall
Your marble bust posed in some lonely hall
Your very own soup pot with your name inscribed
A spider’s woven web with your name inside
You, desperately trapped in a hallway portrait!
You could even buy a brick or an entryway carpet
Your authorship credited on a bedside book’s spine
Your headstone in the crypt, where you’ll always be MINE.
Your own private monogrammed setting at table
Your mention as victim in The Stauf Files fable
Any and all of these could be all YOURS...
And I'll relish cooking up perhaps dozens more
Look here to our menu to view the multitude;
Expressions--undying--of my great gratitude!
-- Henry Stauf
Initial Goal: $65,000 - When we reach this goal, pledges will be collected and you will get a playable mini-game consisting of the 1st floor of the mansion and three puzzles.
Stretch Goal #1: $275,000 - This will fund development of the 2nd Story of the mansion and beta versions of the entire game as they become available.
Stretch Goal #2: $435,000 - Full funding. You will receive all the rewards you have chosen.
Stretch Goal #3: $600,000 - Team Trilobyte will add video, hauntings, and supplemental story content to extend and enhance the gaming experience.
Stretch Goal #4: $700,000 - We will shoot extra video. Drama scenes will be variable. Localization for Spanish, French, German, Italian, Russian and Portuguese.
Stretch Goal #5: $1,000,000 - The Team will create and add additional puzzles - discovered through a TBD rabbit hole that will reveal entirely new rooms, even a dungeon-like basement, to players intent on challenging their puzzle solving skills. To that end, Trilobyte has inked agreements with a couple of the world’s most celebrated puzzle designers and charged them with developing new, out-of-the-box concepts that will test even the most seasoned gamers.
Stretch Goal #6: $1,000,00+ - We will create an expandable game that allows inexpensive in-app purchases of additional rooms and puzzles.
Rob Landeros, Lead Designer
Rob co-founded Trilobyte, the maker of the wildly successful and classic CD-ROM products, The 7th Guest and The 11th Hour. Prior to that, he was company Art Director for Virgin Interactive Entertainment. While there he directed numerous titles such as Spirit of Excalibur and War in Middle Earth. He co-created the popular gameshow of the future, Lexi-Cross, published by Interplay.
Rob first entered the entertainment software industry in 1987 as Art Director for Cinemaware. There, he directed such best-selling titles as Rocket Ranger, King of Chicago and Defender of the Crown.
Prior to moving into entertainment software, Rob delved into a variety of artforms. In the sixties he reveled in the counter-culture movement, drawing outrageous underground comics to support himself. Later he spent several years perfecting the art of wildlife engravings in fossil ivories. Eventually, he purchased a Commodore Amiga, created his first digital graphics, and never looked back.
Following his time at Trilobyte, Rob founded Aftermath Media where he designed and produced two award winning and critically acclaimed interactive motion pictures, Tender Loving Care and Point of View.
Between 2001 and and 2010, Rob focused on graphic design especially as applied to print and web development through his graphic design studio Landeros Design.
In the Fall of 2010, Rob resurrected Trilobyte Games as a company dedicated to bringing puzzle games, innovative storytelling adventures and appBooks to mobile devices and touchscreen tablets.
David Wheeler, Writer/Director
David was born in Toronto, Canada. He is an Honors graduate of the London Film School in the UK. He was brought to Los Angeles by CBS and worked in film, television and commercials as a writer, director and cinematographer. He directed his first video game, The 11th Hour, in 1995 and has since made many video games and interactive movies including the ground breaking Tender Loving Care with the great British actor John Hurt. David was the Content Director for game publisher Vivendi/Universal and a Senior Creative Director at Electronic Arts. He has founded/co-founded Terra Nova Productions in Hollywood, Aftermath Media in Ashland, Oregon and Digital Circus in Vancouver, Canada. In January 2012 he founded his 4th media company, Here And Now Transmedia, in Los Angeles.
He has recently written his first novel, white rabbit.
David has been a guest lecturer at AFI (American Fim Institute) and Art Center College Of Design, guest speaker at E3 and GDC (Game Developers Conference)
John Fricker, Lead Programmer
Founding partner and Direktor of Programming for Trilobyte Games, John is a senior developer with 20+ years experience in applications, , testing, architecture and object oriented design, having written over 20 iOS and Mac OS X apps since 2008.
Mazedude (aka Christopher Getman), Musical Score
Christopher Getman, aka Mazedude has been a creative force since childhood, and has explored a great many careers in the world of media. He has dabbled in music, sound design, acting, voices, stunts, motion capture, video editing, web development, and much more. His first love, however, was music. Regardless of what crazy paths life took him on, he never lost the passion for creating unique musical experiences.
Over time, Christopher came to realize that you can only wear so many hats for so long, and has since calmed down a bit. To support his family, he creates high-end websites for the healthcare field. However, he is still in touch with his musical roots, and will happily craft groundbreaking new music whenever the right project comes along. He has contributed to a great many albums and EPs in the video game remixing scene, has composed new original music for both films and video games, and received critical acclaim when he released The American Album, the first ever tribute to American video game music composers.
To learn more about Christopher Getman, aka Mazedude, visit mazedudemusic.com, or to see his current epic album in development (none other than the sequel to The American Album) , visit americanpixels.com.
Robert Hirschboeck, Henry Stauf
“He was a drifter; moving from town to town...”
A journeyman repertory stage actor, Shakespeare scholar, published writer, iconic digital game villain, traveler, teacher, and poet ~ Rob was born in Wisconsin, raised and schooled in California. He holds degrees from U.C. Berkeley in Political Theory, and a graduate Education degree from Southern Oregon University.
Rob is a 40 year theater stage veteran and professional on the regional repertory circuit, having worked in multiple capacities over the years as an actor, director, writer, producer, and artistic director in theatrical endeavors, repertory houses, theater groups and venues from coast to coast, with productions ranging from George M. Cohen and Neil Simon to Ibsen, and Shakespeare ~ from Comedy Improv, Cabaret and Dinner Theater to Public Television.
Credits, among others, include multiple seasons as a company member with The Berkeley Repertory Theater, Colorado Shakespeare Festival, the ‘Tony’ award winning Oregon Shakespeare Festival, San Jose Repertory Theater, Pyramid Dinner Theater Circuit, Actor’s Theater of Oregon, and The Stage Door Theater of Boulder, Colorado, where he was a co-founder and Artistic Director.
For his portrayal of ‘Henry Stauf’ in Trilobyte classic’s, “The 7th Guest”, and “The 11th Hour”, Electronic Entertainment called Rob, “The Vincent Price of Digital Gaming Media.” ~
William Hennes, Lead Artist
William is a seasoned interactive 2D, 3D Artist/animator and level designer, with highly developed conceptual visualization skills, and varied platform, and web environment experience. His love is working in the ever changing interactive media landscape, and his interpersonal skills allow him to thrive in collaborative team environments.
His specialties include: Animation, Character Design, Sculpture, Concept Art, Visual Design, Conceptual Models.
Tommy Tallirico is a veritable video game industry icon. As one of the most successful video game composers in history, he has helped revolutionize the gaming world, creating unique audio landscapes that enhance the video gaming experience. He is considered the person most instrumental in changing the game industry from bleeps & bloops to real music now appreciated worldwide by tens of millions of fans. As a well-recognized on-air television personality, live performer and composer, Tommy brings his in-depth knowledge, years of experience, and love of cutting edge multimedia and video games to the masses. Tommy has worked in the gaming industry as a designer, product manager, producer, writer, games tester and heads of both music and video departments.
Peter Oliphant, Puzzle Consultant
Peter Oliphant was born in Los Angeles and grew up in Hollywood, where he began working professionally at the early age of 5 as an actor on a live Saturday morning KTLA kid show created by his show-business family called Air Patrol. He has continued working as an actor throughout his life, during which he has accumulated over 30 acting credits. These include a recurring role as Freddie Helper on the original Dick Van Dyke Show, and as a denizen of the town on the hit HBO western Deadwood.
In his teens, Peter became fascinated with computers, and began designing and programming computer games while still in high school. As a young adult, Peter graduated from Harvey Mudd College with a degree in Math, and attended graduate school at Purdue University. He then took his love of computers, math, and computer games and became one of the very first professional computer game developers. Peter already has over 20+ published professional computer games, for which he has helped design, program, produce, and collaborated on, to his name. To date, he has worked in the computer game industry for over three decades as both an employee and contractor for such prestigious companies as Mattel, Activision, Sierra On-Line, Cinemaware, and Interplay. Peter has so far worked with Interplay on two titles, one being the classic award-winning RPG computer game called Stonekeep, the other being the original Lexicross.
Oscar van Deventer, Puzzle Consultant
Oskar van Deventer of The Netherlands is one of the world’s most prolific designers of mechanical puzzles. Starting at the age of 12, he has been designing and building innovative puzzles for over 35 years. Some of Oskar’s puzzles have been mass-produced. Examples of these are Key Maze (Bits & Pieces), Cast Chain (Hanayama), Gear Cube (Mefferts), Planets (Recent Toys), Anti-Virus (Smart Games), Daily Puzzle (Thinkfun), Oskar’s Disk (Kadon Enterprises) and Hedgehog Escape (Popular Playthings).
Even more of Oskar’s puzzles are available as 3D-printed do-it-yourself kit from Shapeways, which he shows on his YouTube channel called OskarPuzzle. Oskar’s 3D-printed Over-The-Top 17x17x17 Rubik’s Cube was awarded a Guinness World Record. Oskar has won several international awards in mobile gaming. Some of Oskar’s electronic puzzles from Clickmazes have found their way to James Noir’s Hollywood Crime 3D from Ubisoft for Nintendo 3DS.
Help build Stauf's mansion from the ground up.
Frequently Asked Questions
Will there be a surcharge for international shipping?
Yes. For any physical reward requiring shipping outside the U.S., there will be a $10 shipping fee.
What is in Stauf’s Secret Chamber of Horrors?
We can't, tell you. That's why it's called a "secret" chamber of horrors. It will a hidden room that is only available by special code provided to donors of $250 and up.
What will be included in the Special Collector’s Edition boxed DVD?
It will be old school... as in the days when games came in boxes and were put on store shelves. Included will be a DVD in shrink wrapped case, a booklet signed by the creative team and a poster.
It is a limited edition and will only be available to backers at the $120 tier and higher and will not be sold in stores or otherwise commercially distributed. Trilobyte Games will hold no more than 100 units in reserve for special gifts or promotions.
Is The Fat Man part of the creative team for T7G3?
Yes and no.
While The Fat Man won"t actually be an active part of the team, he will be there spirit, and his original music will be there in the game. We recognize the great contribution he and his team made to the 7th Guest and 11th Hour with his wonderful music and sincerely regret that he was unable to be a part of this project.
We are confident that in Mazedude, we have found exactly right person to do the job of creating a great musical score for the game. In fact, The Fat Man, AKA George A. Sanger, had this comment.
"Yes, the very, very talented Mazedude will do an absolutely terrifyingly perfect job of scoring The 7th Guest 3. Of course! Have you heard his stuff?"
What platforms will the game be available on?
The 7th Guest 3 will be developed and eventually be available on all viable platforms including, but not limited to, iOS, Android, PC, Mac, Linux, Steam and a dedicated game console to be named later.
What is meant by “in-game credits?
In this case, credits are acknowledgments of a person's contribution or participation in the production of the game. The person's name will be included within the game in the Credits section which will be accessed from the main interface menu and upon completion of the game. It is similar to the listing of credits at the end of a movie.
How long will it take to produce the game?
We expect to finish within an 18 month time frame following the end of a successful funding campaign.
How will the money be spent?
The money will be spent hiring a team of artists who will reconstruct and renovate the entire mansion, including at least two extra rooms never seen before, and fill it with hundreds of interesting artifacts and material that will provide backstory and subtext to the mystery and legend of Stauf. The house environment will be rendered in beautiful and rich high definition. There will be at least 20 new puzzles, designed by artists and craftsmen and programmed by a team of programmers. The puzzles will be rendered in real time and manipulable, many with physical properties such as gravity and friction. The most challenging programming and design challenge will be in engineering the entire mansion to be a giant puzzle that must be solved.
We will have a small team of writers for story content and dramatic script. We will shoot a cast of live actors with hours of drama.
We will create a variety of hauntings and frights and scares using both digital and practical effects.
We believe we can do all this with a minimum budget that is roughly equal to the original budget of The 7th Guest that was developed 20 years ago.
Will the game be rendered in real time and if not, why not?
Our initial decision was to go entirely with a realtime rendered game. However, despite our best efforts, early experiments simply did not capture the quality that we wanted nor could achieve the virtuality and richness that the original games were admired for in their time. So while we decided to restrict realtime rendering mainly to puzzles, we also plan to use it for some smaller parts of the house environment. So the larger parts of the mansion are pre-rendered, but some of the close-up, more detailed parts of the environment that will benefit from it, will be rendered in real time.
Are pledges collected immediately?
For this campaign, pledges are only collected once the initial goal of $65,000 is met. To ensure that sufficient funds are available at time of backing, a hold is placed on your card for the full amount of your contribution. This hold will remain for seven days and then be released. When the campaign reaches its goal, the card will actually be debited.
If the stretch goals are not met, will I get my rewards?
We will do our best to fulfill as many of the physical rewards as we are able even if our stretch goals are not met. If we fail to get full funding for a complete game, we cannot guarantee the rewards that are color coded in red. But we will do our best to deliver to you whatever we can in terms of a playable game.
Is there a way to manage my pledge?
There is no direct way to manage your pledge at this time, although we are told that function will be added to this site soon. In the meantime, if you do wish to change at any time, please email firstname.lastname@example.org and they will take care of your requests. When the campaign has reached its initial goal, you will be able to directly upgrade your pledge or buy add-ons via the crowdfunding reward fulfillment platform, BackerKit.