Coming Soon: Elphie's Asteroid Destruction Simulator

Hello all -

Zack here. Apologies for the radio silence as of late. It’s been a difficult few months. Earlier this year, I moved to the UK for work. During the move, it was revealed that my dog of 14 1/2 years was diagnosed with terminal bladder cancer. After uprooting our lives and experiencing the most stressful move that I’ve ever been a part of, she started to decline.

On July 18th, Elph passed away in our arms.

In the weeks following, I attempted to keep my mind busy by learning about the Gamemaker engine. I went through a few tutorials and very quickly had a little prototype running. When I wrapped the prototype, I decided to just keep puttering with it to see what else I could do. As I was working on it I thought what would pretty much be the antithesis of previous Winter Night projects? How could I honor my precious mutt? How could I combine the two?

Well…I’m happy to announce that our next project will be coming out very soon and it’s a goofy little thing. I’m calling it, “Elphie’s Asteroid Destruction Simulator”.

Stay tuned.


"Arkhangel: The House of the Seven Stars" Release Date Announced!

July 19th, 2018 – Seattle, WA
Winter Night Games, LLC has announced that its first game, Arkhangel: The House of the Seven Stars, will be released on Steam for Windows and Mac platforms on Friday, July 27th, 2018.

Michael, Lily, and Gabrielle have recently moved to the frigid town of Haven under tragic circumstances. As they begin to rebuild their lives in this new home and meet the townsfolk of Haven, they quickly discover that not everything is what it appears to be. Michael struggles with dreams of dark waters and an unknown ancient evil resting beneath the cold waves. Are these simply dreams or are they a premonition of things to come?

Inspired by the classic point & click adventure games of yesteryear, Arkhangel: The House of the Seven Stars is a story told through the eyes of a family that has recently moved to an isolated town in the frozen wilderness. Explore, unearth dark mysteries, solve puzzles, engross yourself with deep lore, and interact with a large cast of characters in this rich and layered narrative beautifully underscored by a thematic and emotional musical soundtrack by composer and conductor Chad Seiter (ReCore, Super Lucky's Tale, Star Trek, FRINGE, Lego Jurassic World, The Legend of Zelda: Symphony of the Goddesses).

Availability and system requirements:
PC - Windows 10 (Windows 7 SP1+ compatible but unsupported); i3 Core @ 2.9 GHz; 4 GB RAM; Graphics card with DX10 (shader model 4.0) capabilities; 5.2 GB available space.
Mac – macOS Sierra; 3.4 GHz Intel Core i7; 8 GB RAM; 5 GB available space.
Steam store link:
Winter Night Games is an American independent gaming company founded by two weird brothers, Josh and Zachary Quarles, focusing on horror and narrative driven experiences.

Visit us online:
For press inquiries:
PO Box 31145
Seattle, WA
Follow Winter Night Games on social media:

Welcome to the new!

Ahoy there!

As you can see, there have been a few changes here on the old webpage.  There are a few reasons for that.  First off, we decided we wanted to make things a bit cleaner and more streamlined than the old page.  It was starting to feel a bit clunky and unfocused.  Secondly, we were having some issues with the previous server; so we decided to get with the times and become part of the SquareSpace family!  We feel very fancy.

In addition to a new website we are making significant progress on Arkhangel: The House of the Seven Stars.  I (Zack) have been overhauling certain puzzle sections in the game, writing dialogue, tweaking animations, making sure the flow is feeling more and more natural as you progress through the game/story-arc, and building out cinematics.  Josh has been cranking out new inventory icons, vectorizing a ton of character skins, and writing lots and lots of cool lore that you'll be able to read and immerse yourself in.

In addition to that, we have started to get the first pieces of music from our good buddy Chad Seiter in the game!  I love this part of the's when the game really starts to feel like it has its own voice and soul.  I'm very, very excited to have my friend on board for this journey and I'm excited for all of YOU to hear what he comes up with!

There's still plenty to do before we actually release this sucker, but the game is becoming more and more fleshed out everyday.  We can't wait for you to play it!

In other news, I've really been enjoying the Game Maker's Toolkit videos by Mark Brown on YouTube.  I highly recommend checking out Mark's videos.  They are well-informed, well-produced, make you think, and just a joy to watch.  In fact, this is a fairly relevant one for our little project!  Check it out:

An Update about WNG's Point & Click Adventure!

So, it's been a little while since I've posted an update and thought I'd let everyone know that I wasn't MIA.  These last few months have been somewhat tempestuous.  As Josh posted awhile ago, we lost our Dad back in October and I've sort of buried myself in work in order to deal with that...whether that be my day job or with WNG; I've been plowing ahead with blinders on...just focusing on what's in front of me. What have I been focused on, you might ask?  Many, many things.

I've recently updated our Unity project over to the latest 4.6 codebase and have been overhauling our point & click UI interface to make our game a bit more "contemporary" when it comes to adventure games these days.  Originally, everything was based around a ray-cast from the mouse pointer that would basically just look for a "hotspot" within the world whenever the user would move the mouse around and would let you know if an interaction was available.  This was all fine and good, but I didn't really like the whole issue of "pixel hunting" that could plague some of the older Sierra On-Line point and clicks of the 90s.  I decided to switch the system over to be based on the player vicinity instead.  I created an invisible "sphere" around the player that basically "pings" the world around it to see what hotspots are available.  This means that you can explore the world and discover hotspots based off of the player location rather than simply passing your mouse around the screen to find things that the player may not be able to realistically see in the world.  It seems to be working pretty well.

In addition to that, I've been cranking out a lot of 3d model creation, geometry layout, texturing, character design, animation, lighting, and scripting.  Basically...everything under the sun.  I just finished a system that lets the player turn lights on in the world based off of items that they have in their lighting candles, torches, fires in fireplaces, lanterns, now possible.  It's allowing for some pretty atmospheric/moody exploration.

Besides all of that, I also created a 3d avatar for our Dad in the game.  During our last visit, he and I sat down and wrote some lines of dialogue and I recorded his voice.  Now, we might not be able to afford a full VO budget for this project, but I do have several lines of dialogue that are very much "Dad" that I will be holding dear for the rest of my life.  If we're able to get budget together, I'd love to be able to let you all hear his smart-ass self and sort of "immortalize" him in my own way.

In the meantime, here's a screengrab of his 3d avatar: James

I guess that means I just posted the first screenshot from our first game.  It's appropriate that it's of our father.   :)

Love you, Dad!