Sable | Representative Artwork

Shedworks, the developers of Sable, has formally decided to move their debut title to some time in the year 2020. To go along with the announcement, the developers also issued an update. Much of it details how the project started in a shed, all the way to what the team is now. Since last year’s E3, they hired Shanaz Byrne for her 3D work and artistry, Felix Kramer of Tunic and Neo Cab as a producer and Jourdan-Reiss Russel for in-shed development. Cory Schmitz also designed the new logo and Daniel Taylor lent a hand for new illustrations.

Sable itself stars the titular Sable, in a game about exploration. Explore ancient monuments, ruins, and fallen ships in a quest of self-discovery. In the meantime, you can also learn about the world’s inhabitants. I remember this being shown off in E3, being captivated by its striking art-style. If there is more time put into the project, I can’t wait to see the final result. Sable is coming to both PC and consoles.


Sable | Representative Artwork


Sable will release in 2020

An update from Shedworks – the developers of Sable

When we started developing Sable in 2017, it was just Daniel and myself working in the shed. We had no support beyond my parents letting us use their shed, nor any idea where this project would lead us. All we knew was Sable was the kind of experience we dreamt for years of making. We started sharing the game very early on and the incredible reception we got meant that we very quickly got the backing of Raw Fury, and eventually Microsoft.

Some of the reception has included amazing features on the project by VICEKotaku UKEurogamer, EDGE, GamesTM and more. It’s been unbelievable and a dream come true.

We’ve now been working on the game full time since October 2017. We initially thought the game would take us around 2 years to develop. It was an extremely rough estimate and for us to fully realise the game we want to make, we now think we need a bit more time. It was always going to be tight getting the game out in 2019 so now we’ve made the decision to take more time with the game and aim for release in 2020.

We are so grateful to have the support from our partners and team to make sure the game we release will be the best it can be. We’ve also significantly expanded the team from the beginning of the project.

You may already be aware that Michelle Zauner (Japanese Breakfast) is composing an incredible soundtrack, Meg Jayanth (80 Days, Horizon Zero Dawn and Sunless Sea) is crafting inventive narrative design, Martin Kvale is generating delightful sound design and Micah Holland has been rigorously animating the project.

Since we announced the game title at last year’s E3 we’ve also hired Shanaz Byrneto bring her unique and captivating work to our characters, Felix Kramer (Tunic and Neo Cab) to keep us sane and act as a producer and Jourdan-Reiss Russell as an in-shed developer.

This influx of amazingly talented and hardworking people on the project has been nothing short of incredible and the value of having a team of creative and passionate people will be reflected in the outcome.

Other additions to the project has been having Cory Schmitz design us an awesome new logo and Daniel Taylor creating some beautiful artwork for the game, both of which you can see at the top of this e-mail.

We’re incredibly proud of our team, everyone is producing amazing work and I know you’ll be happy we’re taking our time to get things right when all is said and done.
When we’re ready, I can’t wait to share more.

Gregorios Kythreotis

Marisa Alexander
With a flair of both eccentricity and normalcy. Lives in New England, where the weather is about as chaotic as limbo. Have enjoyed gaming since before schooling and have signed up for many AP and Honor HS classes in order to succeed in life. Is extraordinarily analytical, opinionated, and caring.