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== Projects == Double Fine's first completed project was ''[[Psychonauts]]'', a multi-platform [[platform game]] following Raz (named after Double Fine's animator [[Razmig Mavlian]]),<ref>{{cite journal |title=Looking Back Commentary: Psychonauts |journal=[[PC Zone]] |date=February 2006}}</ref> a psychically-gifted boy who breaks into a summer camp for psychic children to try to become part of an elite group of psychic heroes called Psychonauts. Critically praised, it was released for [[Microsoft Windows]], [[PlayStation 2]] and [[Xbox (console)|Xbox]]. Despite its acclaim, however, it did not sell well initially.<ref>{{cite news|last=Morris|first=Chris|title=An experiment failed: Majesco learns a hard lesson about the video game industry.|url=https://money.cnn.com/2006/01/23/commentary/game_over/column_gaming/|access-date=February 27, 2013|newspaper=CNNMoney|date=January 24, 2006|archive-url=https://web.archive.org/web/20121008162610/https://money.cnn.com/2006/01/23/commentary/game_over/column_gaming/|archive-date=October 8, 2012|url-status=live}}</ref> Double Fine's second project was ''[[Brütal Legend]]'', a hybrid [[real time strategy]], [[action-adventure game]] following a heavy metal roadie named Eddie Riggs, whose name is derived from both [[Eddie the Head]], the Iron Maiden mascot, and Derek Riggs, the artist who created the mascot. The story follows Eddie as he is transported to a fantasy world in which demons have enslaved humanity. Tim Schafer has credited the inspiration for the game to the lore, fantasy themes, and epic Norse mythology of [[heavy metal music]] found in both its lyrical content and its album art.<ref>{{Cite web |url=http://www.metalinsider.net/interviews/brutal-legend-creator-on-metals-rise-in-the-video-game-industry-toeing-the-line-between-reverence-and-parody |title='Brutal Legend' Creator on Metal's Rise in the Video Game Industry, Toeing the Line Between Reverence and ParodyMetal Insider |access-date=April 4, 2014 |archive-url=https://web.archive.org/web/20140407070647/http://www.metalinsider.net/interviews/brutal-legend-creator-on-metals-rise-in-the-video-game-industry-toeing-the-line-between-reverence-and-parody |archive-date=April 7, 2014 |url-status=live|date=September 24, 2009 }}</ref> ''Brütal Legend'' was published by [[Electronic Arts]] and was released in North America on October 13, 2009 for the [[PlayStation 3]] and [[Xbox 360]], and later for Microsoft Windows. === Amnesia Fortnight === During the development of ''Brütal Legend'', a publishing issue arose. Activision, having acquired the rights to the title through its merger with Vivendi Games, decided to drop it and forced Schafer to locate another publisher. During this period, in approximately 2007, Schafer attempted to boost the company's morale by engaging the team in an "Amnesia Fortnight". For a two-week period, the employees were split into four groups, told to forget their current work on ''Brütal Legend'' (hence the "Amnesia"), and tasked to develop a game prototype for review by the other groups.<ref name="gamasutra schafer"/> The four ideas were successfully made into playable prototypes. The four prototypes produced were ''Custodians Of The Clock'', ''Happy Song'', ''Love Puzzle'', and ''Tiny Personal Ninja''.<ref name="edge 2014">{{cite magazine | url = http://www.edge-online.com/news/tim-schafer-on-amnesia-fortnight-the-game-jam-powering-the-double-fine-ideas-factory/ | title = Tim Schafer on Amnesia Fortnight, the game jam powering the Double Fine ideas factory | magazine = [[Edge (magazine)|Edge]] | date = February 7, 2014 | access-date = February 18, 2014 | archive-url = https://web.archive.org/web/20140216120701/http://www.edge-online.com/news/tim-schafer-on-amnesia-fortnight-the-game-jam-powering-the-double-fine-ideas-factory/ | archive-date = February 16, 2014 | url-status = live}}</ref> The process was repeated later near the end of ''Brütal Legend'', providing an additional two prototypes. The prototypes produced were ''Costume Quest'' and ''Stacking''.<ref>{{cite web |url=https://www.pcgamer.com/humble-double-fine-bundle-gets-eight-prototype-games-amnesia-fortnight-2012-documentary/ |title=Humble Double Fine Bundle adds eight prototypes, Amnesia Fortnight documentary |publisher=[[PC Gamer]] |date=May 15, 2013 |access-date=September 11, 2018 |archive-url=https://web.archive.org/web/20180912022422/https://www.pcgamer.com/humble-double-fine-bundle-gets-eight-prototype-games-amnesia-fortnight-2012-documentary/ |archive-date=September 12, 2018 |url-status=live}}</ref> Schafer credits the concept of the Amnesia Fortnights to film director [[Wong Kar-Wai]]. During the long, three-year filming of ''[[Ashes of Time]]'', Wong had taken some of his actors and film crew to Hong Kong to shoot footage for fun, ultimately resulting in the films ''[[Chungking Express]]'' and ''[[Fallen Angels (1995 film)|Fallen Angels]]''. Schafer noted these were some of the director's more famous films.<ref name="edge interview">{{cite magazine | url = http://www.edge-online.com/features/tim-schafer-interview/ | title = Tim Schafer: Amnesia Fortnights saved Double Fine | magazine = [[Edge (magazine)|Edge]] | date = August 26, 2011 | access-date = August 26, 2011 | archive-url = https://web.archive.org/web/20120204233541/http://www.edge-online.com/features/tim-schafer-interview | archive-date = February 4, 2012 | url-status = live}}</ref> Schafer eventually signed a publishing deal with [[Electronic Arts]] for ''Brütal Legend.'' [[File:Tim Schafer and Cookie Monster.jpg|thumb|alt=Double Fine founder Tim Schafer (right) and Cookie Monster (left) during a promotional video for Sesame Street: Once Upon a Monster|Double Fine founder [[Tim Schafer]] (right) and [[Cookie Monster]] (left) during a promotional video for ''Sesame Street: Once Upon a Monster'']] These Amnesia Fortnight periods proved fortuitous, as Schafer considers these to have kept the company viable.<ref name="edge interview"/> Upon completion of ''Brütal Legend'', Double Fine started work on its sequel but was told to stop development shortly after as Electronic Arts decided against publishing it. With no other publishing deals lined up at the time, Schafer turned back to the eight game ideas developed from Amnesia Fortnight, believing they could be developed further into short, complete games. Schafer also looked at the success of smaller focused games like ''[[Geometry Wars]]'' on the various download services, realizing the potential market for similar titles.<ref name="edge interview"/> Schafer and his team selected the best four, and began shopping the games to various publishers, and successfully worked publishing details with these.<ref>{{cite web | url = http://www.gamasutra.com/view/news/29450/Develop_Double_Fines_Schafer_On_Amnesia_Fortnights_And_The_Pitfalls_Of_AAA.php | title = Develop: Double Fine's Schafer On 'Amnesia Fortnights' And The Pitfalls Of AAA | first = Simon | last = Parkin | date = July 15, 2010 | access-date = July 15, 2010 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20100718063015/http://www.gamasutra.com/view/news/29450/Develop_Double_Fines_Schafer_On_Amnesia_Fortnights_And_The_Pitfalls_Of_AAA.php | archive-date = July 18, 2010 | url-status = dead}}</ref> Two of these games, ''[[Costume Quest]]'' and ''[[Stacking (video game)|Stacking]]'', were picked up by [[THQ]] and released digitally on the [[Xbox Live]] and [[PlayStation Network]] storefronts. Both games were considered successful and THQ expressed interest in helping Double Fine produce similar titles.<ref>{{cite web | url = http://www.computerandvideogames.com/288681/news/thq-wants-more-from-stacking-dev/ | title = THQ wants more from Stacking dev | publisher = [[Computer and Video Games]] | date = February 14, 2011 | access-date = February 28, 2011 | first = Andy | last = Robinson | archive-url = https://web.archive.org/web/20110218030524/http://www.computerandvideogames.com/288681/news/thq-wants-more-from-stacking-dev/ | archive-date = February 18, 2011 | url-status = live}}</ref> ''[[Iron Brigade (video game)|Iron Brigade]]'' was prototyped between 2008 and 2009 as ''Custodians Of The Clock'', and was originally released as ''Trenched'' before the title was changed due to trademark issues. It was developed as an [[Xbox Live Arcade]] game in association with [[Microsoft Game Studios]], and similarly received positive praise from journalists.<ref>{{cite web | url = https://www.gamedeveloper.com/business/in-depth-xbox-live-arcade-sales-analysis-july-2011 | title = In-Depth: Xbox Live Arcade Sales Analysis, July 2011 | first = Ryan | last = Langley | date = July 19, 2011 | access-date = August 26, 2011 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20110724023950/http://www.gamasutra.com/view/news/35958/InDepth_Xbox_Live_Arcade_Sales_Analysis_July_2011.php | archive-date = July 24, 2011 | url-status = live}}</ref> A fourth game, ''[[Sesame Street: Once Upon a Monster]]'', expanded from the ''Happy Song'' prototype, was published by [[Warner Bros. Interactive Entertainment]] in association with the [[Sesame Workshop]] for the Xbox 360 using the [[Kinect]] controller. Though it initially was not a licensed title, Schafer and his team found it to be an ideal fit for their first licensed-property game.<ref>{{cite web | url = https://www.gamedeveloper.com/business/capturing-the-spirit-of-sesame-street | title = Capturing The Spirit Of Sesame Street | first = Kris | last = Graft | date = February 23, 2011 | access-date = February 23, 2011 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20110225081559/http://www.gamasutra.com/view/feature/6295/capturing_the_spirit_of_sesame_.php | archive-date = February 25, 2011 | url-status = live}}</ref> The four unused ideas may be used for a game in the future, according to Schafer, but believes some of them may be unsellable to a publisher.<ref name="gamasutra schafer"/> The development groups for these games were headed by the former leads from ''Brütal Legend'': lead animator [[Tasha Harris]] for ''Costume Quest'', lead art director Lee Petty for ''Stacking'', lead designer [[Brad Muir]] for ''Iron Brigade'', and lead programmer Nathan Martz for ''Once Upon a Monster''. This was to not only put these teams under people who had been in the industry for a long time, but as a means to help promote these leads.<ref>{{cite web | url = http://www.digitalspy.com/gaming/levelup/a363303/double-fine-interview-off-cuts-tim-schafer-on-studio-creativity.html | title = Double Fine interview off-cuts: Tim Schafer on studio creativity | first = Matthew | last = Reynolds | date = February 3, 2012 | access-date = February 3, 2012 | publisher = [[Digital Spy]] | archive-url = https://web.archive.org/web/20120205102622/http://www.digitalspy.com/gaming/levelup/a363303/double-fine-interview-off-cuts-tim-schafer-on-studio-creativity.html | archive-date = February 5, 2012 | url-status = live}}</ref> The remaining staff were split among the four teams, with some later swapping to make sure each team has appropriate resources when needed, such as artists and programmers.<ref name="gamasutra schafer">{{cite web | url = https://www.gamedeveloper.com/business/happy-action-happy-developer-tim-schafer-on-reimagining-double-fine | title = Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine | first = Frank | last = Cifaldi | date = February 3, 2012 | access-date = February 3, 2012 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20120205090633/http://www.gamasutra.com/view/feature/6691/happy_action_happy_developer_tim_.php | archive-date = February 5, 2012 | url-status = live}}</ref> Double Fine did not have to lay off any of the staff during this time,<ref name="gamasutra schafer"/> and instead were able to hire [[Ron Gilbert]], Schafer's former collaborator at LucasArts, to work on the new titles, as well as a future title that Gilbert has envisioned.<ref>{{cite web | url = https://www.gamedeveloper.com/game-platforms/gilbert-rejoins-schafer-at-double-fine-for-new-title | title = Gilbert Rejoins Schafer At Double Fine For New Title | first = Leigh | last = Alexander | date = September 27, 2010 | access-date = September 27, 2010 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20100930211048/http://www.gamasutra.com/view/news/30631/Gilbert_Rejoins_Schafer_At_Double_Fine_For_New_Title.php | archive-date = September 30, 2010 | url-status = live}}</ref> Schafer stated that though they could likely make another large game akin to ''Psychonauts'' or ''Brütal Legend'', they would likely keep the smaller teams to continue to work on these smaller titles, due to the gained experience shared by the company.<ref name="gamasutra schafer"/> In 2011, the prototyping process was repeated in Double Fine's last private amnesia fortnight. The prototypes produced during this period were ''Middle Manager Of Justice'', a superhero simulation game, ''Whispering Rock Psychic Summer Camp'', a camp-building game based on ''Psychonauts'', and ''Brazen'', a Monster Hunter-style four-player online co-op game.<ref>{{cite web |url=https://www.pcgamer.com/brazen-double-fines-latest-prototype-mixes-ray-harryhausen-films-and-monster-hunter/ |title=Brazen: Double Fine's latest prototype mixes Ray Harryhausen films and Monster Hunter |publisher=[[PC Gamer]] |date=November 21, 2012 |access-date=September 11, 2018 |archive-url=https://web.archive.org/web/20180912022454/https://www.pcgamer.com/brazen-double-fines-latest-prototype-mixes-ray-harryhausen-films-and-monster-hunter/ |archive-date=September 12, 2018 |url-status=live}}</ref> [[File:Tim Schafer and 2PP at PAX Prime 2012.jpg|thumb|[[Tim Schafer]] and Drew Skillman with [[2 Player Productions]]' Asif Siddiky at [[PAX Prime 2012]]]] In November 2012, Double Fine, along with [[Humble Bundle]], announced ''[[Amnesia Fortnight 2012]]'', a charity drive based on the previous Amnesia Fortnight. During this, those that paid a minimum of {{US$|1|link=yes}} had the opportunity to vote on 23 concept ideas. After the completion of the voting period, Double Fine developed the top five voted ideas into game prototypes that were available for those that purchased the bundle. The prototypes were (in order of receiving the most votes): ''[[Hack 'n' Slash]]'', a ''[[The Legend of Zelda]]''-inspired action-adventure, where players need to hack to solve puzzles, led by senior programmer Brandon Dillon, ''[[Spacebase DF-9]]'', a [[sim game]] set in space, led by designer-programmer JP LeBreton, ''[[Amnesia Fortnight 2012#The White Birch|The White Birch]]'', an ambient platform game (inspired by ''[[Ico]]'' and ''[[Journey (2012 video game)|Journey]]''), led by art director Andy Wood, ''[[Amnesia Fortnight 2012#Autonomous|Autonomous]]'', a [[Retro-futurism|retro-futuristic]] [[Sandbox (video games)|sandbox]] robot game, led by art director Lee Petty, and ''[[Amnesia Fortnight 2012#Black Lake|Black Lake]]'', a fairytale exploration game led by senior artist Levi Ryken. In addition, the purchaser received the initial prototypes of ''[[Amnesia Fortnight 2012#Costume Quest|Costume Quest]]'', ''[[Amnesia Fortnight 2012#Happy Song|Happy Song]]'' (what would become ''Once Upon a Monster''), and ''[[Amnesia Fortnight 2012#Brazen|Brazen]]'', a [[Monster hunter|Monster Hunter]]-style four-player online [[Co-op gameplay|co-op]] homage to [[Ray Harryhausen]], which was led by Brad Muir, who was also project lead of ''[[Iron Brigade (video game)|Iron Brigade]]''. The development of the prototypes was documented by [[2 Player Productions]].<ref>{{cite web | url = http://www.eurogamer.net/articles/2012-11-19-vote-on-double-fines-next-game-prototypes | title = Vote on Double Fine's next game ideas | publisher = [[Eurogamer]] | first = Jeffrey | last = Matulef | date = November 19, 2012 | access-date = November 19, 2012 | archive-url = https://web.archive.org/web/20121122015817/http://www.eurogamer.net/articles/2012-11-19-vote-on-double-fines-next-game-prototypes | archive-date = November 22, 2012 | url-status = live}}</ref> The [[Indie Fund]] announced at the [[Electronic Entertainment Expo 2013]] that they provided funding for two titles from Double Fine.<ref>{{cite web | url = http://www.gamasutra.com/view/news/194277/DoubleFine_receives_Indie_Fund_backing_for_two_new_titles.php | title = DoubleFine receives Indie Fund backing for two new titles | first = Kris | last = Ligman | date = June 13, 2013 | access-date = June 13, 2013 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20131216003356/http://www.gamasutra.com/view/news/194277/DoubleFine_receives_Indie_Fund_backing_for_two_new_titles.php | archive-date = December 16, 2013 | url-status = dead}}</ref> The first game created with Indie Fund backing was revealed on October 15, 2013 to be ''Spacebase DF-9'', a fleshed out commercial version of one of the ''Amnesia Fortnight 2012'' prototypes. The game was released as an alpha version on Steam Early Access, and was developed with user feedback received during the early access release period.<ref name="Spacebase DF-9">{{cite web |url=https://www.gameinformer.com/games/spacebase_df-9/b/pc/archive/2013/10/15/double-fine-39-s-amnesia-fortnight-finalist-spacebase-df-9-getting-full-release-alpha-available-now.aspx |title=Spacebase DF-9 |publisher=[[Game Informer]] |date=October 15, 2013 |access-date=October 15, 2013 |archive-url=https://web.archive.org/web/20131015175502/http://www.gameinformer.com/games/spacebase_df-9/b/pc/archive/2013/10/15/double-fine-39-s-amnesia-fortnight-finalist-spacebase-df-9-getting-full-release-alpha-available-now.aspx |archive-date=October 15, 2013 |url-status=live}}</ref> Development was canceled at version "Alpha 6e" with the next patch released as the finished game. This release did include source code that was released to the community.<ref>{{Cite web|url=https://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/|title=Spacebase DF-9 Development To Cease, Game To Release|last=Smith|first=Adam|date=September 18, 2014|website=Rock, Paper, Shotgun|language=en-US|access-date=January 8, 2017|archive-url=https://web.archive.org/web/20160718220700/https://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/|archive-date=July 18, 2016|url-status=live}}</ref> Largely due to backlash from the abrupt end of development, ''Spacebase DF-9'' has more negative user reviews on the Steam store than positive. The other game partially funded with Indie Fund backing was revealed on December 10, 2013 to be ''Hack 'n' Slash'', another full commercial version of an ''Amnesia Fortnight 2012'' prototype. ''Hack 'n' Slash'' was released through Steam Early Access in the first half of 2014.<ref name="hack n slash">{{cite web |url=http://www.eurogamer.net/articles/2013-12-10-double-fine-announces-puzzle-adventure-hack-n-slash |title=Double Fine announces puzzle adventure hack n slash |publisher=[[Eurogamer]] |date=December 10, 2013 |access-date=December 11, 2013 |archive-url=https://web.archive.org/web/20131213051743/http://www.eurogamer.net/articles/2013-12-10-double-fine-announces-puzzle-adventure-hack-n-slash |archive-date=December 13, 2013 |url-status=live}}</ref> An additional prototype from the 2012 Amnesia Fortnight, ''Autonomous'', was released as an expanded full free release for the [[Leap Motion]] controller on November 18, 2013.<ref>{{cite web |publisher=[[The International House of Mojo]] |date=November 18, 2013 |access-date=November 18, 2013 |title=Autonomous Expanded For Free Leap Motion Release |url=http://mixnmojo.com/news/Autonomous-Expanded-For-Free-Leap-Motion-Release |archive-url=https://web.archive.org/web/20131127230342/http://mixnmojo.com/news/Autonomous-Expanded-For-Free-Leap-Motion-Release |archive-date=November 27, 2013 |url-status=live}}</ref> In February 2014, Double Fine, and the Humble Bundle group began another charity drive titled ''[[Amnesia Fortnight 2014]]''. During this drive, those that paid a minimum of {{US$|1|long=no}} had the opportunity to vote on 29 concept ideas. In addition, those that paid more than the average will get to vote on a concept idea for a prototype led by [[Pendleton Ward]], the creator of ''[[Adventure Time]]''.<ref name="mixnmojo.com">{{cite web | url = http://mixnmojo.com/news/Amnesia-Fortnight-2014-JAM--Humble-Weekly-Sale | title = Amnesia Fortnight 2014 JAM + Humble Weekly Sale | publisher = [[The International House of Mojo]] | date = February 6, 2014 | access-date = February 7, 2014 | archive-url = https://web.archive.org/web/20140208001152/http://mixnmojo.com/news/Amnesia-Fortnight-2014-JAM--Humble-Weekly-Sale | archive-date = February 8, 2014 | url-status = live}}</ref> After the completion of the voting period, Double Fine developed the top voted ideas into game prototypes that were available for those that purchased the bundle. As with ''Amnesia Fortnight 2012'', 2 Player Productions filmed the production of the prototype, which was available to people who purchased the bundle, as well as on a Blu-ray, along with the prototypes on a DVD, for those who paid a minimum of {{US$|35|long=no}}.<ref name="mixnmojo.com"/> The four pitches that were made into prototypes for ''Amnesia Fortnight 2014'' were ''[[Amnesia Fortnight 2014#Dear Leader|Dear Leader]]'', an emergent narrative game led by Anna Kipnis, ''[[Amnesia Fortnight 2014#Little Pink Best Buds|Little Pink Best Buds]]'', a game about little pink creatures who want to be your friend led by Pendleton Ward, ''[[Amnesia Fortnight 2014#Mnemonic|Mnemonic]]'', a surreal, first-person noir adventure led by Derek Brand, and ''[[Amnesia Fortnight 2014#Steed|Steed]]'', a game set in a storybook land full of inept heroes led by John Bernhelm.<ref>{{cite web | url = http://mixnmojo.com/news/The-Four-Amnesia-Fortnight-Prototypes-Are-Revealed | title = The Four Amnesia Fortnight Prototypes Are Revealed | publisher = [[The International House of Mojo]] | date = February 13, 2014 | access-date = February 14, 2014 | archive-url = https://web.archive.org/web/20140222153304/http://mixnmojo.com/news/The-Four-Amnesia-Fortnight-Prototypes-Are-Revealed | archive-date = February 22, 2014 | url-status = live}}</ref> One idea, ''Bad Golf 2'', was not selected as a prototype, but a group of Double Fine fans have started working on developing the title themselves, with the blessing of its conceptor, Patrick Hackett and permission of Double Fine.<ref>{{cite web | url = https://www.gamedeveloper.com/design/double-fine-fans-unite-to-develop-scrapped-amnesia-fortnight-game | title = Double Fine fans unite to develop scrapped Amnesia Fortnight game | first = Alex | last = Wawro | date = February 24, 2014 | access-date = February 24, 2014 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20140304155843/http://www.gamasutra.com/view/news/211503/Double_Fine_fans_unite_to_develop_scrapped_Amnesia_Fortnight_game.php | archive-date = March 4, 2014 | url-status = live}}</ref><ref>{{cite web | url = http://www.eurogamer.net/articles/2014-02-24-fans-are-making-double-fines-rejected-pitch-bad-golf-2 | title = Fans are making Double Fine's rejected pitch Bad Golf 2 | first = Jeffrey | last = Matulef | date = February 24, 2014 | access-date = February 24, 2014 | publisher = [[Eurogamer]] | archive-url = https://web.archive.org/web/20140302134216/http://www.eurogamer.net/articles/2014-02-24-fans-are-making-double-fines-rejected-pitch-bad-golf-2 | archive-date = March 2, 2014 | url-status = live}}</ref> In April 2017, a third charitable public Amnesia Fortnight was jointly held by Double Fine and Humble Bundle. For ''[[Amnesia Fortnight 2017]]'', two prototypes were chosen from the 25 prototype videos by means of the top public votes. These were ''The Gods Must Be Hungry'' and ''Darwin's Dinner''. A multi-player [[virtual reality]] party game prototype, ''I Have No Idea What I'm Doing'', was chosen by Tim Schafer. Another, the four-player competitive game, ''Kiln'', was chosen by the Double Fine team members that were working on Amnesia Fortnight. This was done to give the team a bit of control, rather than have all of the choices be as a result of online voting.<ref>{{cite web|url=https://www.rockpapershotgun.com/2017/04/26/amnesia-fortnight/|title=Tim Schafer tells the story of Amnesia Fortnight|publisher=[[Rock, Paper, Shotgun]]|author=Warr, Philippa|date=April 26, 2017|access-date=May 1, 2018|archive-url=https://web.archive.org/web/20180501161036/https://www.rockpapershotgun.com/2017/04/26/amnesia-fortnight/|archive-date=May 1, 2018|url-status=live}}</ref> In addition, three fan pitches for prototypes were included in ''Amnesia Fortnight 2017''. All three fan pitches, ''Pongball'', ''The Lost Dev Team'', and ''Amnesia Adventure'', were developed into prototypes. The top pick, ''Pongball'', was included in the ''Amnesia Fortnight 2017'' prototype downloads, and the fans were mentored by Double Fine developers.<ref>{{cite web |url=https://www.patreon.com/posts/pongball-amnesia-9588172 |title=Pongball and Amnesia Fortnight 2017 |date=April 30, 2017 |access-date=May 1, 2018 |author=Bush, Josh |archive-url=https://web.archive.org/web/20180501224351/https://www.patreon.com/posts/pongball-amnesia-9588172 |archive-date=May 1, 2018 |url-status=live}}</ref> === Dracogen funding === Double Fine has received financial investment from Steven Dengler's investment company Dracogen. The investment started as a result of a [[Twitter]] conversation between Dengler and Schafer in March 2011, where Schafer commented that the cost of bringing Double Fine's games to personal computers would be high. Dengler asked Schafer for a monetary value, though at the time Schafer believed Dengler was joking around and offered a value of around {{US$|300,000|long=no}}. As more formal conversations ensued, however, the company worked with Dengler to set an amount, signing an initial deal to bring ''Psychonauts'' to the [[macOS]] and to bring ''Costume Quest'' and ''Stacking'' to [[Microsoft Windows]].<ref name="polygon df">{{cite web | url = http://www.polygon.com/features/2012/12/13/3726930/double-fine-double-feature-tim-schafer-dracogen-kickstarter | title = Double Fine Double Feature | date = December 13, 2012 | access-date = December 14, 2012 | publisher = [[Polygon (website)|Polygon]] | archive-url = https://web.archive.org/web/20121215205345/http://www.polygon.com/features/2012/12/13/3726930/double-fine-double-feature-tim-schafer-dracogen-kickstarter | archive-date = December 15, 2012 | url-status = live}}</ref> Following this initial agreement, a subsequent deal was made with Dracogen for three [[iOS]] mobile games, the first of which is ''[[Middle Manager of Justice]]''. The game itself is based on another idea from the Amnesia Fortnights, a simulation game with [[role playing video game|RPG]] elements that involves managing teams of superheroes and then fighting as those heroes in battles.<ref>{{cite web | url = http://kotaku.com/5939154/double-fines-next-game-is-for-iphone-and-its-about-superheroes | title = Double Fine's Next Game Is For iOS and It's All About Superheroes | date = August 30, 2012 | access-date = September 10, 2012 | publisher = Kotaku | archive-url = https://web.archive.org/web/20120902053038/http://kotaku.com/5939154/double-fines-next-game-is-for-iphone-and-its-about-superheroes | archive-date = September 2, 2012 | url-status = live}}</ref> Dengler's children helped to provide some of the drawings of superheroes for the game.<ref name="polygon df"/> ''Middle Manager of Justice'' was released for iOS in December 2012,<ref name="polygon df"/> and the Android version was released on August 14, 2013.<ref name="Android">{{cite web |url=http://mixnmojo.com/news/Justice-is-Now-Managed-On-Android-Devices-As-Well |publisher=[[The International House of Mojo]] |date=August 17, 2013 |access-date=August 17, 2013 |title=Justice is Now Managed on Android Devices As Well |archive-url=https://web.archive.org/web/20130820074214/http://mixnmojo.com/news/Justice-is-Now-Managed-On-Android-Devices-As-Well |archive-date=August 20, 2013 |url-status=live}}</ref> [[Dropchord]], a motion-based [[rhythm game|rhythm]] [[puzzle game]] for macOS, Microsoft Windows, iOS and Android, was as well financed by Dracogen. It was a launch title for the [[Leap Motion]] Airspace app store when the Leap Motion controller was released on July 22, 2013.<ref>{{cite web | url = http://www.polygon.com/2013/4/25/4266680/leap-motion-gesture-controller-delay | title = Leap Motion gesture controller delayed to July 22 | date = April 25, 2013 | access-date = May 2, 2013 | publisher = [[Polygon (website)|Polygon]] | archive-url = https://web.archive.org/web/20130427235642/http://www.polygon.com/2013/4/25/4266680/leap-motion-gesture-controller-delay | archive-date = April 27, 2013 | url-status = live}}</ref><ref>{{cite web | url = http://mixnmojo.com/news/Double-Fines-Dischord-is-now-called-Dropchord | title = Double Fine's Dischord is now called Dropchord | date = March 25, 2013 | access-date = March 25, 2013 | publisher = [[The International House of Mojo]] | archive-url = https://web.archive.org/web/20130427054038/http://mixnmojo.com/news/Double-Fines-Dischord-is-now-called-Dropchord | archive-date = April 27, 2013 | url-status = live}}</ref><ref>{{cite web |url=http://mixnmojo.com/news/Dropchord-Leaps-To-PCMac-AndroidOuyaiOS-soon |title=Dropchord Leaps to PC/Mac. Android/Ouya/iOS soon |date=July 28, 2013 |access-date=July 28, 2013 |publisher=[[The International House of Mojo]] |archive-url=https://web.archive.org/web/20130803212848/http://mixnmojo.com/news/Dropchord-Leaps-To-PCMac-AndroidOuyaiOS-soon |archive-date=August 3, 2013 |url-status=live}}</ref> As of 2012, Dengler has invested about one million dollars into Double Fine, which Schafer said has "paid off for both sides".<ref name="polygon df"/> Schafer has said that Dengler's funding has allowed the company to realize the ability of self-publishing, and believes they would be able to self-publish a triple-A title with Dracogen's financial assistance.<ref name="polygon df"/> === Crowdfunding === In February 2012, Double Fine and 2 Player Productions announced a [[crowdfunding]] campaign through [[Kickstarter]], initially codenamed ''[[Broken Age|Double Fine Adventure]]''. It aimed to create a new [[adventure game]] featuring art by Double Fine's in-house artist [[Nathan Stapley]].<ref name="eurogamer update2">{{cite web | url = http://www.eurogamer.net/articles/2012-02-24-double-fine-adventure-will-likely-be-old-school-2d | title = Double Fine Adventure will likely be "old school" 2D | first = Fred | last = Dutton | date = February 24, 2012 | access-date = February 24, 2012 | publisher = [[Eurogamer]] | archive-url = https://web.archive.org/web/20120226111702/http://www.eurogamer.net/articles/2012-02-24-double-fine-adventure-will-likely-be-old-school-2d | archive-date = February 26, 2012 | url-status = live}}</ref> The Kickstarter effort was started because the adventure genre has been perceived as niche and commercially risky. The project aimed to collect {{US$|300,000|long=no}} for the game's development and {{US$|100,000|long=no}} for the filming of the game's development by 2 Player to be released alongside the game.<ref>{{cite news | url = http://content.usatoday.com/communities/gamehunters/post/2012/02/tim-schafer-and-double-fine-launch-crowd-sourced-game-plan/1 | title = Tim Schafer and Double Fine launch crowd-sourced game plan | first = Mike | last = Snider | date = February 8, 2012 | access-date = February 8, 2012 | work = [[USA Today]] | archive-url = https://web.archive.org/web/20120212000324/http://content.usatoday.com/communities/gamehunters/post/2012/02/tim-schafer-and-double-fine-launch-crowd-sourced-game-plan/1 | archive-date = February 12, 2012 | url-status = live}}</ref> The project reached its {{US$|400,000|long=no}} funding goal in under nine hours of the month-long drive.<ref>{{cite web |last=Yin-Poole |first=Wesley |url=http://www.eurogamer.net/articles/2012-02-09-psychonauts-developer-double-fine-making-fan-funded-adventure-game |title=Psychonauts developer Double Fine making fan-funded adventure game |publisher=[[Eurogamer]] |date=February 9, 2012 |access-date=February 9, 2012 |archive-url=https://web.archive.org/web/20120209100851/http://www.eurogamer.net/articles/2012-02-09-psychonauts-developer-double-fine-making-fan-funded-adventure-game |archive-date=February 9, 2012 |url-status=live}}</ref><ref>{{cite news|last=Walker|first=John|title=Thought: Double Fine's Kickstarter Asks Big Questions|url=http://www.rockpapershotgun.com/2012/02/09/thought-double-fines-kickstarter-asks-some-big-questions/|website=[[Rock Paper Shotgun]]|date=February 9, 2012|access-date=May 3, 2012|archive-url=https://web.archive.org/web/20120512090451/http://www.rockpapershotgun.com/2012/02/09/thought-double-fines-kickstarter-asks-some-big-questions/|archive-date=May 12, 2012|url-status=live}}</ref> Within 24 hours, ''Double Fine Adventure'' had raised more than a million dollars, becoming the most funded and most backed project ever on Kickstarter until it was surpassed by the [[Pebble (watch)|Pebble watch]] in April 2012.<ref>{{cite news|last=Whitwam|first=Ryan|title=$7 million Pebble watch shatters Kickstarter records|url=https://money.cnn.com/2012/05/02/technology/startups/pebble-kickstarter-watch/?source=cnn_bin|publisher=[[CNNMoney.com]]|access-date=May 3, 2012|date=May 2, 2012|archive-url=https://web.archive.org/web/20131213041604/https://money.cnn.com/2012/05/02/technology/startups/pebble-kickstarter-watch/?source=cnn_bin|archive-date=December 13, 2013|url-status=live}}</ref> The game was developed with Moai, and was released in two parts, Act 1 in early 2014 and Act 2 in April 2015.<ref>{{cite web|title=Broken Age Woes Relieved By Steam Early Access|url=http://mixnmojo.com/news/Broken-Age-Woes-Relieved-By-Steam-Early-Access|publisher=[[The International House of Mojo]]|access-date=July 3, 2013|date=July 2, 2013|archive-url=https://web.archive.org/web/20130707083442/http://mixnmojo.com/news/Broken-Age-Woes-Relieved-By-Steam-Early-Access|archive-date=July 7, 2013|url-status=live}}</ref> The game was ultimately named ''Broken Age''.<ref name="polygon name">{{cite web | url = http://www.polygon.com/2013/3/24/4141386/double-fine-adventure- | title = Broken Age is the official title of Double Fine Adventure | first = Alexa Ray | last = Corriea | publisher = [[Polygon (website)|Polygon]] | date = March 24, 2013 | access-date = March 24, 2013 | archive-url = https://web.archive.org/web/20130327102425/http://www.polygon.com/2013/3/24/4141386/double-fine-adventure- | archive-date = March 27, 2013 | url-status = live}}</ref> On May 30, 2013, Double Fine started their second crowdfunding campaign through Kickstarter. The game, ''[[Massive Chalice]]'', is a [[strategy video game]] for Microsoft Windows, macOS, and Linux,<ref>{{cite web |url=https://www.usatoday.com/story/tech/gaming/2013/05/30/new-double-fine-kickstarter-game/2371913/ |title=Double Fine asks crowd to lift 'Massive Chalice' game |publisher=[[USA Today]] |date=May 30, 2013 |access-date=May 30, 2013 |archive-url=https://web.archive.org/web/20130530171955/http://www.usatoday.com/story/tech/gaming/2013/05/30/new-double-fine-kickstarter-game/2371913/ |archive-date=May 30, 2013 |url-status=live}}</ref> directed by Brad Muir.<ref>{{cite web |url=http://mixnmojo.com/news/Double-Fine-is-ready-to-Kickstart-your-life-Again |title=Double Fine is ready to Kickstart your Life! Again! |publisher=[[The International House of Mojo]] |date=May 30, 2013 |access-date=May 30, 2013 |archive-url=https://web.archive.org/web/20131022060620/http://mixnmojo.com/news/Double-Fine-is-ready-to-Kickstart-your-life-Again |archive-date=October 22, 2013 |url-status=live}}</ref> === Additional projects through publishers === Although Double Fine has experienced success through crowdfunding, the company has not renounced working with publishers. Their crowdfunding success has, however, granted them enough independence to be more selective about the publishers they work with and the types of publishing deals they are willing to accept. Talking to gaming news site Polygon, Schafer explained: "We've changed our relationship with publishers. They used to be our sole source of income. Now that we've been self-publishing, we can kind of pick and choose who we work with and work with publishers that have similar goals that we have...[who] have the same kind of mission and believe in the same kind of things we believe in."<ref>{{Cite web |url=http://www.polygon.com/2014/3/11/5496184/why-double-fine-and-fullbright-teamed-up-with-midnight-city |title=Why Double Fine and Fullbright teamed up with Midnight City |website=[[Polygon (website)|Polygon]] |access-date=April 4, 2014 |archive-url=https://web.archive.org/web/20140407071018/http://www.polygon.com/2014/3/11/5496184/why-double-fine-and-fullbright-teamed-up-with-midnight-city |archive-date=April 7, 2014 |url-status=live|date=March 11, 2014 }}</ref> In February 2012, the casual video game, ''[[Double Fine Happy Action Theater]]'', was published for the Xbox 360 Kinect through the Xbox Live Arcade by Microsoft Game Studios. The title is less a game and more an interactive toy, in which the Kinect is used to create [[augmented reality|augmented video]] on the players' screen, putting the players into scenarios such as walking through lava or playing in a giant ball pit. ''Happy Action Theater'' was the first game to be directed by Tim Schafer since ''Brütal Legend'' in 2009, and came about during ''Once Upon a Monster'', finding that his young daughter had difficulty with the Kinect precision and aimed to make a game that required far less precision but was still enjoyable.<ref>{{cite web | url = http://xbox360.ign.com/articles/121/1217143p1.html | title = Talking Happy Action Theater with Double Fine | date = January 24, 2012 | access-date = January 31, 2012 | first = Tina | last = Palacios | publisher = IGN | archive-url = https://web.archive.org/web/20120129015821/http://xbox360.ign.com/articles/121/1217143p1.html | archive-date = January 29, 2012 | url-status = live}}</ref> Its sequel, ''[[Kinect Party]]'', featuring even more augmented reality scenarios, was published by Microsoft Game Studios in December 2012.<ref>{{cite web | url = http://mixnmojo.com/news/PAX-Prime-2012-Round-Up | title = PAX Prime 2012 Round-Up | date = September 1, 2012 | access-date = September 10, 2012 | publisher = [[The International House of Mojo]] | archive-url = https://web.archive.org/web/20120915045826/http://mixnmojo.com/news/PAX-Prime-2012-Round-Up | archive-date = September 15, 2012 | url-status = live}}</ref><ref>{{cite web |url=http://www.ign.com/articles/2012/12/11/free-game-on-xbla-double-fines-kinect-party |publisher=IGN |title=Free Game on XBLA: Double Fine's Kinect Party |date=December 11, 2012 |access-date=December 11, 2012 |archive-url=https://web.archive.org/web/20121214072306/http://www.ign.com/articles/2012/12/11/free-game-on-xbla-double-fines-kinect-party |archive-date=December 14, 2012 |url-status=live}}</ref> On February 22, 2012, Double Fine filed a trademark for the name "The Cave",<ref>{{cite web | url = http://www.destructoid.com/double-fine-files-trademark-for-the-cave--222874.phtml | title = Double Fine files trademark for 'The Cave' | first = Dale | last = North | date = February 28, 2012 | access-date = February 28, 2012 | publisher = [[Destructoid]] | archive-url = https://web.archive.org/web/20120301220548/http://www.destructoid.com/double-fine-files-trademark-for-the-cave--222874.phtml | archive-date = March 1, 2012 | url-status = live}}</ref> later confirming that this was not related to the Double Fine Adventure project.<ref>{{cite web | url = http://www.vg247.com/2012/03/01/the-cave-is-not-double-fines-kickstarter-project/ | title = The Cave is not Double Fine's Kickstarter project | first = Stephany | last = Nunneley | date = March 1, 2012 | access-date = March 1, 2012 | publisher = [[VG247]] | archive-url = https://web.archive.org/web/20120302201550/http://www.vg247.com/2012/03/01/the-cave-is-not-double-fines-kickstarter-project/ | archive-date = March 2, 2012 | url-status = live}}</ref> In May 2012, it was revealed that ''[[The Cave (video game)|The Cave]]'' was the title of an [[adventure game|adventure]] and [[platform game]] developed by [[Ron Gilbert]] during his tenure at Double Fine. It was published by [[Sega]] in January 2013.<ref>{{cite web |url=http://www.eurogamer.net/articles/2012-05-24-the-cave-preview-double-fines-new-game-for-sega |title=The Cave: Preview Double Fine's new game for Sega |date=May 24, 2012 |access-date=June 1, 2013 |publisher=[[Eurogamer]] |archive-url=https://web.archive.org/web/20130425033744/http://www.eurogamer.net/articles/2012-05-24-the-cave-preview-double-fines-new-game-for-sega |archive-date=April 25, 2013 |url-status=live}}</ref> Gilbert subsequently left the company on amiable terms to pursue other game development opportunities.<ref>{{cite web | url = http://www.eurogamer.net/articles/2013-03-12-ron-gilbert-exits-double-fine | title = Ron Gilbert exits Double Fine | first = Jeffrey | last = Matulef | date = March 12, 2013 | access-date = March 12, 2013 | publisher = [[Eurogamer]] | archive-url = https://web.archive.org/web/20130313122439/http://www.eurogamer.net/articles/2013-03-12-ron-gilbert-exits-double-fine | archive-date = March 13, 2013 | url-status = live}}</ref> At [[PAX Prime 2013]], it was revealed that Double Fine had a game in development that would be released as free [[downloadable content]] for ''[[The Playroom (2013 video game)|The Playroom]]'', the augmented reality [[mini-game]] compilation that utilizes the [[PlayStation 4#Camera|PlayStation Camera]] on [[PlayStation 4]]. Titled ''My Alien Buddy'', it built on their experience on augmented reality that they gained while making ''Double Fine Happy Action Theater'' and ''Kinect Party'' for Microsoft.<ref>{{cite web|url=http://kotaku.com/double-fine-is-making-free-dlc-for-the-ps4-tech-demo-th-1235776860|title=Double Fine Is Making Free DLC For The PS4 Pack-In The Playroom|date=September 1, 2013|access-date=September 2, 2013|publisher=Kotaku|archive-url=https://web.archive.org/web/20130905132825/http://kotaku.com/double-fine-is-making-free-dlc-for-the-ps4-tech-demo-th-1235776860|archive-date=September 5, 2013|url-status=live}}</ref> The alien buddy is a deformable toy with which the player can interact. ''My Alien Buddy'' was released on December 24, 2013.<ref>{{cite web |url=http://mixnmojo.com/news/My-Alien-Buddy-Is-Out-Now-For-Free-For-The-Playroom |title=My Alien Buddy Is Out Now For Free For The Playroom |date=January 2, 2013 |access-date=January 2, 2013 |publisher=[[The International House of Mojo]] |archive-url=https://web.archive.org/web/20140102200030/http://mixnmojo.com/news/My-Alien-Buddy-Is-Out-Now-For-Free-For-The-Playroom |archive-date=January 2, 2014 |url-status=live}}</ref> On November 21, 2014, Double Fine announced that due to a publishing deal falling through, that it was forced to cancel an unannounced project and let 12 staff go.<ref>{{cite web|url=http://www.gameinformer.com/b/news/archive/2014/11/22/7125701.aspx|title=Sad Day For Double Fine As 12 Staff Get Laid Off|date=November 21, 2014|access-date=November 22, 2014|publisher=[[Game Informer]]|archive-url=https://web.archive.org/web/20150105192028/http://www.gameinformer.com/b/news/archive/2014/11/22/7125701.aspx|archive-date=January 5, 2015|url-status=dead}}</ref> As part of a deal with [[Nordic Games GmbH|Nordic Games]], who gained the publishing rights to ''[[Costume Quest]]'' and ''[[Stacking (video game)|Stacking]]'' and the distribution rights to ''Psychonauts'' from the takeover of THQ after their bankruptcy, Double Fine took over all publishing rights, while Nordic Games retained and restarted distributing retail copies of all three titles for Microsoft Windows and macOS in early 2014.<ref>{{cite web | url = http://www.vg247.com/2013/11/26/nordic-games-hands-back-rights-to-costume-quest-and-stacking-to-double-fine/ | title = Nordic Games hands back rights to Costume Quest and Stacking to Double Fine | first = Stephany | last = Nunneley | date = November 26, 2013 | access-date = November 26, 2013 | publisher = [[VG247]] | archive-url = https://web.archive.org/web/20131129145104/http://www.vg247.com/2013/11/26/nordic-games-hands-back-rights-to-costume-quest-and-stacking-to-double-fine/ | archive-date = November 29, 2013 | url-status = live}}</ref> === Double Fine Presents === Double Fine announced in March 2014 that it would begin publishing [[indie games]] under the moniker Double Fine Presents. Using that program, Double Fine makes its publishing capabilities and offices available for other independent developers to help them finish their work by funding, publishing, and promoting it. The idea came about during the ''[[Amnesia Fortnight 2014]]'', where local San Francisco independent developers were working alongside Double Fine in their studios during the two-week period, with the intent to help give them exposure through the production process as it was filmed by 2 Player Productions. The idea of Double Fine providing more long-term assistance to these indies arose during this event, forming the basis for this program.<ref name="new casual">{{cite web | url = http://www.usgamer.net/articles/double-fine-interview | title = Double Fine Publishing: Fighting to Keep Indies From Becoming the "New Casual" | publisher = [[USgamer]] | date = April 10, 2014 | access-date = April 10, 2014 | first = Mike | last = Williams | archive-url = https://web.archive.org/web/20140411232749/http://www.usgamer.net/articles/double-fine-interview | archive-date = April 11, 2014 | url-status = live}}</ref> According to Double Fine's COO Justin Bailey, the goal of this approach is to "help indies build their own community and empower them with the knowledge and tools they need to succeed on their own", providing them assistance "customized to what indies need without also creating a certain codependence" that other publishing means require.<ref>{{cite magazine | url = https://www.gameinformer.com/b/news/archive/2014/03/24/double-fine-lending-a-publishing-helping-hand-so-other-indies-can-stay-indie.aspx | title = Double Fine Lending A Publishing Helping Hand So Other Indies Can 'Stay Indie' | first = Mike | last = Futter | date = March 25, 2014 | access-date = March 25, 2014 | magazine = [[Game Informer]] | archive-url = https://web.archive.org/web/20140328090437/http://www.gameinformer.com/b/news/archive/2014/03/24/double-fine-lending-a-publishing-helping-hand-so-other-indies-can-stay-indie.aspx | archive-date = March 28, 2014 | url-status = live}}</ref> The first such game created in this fashion is ''[[Escape Goat 2]]'', the sequel to ''[[Escape Goat]]'', by [[MagicalTimeBean]].<ref>{{cite web | url = http://www.polygon.com/2014/3/24/5543404/escape-goat-2-release-date-double-fine-indie-aid | title = Escape Goat 2 launches on PC, kicks off Double Fine's initiative to aid indies | publisher = [[Polygon (website)|Polygon]] | date = March 24, 2014 | access-date = March 24, 2014 | first = Samit | last = Sarkir | archive-url = https://web.archive.org/web/20140325013325/http://www.polygon.com/2014/3/24/5543404/escape-goat-2-release-date-double-fine-indie-aid | archive-date = March 25, 2014 | url-status = live}}</ref> This included a humorous video introducing both the game and Double Fine's program, which was filmed during the week of the 2014 [[Game Developers Conference]] in March 2014.<ref name="new casual"/> For the second title, ''[[Last Life]]'' by Rocket Science Amusements, Double Fine helped to prepare and present a [[Kickstarter]] campaign to help funding the final development of the title.<ref>{{cite web | url = http://www.rockpapershotgun.com/2014/04/10/introducing-last-life-aka-kentucky-route-zero-in-space/ | title = Introducing Last Life, Aka 'Kentucky Route Zero In Space' | first = Nathan | last = Grayson | date = April 10, 2014 | access-date = April 10, 2014 | publisher = [[Rock Paper Shotgun]] | archive-url = https://web.archive.org/web/20140412002754/http://www.rockpapershotgun.com/2014/04/10/introducing-last-life-aka-kentucky-route-zero-in-space/ | archive-date = April 12, 2014 | url-status = live}}</ref> The third title announced under this program was ''[[Mountain (video game)|Mountain]]'' by [[David OReilly (artist)|David OReilly]], a procedural terrarium that provides an ambient, minimalist, zen-like experience full of secrets and mysteries.<ref>{{cite web |url=http://mixnmojo.com/news/Double-Fine-Presents-Mountain |title=Double Fine Presents Mountain |publisher=[[The International House of Mojo]] |date=July 1, 2014 |access-date=August 20, 2014 |archive-url=https://web.archive.org/web/20140808100127/http://mixnmojo.com/news/Double-Fine-Presents-Mountain |archive-date=August 8, 2014 |url-status=live}}</ref> In August 2014, Double Fine announced that a fourth game would be released under the program, the multiplayer beat 'em up ''[[Gang Beasts]]'' by [[Boneloaf]], which launched into [[Steam Early Access]] on August 29, 2014.<ref>{{cite web |url=http://www.eurogamer.net/articles/2014-08-19-gang-beasts-gets-picked-up-by-double-fine |title=Gang Beasts gets picked up by Double Fine |publisher=[[Eurogamer]] |date=August 19, 2014 |access-date=August 20, 2014 |archive-url=https://web.archive.org/web/20140823054044/http://www.eurogamer.net/articles/2014-08-19-gang-beasts-gets-picked-up-by-double-fine |archive-date=August 23, 2014 |url-status=live}}</ref> The latest addition to the Double Fine Presents program is ''[[GNOG]]'' by {{proper name|[[KO_OP]]}}, a puzzle-adventure released in 2016.<ref name="GNOG">{{cite web|url=http://www.eurogamer.net/articles/2015-06-04-quirky-puzzle-adventure-gnog-revealed-for-ps4-and-morpheus|title=Quirky puzzle adventure GNOG revealed for PS4 and Morpheus|last=Matulef|first=Jeffrey|date=June 4, 2015|website=[[Eurogamer]]|publisher=[[Gamer Network]]|access-date=January 13, 2016|archive-url=https://web.archive.org/web/20160304100943/http://www.eurogamer.net/articles/2015-06-04-quirky-puzzle-adventure-gnog-revealed-for-ps4-and-morpheus|archive-date=March 4, 2016|url-status=live}}</ref> Following Microsoft's acquisition of Double Fine in June 2019, the fate of the Double Fine Presents publishing label was unclear. Schafer stated in September 2019 that the fate of Double Fine Presents is unclear, but that while they will likely end up stop publishing, they will still likely engage with the community through the Day of the Devs events to support other independent developers.<ref>{{cite web | url = https://www.destructoid.com/tim-schafer-says-double-fine-presents-may-shut-down-but-it-ll-live-on-in-spirit-565977.phtml | title = Tim Schafer says Double Fine Presents may shut down, but it'll live on in spirit | first = Brett | last = Makedonski | date = September 6, 2019 | access-date = September 6, 2019 | work = [[Destructoid]] | archive-date = September 7, 2019 | archive-url = https://web.archive.org/web/20190907182329/https://www.destructoid.com/tim-schafer-says-double-fine-presents-may-shut-down-but-it-ll-live-on-in-spirit-565977.phtml | url-status = dead }}</ref> ''[[Ooblets]]'' changed to a self-publishing model following Double Fine's acquisition, while another, ''[[Knights and Bikes]]'', remained under the label.<ref>{{Cite web | url = https://www.gamasutra.com/view/news/344591/Ooblets_to_selfpublish_after_Double_Fine_joins_Microsoft.php | archive-url = https://web.archive.org/web/20190611204314/https://www.gamasutra.com/view/news/344591/Ooblets_to_selfpublish_after_Double_Fine_joins_Microsoft.php | url-status = dead | archive-date = June 11, 2019 | title = Ooblets to self-publish after Double Fine joins Microsoft | first = Alissa | last = McAloon | date = June 11, 2019 | access-date = June 11, 2019 | work = [[Gamasutra]] }}</ref> ''[[Gang Beasts]]'' also turned to self-publishing by June 2020, as it described that Double Fine's publishing was "winding down".<ref>{{cite web | url = https://www.eurogamer.net/articles/2020-06-01-gang-beasts-will-be-kept-alive-via-new-self-published-updates |title = Gang Beasts will be kept alive via new self-published updates | first = Tom | last= Phillips | date = June 1, 2020 | access-date = June 1, 2020 | work = [[Eurogamer]] }}</ref>
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