{"id":519,"date":"2026-03-11T18:37:20","date_gmt":"2026-03-11T17:37:20","guid":{"rendered":"https:\/\/notkey.studio\/?page_id=519"},"modified":"2026-03-12T12:27:14","modified_gmt":"2026-03-12T11:27:14","slug":"the-rapping-company","status":"publish","type":"page","link":"https:\/\/notkey.studio\/en\/the-reaping-company\/","title":{"rendered":"The Reaping Company"},"content":{"rendered":"<div class=\"et_pb_section_0 et_pb_section et_section_regular et_flex_section section_has_divider et_pb_bottom_divider\">\n<div class=\"et_pb_row_0 et_pb_row et_flex_row\">\n<div class=\"et_pb_column_0 et_pb_column et-last-child et_flex_column et_pb_css_mix_blend_mode_passthrough et_flex_column_24_24 et_flex_column_24_24_tablet et_flex_column_24_24_phone\">\n<div class=\"et_pb_text_0 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>Indie video game<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_1 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h1>The Reaping Company<\/h1>\n<\/div><\/div>\n<\/div>\n<\/div>\n<div class=\"et_pb_bottom_inside_divider et-no-transition\"><\/div><\/div>\n\n<div class=\"et_pb_section_1 et_pb_section et_section_regular et_flex_section\">\n<div class=\"et_pb_row_1 et_pb_row et_flex_row\" id=\"project\">\n<div class=\"et_pb_column_1 et_pb_column et-last-child et_flex_column et_pb_css_mix_blend_mode_passthrough et_flex_column_24_24 et_flex_column_24_24_tablet et_flex_column_24_24_phone\">\n<div class=\"et_pb_text_2 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h2>What is this project?<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_3 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p><strong class=\"not-italic\">Name :<\/strong> The Reaping Company<\/p>\n<p><strong class=\"not-italic\">Description :<\/strong> The game is a <strong>2D platformer<\/strong>\u00a0blending mechanics of <strong>action RPG<\/strong> and <strong>Metroidvania<\/strong>, centered on narrative depth and the freedom given to the player to experiment with reality, where every action has lasting consequences. The player embodies a recently deceased soul, recruited for eternity as a reaper within The Reaping Company, a vast bureaucratic corporation governing death itself. However, a critical anomaly occurs: the protagonist awakens in a spectral form, retaining their memories as well as the <strong>ability to interact with the world of the living<\/strong>, which should not be possible.<\/p>\n<p>Refusing to accept his own death, the player exploits reaper contracts allowing the <strong>time travel<\/strong> across multiple eras in an attempt to undo the fatal event. Through missions taking place at different points in history, the player subtly (or recklessly) alters the course of past events, while struggling to preserve a stable present. <strong>Every action generates alternative realities<\/strong>, forcing the player to navigate between diverging timelines through failure, experimentation, and discovery, in search of a viable temporal outcome.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_group_0 et_pb_group et_pb_module et_flex_group et_pb_css_mix_blend_mode_passthrough et_flex_column_24_24_phone\">\n<div class=\"et_pb_image_0 et_pb_image et_pb_module et_flex_module\"><span class=\"et_pb_image_wrap\"><img decoding=\"async\" src=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1.jpg\" alt=\"the-reaping-company-the-ghost\" title=\"The Ghost\" width=\"2048\" height=\"2048\" srcset=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1.jpg 2048w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1-1280x1280.jpg 1280w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1-980x980.jpg 980w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1-480x480.jpg 480w\" sizes=\"(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) and (max-width: 1280px) 1280px, (min-width: 1281px) 2048px, 100vw\" class=\"wp-image-221\" \/><\/span>\n<div class=\"et_pb_text_4 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>The Ghost<\/p>\n<\/div><\/div>\n<\/div>\n\n<div class=\"et_pb_image_1 et_pb_image et_pb_module et_flex_module\"><span class=\"et_pb_image_wrap\"><img decoding=\"async\" src=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04.jpg\" alt=\"the-reaping-company-the-reaper\" title=\"The Reaper\" width=\"2048\" height=\"2048\" srcset=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04.jpg 2048w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04-1280x1280.jpg 1280w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04-980x980.jpg 980w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04-480x480.jpg 480w\" sizes=\"(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) and (max-width: 1280px) 1280px, (min-width: 1281px) 2048px, 100vw\" class=\"wp-image-223\" \/><\/span>\n<div class=\"et_pb_text_5 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>The Reaper<\/p>\n<\/div><\/div>\n<\/div>\n<\/div>\n\n<div class=\"et_pb_text_6 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>The game emphasizes meaningful narrative choices, responsive dialogue, and carefully staged contract scenes, in which spectral abilities <strong>manipulate the physical world<\/strong> Objects, environments, and characters react dynamically to the player&#039;s actions. These powers evolve progressively throughout the adventure, allowing for increasingly deeper and more tangible interactions with the world of the living. Each new ability unlocks new forms of alteration, capable of reshaping events and giving rise to new branches of alternate realities. Combat abilities also develop in parallel, evolving according to the player&#039;s playstyle and tactical choices. Constantly hunted by hostile enemies, the player must find a balance between combat mastery, contract objectives, and temporal integrity, all while challenging an organization that exists outside of time itself.<\/p>\n<p><strong class=\"not-italic\">Current state of development:<\/strong> Very early stages of development.<\/p>\n<p><strong class=\"not-italic\">Main tools:<\/strong> <a target=\"_blank\" href=\"https:\/\/godotengine.org\/fr\/\" rel=\"noopener\">Godot 4.6<\/a>, <a target=\"_blank\" href=\"https:\/\/www.aseprite.org\" rel=\"noopener\">Aseprite<\/a><\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_7 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module right\"><div class=\"et_pb_text_inner\"><h2>What are the inspirations?<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_8 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>You can expect <strong>carefully designed games<\/strong>, exacting standards and a genuine love for the medium. My favorite studios and games have always been those where the developers&#039; passion clearly shines through:<\/p>\n<ul>\n<li>The Ori and No Rest for the Wicked series by Moon Studios<\/li>\n<li>The Hollow Knight series by Team Cherry<\/li>\n<li>Celeste by Extremely OK Games<\/li>\n<li>Death&#039;s Door by Acid Nerve<\/li>\n<li>Hades I &amp; II by Supergiant Games<\/li>\n<li>Little Nightmares I &amp; II by Tarsier Studios<\/li>\n<li>Red Dead Redemption 2 by Rockstar Games<\/li>\n<li>Clair Obscur: Expedition 33 by Sandfall Interactive<\/li>\n<li>Divinity: Original Sin I &amp; II and Baldur&#039;s Gate III by Larian Studios<\/li>\n<li>The Last of Us part I &amp; II by Naughty Dog<\/li>\n<\/ul>\n<p>I also grew up with classics that shaped my tastes and creativity: the first generations of Pok\u00e9mon, Final Fantasy Tactics, Dofus, Skyrim, and of course, Minecraft. These are the games that made me fall in love with video games.<\/p>\n<p>So, <span class=\"notkey-span\" data-no-translation=\"\" data-no-auto-translation=\"\">not<span class=\"bang\">!<\/span>key<span class=\"dot\">.<\/span>studio<\/span> will focus on a very small number of games, prioritizing quality over quantity, as I&#039;ve always done in everything I create. A part of each of these experiences, inspirations, and memories will naturally find its place in the studio&#039;s future projects.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_9 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module right\"><div class=\"et_pb_text_inner\"><h2>How to track progress<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_10 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>Yes, or at least I&#039;ll try my best without it slowing down the development itself. I publish <strong>monthly devlogs<\/strong> to share the game&#039;s progress: what I&#039;m working on, what&#039;s evolving, and the challenges encountered along the way. Alongside these devlogs, you&#039;ll also find... <strong>tutorials on video game development<\/strong>, This includes things I&#039;ve encountered that I think are worth sharing. There will also be timelapses of asset creation, more in-depth analyses of specific techniques, and some behind-the-scenes glimpses of interesting parts of the process.<\/p>\n<p>All these articles will satisfy your curiosity about how a game is designed, or even give you some advice if you are developing your own project.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_11 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>The latest devlogs<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_blog_0 et_pb_blog et_pb_bg_layout_light et_pb_posts et_pb_module\"><div class=\"et_pb_ajax_pagination_container\"><div class=\"et_pb_posts et_grid_module\"><article class=\"et_pb_post et_pb_post_id_541 clearfix et_pb_blog_item_0_0 post-541 post type-post status-publish format-standard hentry category-devlogs\"><h2 class=\"entry-title\"><a href=\"https:\/\/notkey.studio\/en\/devlogs\/devlog-2-camera-recalcitrante-refonte-personnage-pause-creative\/\">Devlog 2 | February &amp; March 2026 \u2013 Recalcitrant camera, character redesign, creative pause<\/a><\/h2><p class=\"post-meta\"><\/p><div class=\"post-content\"><div class=\"post-content-inner\"><p>Devlog 2 covers February and March 2026, a less linear period than expected. It revisits the extensive work on the The Reaping Company camera, confronted with the limitations of a complex pixel-perfect system, and a complete overhaul of the character\u2026<\/p>\n<\/div><a href=\"https:\/\/notkey.studio\/en\/devlogs\/devlog-2-camera-recalcitrante-refonte-personnage-pause-creative\/\" class=\"more-link\">Read more...<\/a><\/div><\/article><article class=\"et_pb_post et_pb_post_id_227 clearfix et_pb_blog_item_0_1 post-227 post type-post status-publish format-standard hentry category-devlogs\"><h2 class=\"entry-title\"><a href=\"https:\/\/notkey.studio\/en\/devlogs\/premiers-pas-pour-the-reaping-company\/\">Devlog 1 | January 2026 - First steps for The Reaping company !<\/a><\/h2><p class=\"post-meta\"><\/p><div class=\"post-content\"><div class=\"post-content-inner\"><p>Devlog 1 marks the beginning of The Reaping Company's development. This first month was devoted to laying solid foundations: defining the narrative framework, choosing an artistic direction, creating the first pixel art characters, designing...<\/p>\n<\/div><a href=\"https:\/\/notkey.studio\/en\/devlogs\/premiers-pas-pour-the-reaping-company\/\" class=\"more-link\">Read more...<\/a><\/div><\/article><\/div><\/div><\/div>\n\n<div class=\"et_pb_module et_pb_button_module_wrapper et_pb_button_0_wrapper\"><a class=\"et_pb_button_0 et_pb_button et_pb_bg_layout_light et_pb_module et_flex_module\" href=\"\/en\/devlogs\/\">read the devlogs<\/a><\/div>\n\n<div class=\"et_pb_text_12 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>The latest game development tutorials<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_blog_1 et_pb_blog et_pb_bg_layout_light et_pb_posts et_pb_module\"><div class=\"et_pb_ajax_pagination_container\"><div class=\"et_pb_posts et_grid_module\"><article class=\"et_pb_post et_pb_post_id_320 clearfix et_pb_blog_item_1_0 post-320 post type-post status-publish format-standard hentry category-tutos\"><h2 class=\"entry-title\"><a href=\"https:\/\/notkey.studio\/en\/tutos\/choisir-la-bonne-resolution-de-rendu-pour-un-jeu-pixel-art\/\">Choosing the right rendering resolution for a pixel art game<\/a><\/h2><p class=\"post-meta\"><\/p><div class=\"post-content\"><div class=\"post-content-inner\"><p>Choosing the right rendering resolution is one of the most important decisions when creating a pixel art game. It has a direct impact on visual clarity, sprite readability, scaling behavior, and the overall appearance of the game.<\/p>\n<\/div><a href=\"https:\/\/notkey.studio\/en\/tutos\/choisir-la-bonne-resolution-de-rendu-pour-un-jeu-pixel-art\/\" class=\"more-link\">Read more...<\/a><\/div><\/article><article class=\"et_pb_post et_pb_post_id_276 clearfix et_pb_blog_item_1_1 post-276 post type-post status-publish format-standard hentry category-tutos\"><h2 class=\"entry-title\"><a href=\"https:\/\/notkey.studio\/en\/tutos\/godot-rendu-pixel-perfect-basse-resolution-et-camera-fluide\/\">Implementing low-resolution pixel-perfect rendering with a smooth camera in Godot<\/a><\/h2><p class=\"post-meta\"><\/p><div class=\"post-content\"><div class=\"post-content-inner\"><p>Implementing pixel-perfect rendering with a smooth camera in Godot 4.6 proved to be much more complex than expected. This article details the actual problems I encountered during production (image ghosting, jittering, frame rate issues, etc.).<\/p>\n<\/div><a href=\"https:\/\/notkey.studio\/en\/tutos\/godot-rendu-pixel-perfect-basse-resolution-et-camera-fluide\/\" class=\"more-link\">Read more...<\/a><\/div><\/article><\/div><\/div><\/div>\n\n<div class=\"et_pb_module et_pb_button_module_wrapper et_pb_button_1_wrapper\"><a class=\"et_pb_button_1 et_pb_button et_pb_bg_layout_light et_pb_module et_flex_module\" href=\"\/en\/tutorials\/\">See the tutorials<\/a><\/div>\n\n<div class=\"et_pb_text_13 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><\/div>\n<\/div>\n<\/div>\n<\/div>","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-519","page","type-page","status-publish","hentry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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