Press kit — A Mortician's Tale
A Mortician's Tale is a narrative-driven death positive video game where you play as a mortician tasked with running a funeral home. Take on the role of recent funeral direction graduate Charlie as she learns the ropes of the business and industry. Prepare the bodies of the deceased (via embalming or cremation), attend their funerals and listen to their loved ones' stories, and interact with Charlie's coworkers, clients, and bosses. A Mortician's Tale is an informative, honest, and sometimes humorous look at the current state of and the future of the western death industry.
Laundry Bear's debut game and current project, A Mortician's Tale is greatly inspired by the works of Caitlin Doughty, The Order of the Good Death, and the death positive movement. After reading Caitlin's book Smoke Gets In Your Eyes, A Mortician's Tale designer and artist Gabby DaRienzo (Graceful Explosion Machine, Celeste, Parkitect) was inspired to make a game about the western death industry. She originally created a simple pixel art prototype using PICO-8 that she called Mortuary Simulator, but after receiving a large amount of interest in the game and genuine questions about the death industry, Gabby decided to team up with game developer Andrew Carvalho (Soundshapes, LOUD On Planet X) to make it a full 3D game. They have since collaborated with musician Halina Heron (Moon Hunters, The Beginner's Guide, The Yawhg), illustrator Jacquelin de Leon (The Sirens of San Francisco), sound designer Jen Costa (Fate Tectonics, Light Fingers), writer Kaitlin Tremblay (Ain't No Place for a Hero, Those Who Make Us, Say When), and technical sound designer Robby Duguay (Graceful Explosion Machine, We Are Doomed) to bring A Mortician's Tale to life. A Mortician's Tale is made possible with support by Ontario Arts Council.
Explore the colorful world of Rose and Daughters Funeral Home — from the morgue itself to the viewing room where funerals take place
Prepare 8 different bodies using realistic tools and procedures involved with traditional burials and cremations
Talk to the deceased's loved ones, discover their stories, and learn how each of them mourns in different ways
Follow Charlie's journey at Rose and Daughters Funeral Home as it transitions from a family-run business to being bought and owned by a massive funeral conglomerate and beyond
Discover some real life truths about the current state of and future of the western funeral industry
AWARDS AND RECOGNITION
"Finalist, Nuovo Award" — Independent Games Festival (IGF) Awards, 2018
"Honourable Mention, Excellence in Narrative" — Independent Games Festival (IGF) Awards, 2018
"Official Selection, Fantastic Arcade" Austin, Fall 2017
"Official Selection, Double Fine's Day of the Devs" San Francisco, Fall 2016
"Official Selection, Different Games Toronto" Toronto, Spring 2017
"One Of 2017's Best Games... It elicits dark feelings, but asks players to consider where those feelings came from and what makes them dark."
— Cecilia D'Anastasio, Kotaku — One Of 2017's Best Games Is About Being A Mortician
"One Of Polygon's Best Games of 2017 — The video game industry is built on the destruction of bodies of all kinds. How refreshing to play a game that asks you to care for them, even after their life has left."
— Chris Plante, Polygon —The 50 best games of 2017
"82/100 — An approachable and thought-provoking meditation on life’s only certainty."
— Philippa Warr, PC Gamer — A Mortician's Tale Review
"Recommended — This is a beautiful game. It scared me. It moved me. Most of all, it made me stop what I was doing and think."
— Christian Donlan, Eurogamer — A Mortician's Tale Review
"8/10 — [A Mortician's Tale] is a short game, only an hour or so long, but it leaves an impact far beyond its runtime. Give it a chance, and it might just change the way you think about death."
— Nic Rowen, Destructoid — Review: A Mortician's Tale
"[A Mortician's Tale] makes the end of life visible, and in doing so crafts one of the only meditations on death in videogames that feels authentic.
— Julie Muncy, WIRED — A Mortician's Tale might be the first game to really get death
"[A Mortician's Tale] is a quiet meditation on what it's like to live when all that seems to surround you is death."
— Caty McCarthy, USGamer — In A Mortician's Tale, Death Isn't the End of the World
"That's the gift that Mortician's Tale provides: a space to experience death without pretense, or stigma, or the shame of being a walking reminder that we all become bodies on a gurney one day."
— Jess Joho, Mashable — Indie game dares to talk about death in a way few others have
"It’s welcoming and friendly, as though it’s inviting you to share in a reflective moment and to accept the realities of mortality without any judgment or shame."
— Stephanie Chan, VentureBeat — A Mortician’s Tale dissects the stigma of death
"This is a quietly understated and oddly beautiful tale of what happens when we die and what a mortician has to do to make sure the funeral process goes as smoothly as possible. It might seem an odd subject, but this is a labour of love on behalf of an industry that rarely gets much."
— Louise Blain, GameMaster Magazine — IndieMaster: The Best of the Indie Scene
REQUEST PRESS COPY
Contact us at firstname.lastname@example.org to request a copy.
Available from Halina Heron's Bandcamp: hlnhrn.bandcamp.com/album/a-morticians-tale
Available from The Yetee: https://theyetee.com/collections/a-morticians-tale
ABOUT LAUNDRY BEAR GAMES
Laundry Bear is a small, independent game studio based in Toronto, Canada. We love collaborating with friends to make colourful and emotionally-impactful video games. In 2017, we released our critically-acclaimed debut title A Mortician's Tale. We are currently working on our second game.
More information on Laundry Bear Games, our logo & relevant media are available here.
A MORTICIAN’S TALE CREDITS
Gabby DaRienzo (she/her)
Game Designer and Artist
Andrew Carvalho (he/him)
Halina Heron (she/her/they/them)
Jacquelin de Leon (she/her)
Jen Costa (she/her)
Kaitlin Tremblay (she/her/they/them)
Robby Duguay (he/him)
Technical Sound Designer
Chris Dwyer (he/him)