My goodness, Sony. If anyone doubts your dedication to indies, all you'd have to say is "we signed the next thing from the folks who made Dear Esther."
Here's what said folks had to say on the game. Or "game" may be a better way to put it.
"Like Dear Esther, the new game is all about the story. It uses simple gameplay – basic exploration of a first-person world – so it’s very friendly to people without a lot of game experience. But it’s not casual in the classic sense – this is a deep and immersive game.
It’s all about the end of the world. You play the role of a scientist, trapped in the very second of the apocalypse, and the game is about discovering what has happened. You do this by exploring a large open-world environment, and interacting with the objects, places and people you find to gradually unlock and put together the story.
There’s also a really cool thing you can do which makes the game really different and makes this process of exploring the story something you could only do in a game, but we’re keeping that secret for now. Expect a reveal about that in due course, but we’re very excited about it and can’t wait to show it off.
When we started making Everybody’s Gone to the Rapture, we knew we wanted to make a console title. We also knew that Sony were committed to pushing really interesting indie and experimental work, and figured they’d be into the ideas we were putting together. In a completely idealistic and high risk move, we forgot about the idea of a Plan B, put together a prototype and approached Sony Santa Monica. They were just shipping Journey and Unfinished Swan and we thought we’d have a lot in common in terms of ideas about story, gameplay, player experience.
So what can you expect? Well, we can promise you that Everybody’s Gone to the Rapture will be powerful and deep, highly immersive and with an absolute focus on your emotional journey through the world. It’s non-linear, with a dynamic and adaptive environment, so this is about your story, a really individual experience that breaks away from the on-rails nature of lots of story-driven games into something that you have a visible impact on."