I was doing a PhD, weirdly, on first person shooters, Pinchbeck says.

I was like, Well, we could just build [something], he says.

That felt much more in the spirit of games as a medium anyway.

The key art for Dear Esther - a lonely shack on a blasted cliff, overlooking the sea

A lot of the call to action feedback loop falls away and youre just kind of left.

He wanted to know whether a game could be made entirely from these atmospheric moments.

What if it was just that?

Cover image for YouTube video

Would that be something that would be engaging?

People just seemed to really get it in a way that I wasnt really expecting, Pinchbeck says.

But you look back on it and you go, well, why did it work?

A screenshot of Dear Esther showing the rocky landscape of the island, with patchy heather and grass, and the red light on top of the beacon tower in the foreground

Because it worked in those games that I loved already.

Rob Briscoe got in touch, he recalls.

He had just come offMirrors Edgeand was looking for a downtime project.

A wide shot of a night time landscape from Dear Esther, a huge moon lighting a small rocky beach, with the bones of a wooden jetty sticking out of the water in the foreground

A little thing that he wanted to do in his spare time.

Really, the aspirations were still really pretty modest, Pinchbeck says.

We still expected we would hopefully shift a few thousand copies.

But even then we thought, its so experimental, its probably not gonna do very much.

They sold enough copies to pay off the investment within six hours.

We were pretty nervous about taking that jump, he says.

A lot of people said about Esther, Oh, you could have just done it as a film.

But a lot of people were moving in that direction.

Ive had to kind of pinch myself a couple of times and go, that was strange.

That was quite a ride.