FORLORN SHORES

A puzzling adventure about finding clues and items to explore strange places.

[The title screen of Forlorn Shores.] [A gif showing gameplay of Forlorn Shores, including both overworld and first person gameplay.]
[An area in Forlorn Shores covered in bleached coral.] [An area in Forlorn Shores overgrown with red mold.]


Released: May 2026
Developed: January 2026 - May 2026
Team: Joseph Henry Stadolnik IV
Tools:

Programming Language: Lua



My Role: Solo Developer
I made the entirety of this game by myself, aside from a few functions created by PICO-8 community members (such as PX9 compression).

My achievements on this project included:


About:
Forlorn Shores came from two major drives:

  1. Wanting to make a puzzle-adventure game somewhat in the vein of things like TUNIC (ISOMETRICORP Games Ltd., 2022) and FEZ (Polytron Corporation, 2012), as well as my own prior games FUZ and NULL.
  2. Wanting to push the limits of how expansive of an authored game can be made within the strict limitations of a single PICO-8 cartridge.
I believe I was successful in achieving both goals, although the game's deliberate lack of direct guidance does limit the audience to more dedicated and patient puzzle solvers.
I also released the optional Forlorn Shores Atlas companion application as a means of making the game a bit more broadly accessible, but its hints are still intentionally vague.


Other Notes:


Links:
PICO-8 Forum Post
itch.io