Microsoft

A World in My Attic/Incarnate [PC/PS4/Xbox One – Cancelled]

A World in My Attic, sometimes referred as The World in My Attic, and formerly known as Incarnate, is a cancelled Third Person action Roguelike hybrid game developed by Defiant Development around 2018-2019. The game was scheduled for Q1 2021 for “all platforms” which means PC, Playstation 4 and Xbox One but also could be Nintendo Switch, Xbox Series X/S and Playstation 5.

The game was revealed during its cancellation back in July 2019 when Defiant Development announced it was ceasing development of brand new titles to focus on updates of their already shipped games: Hand of Fate and Hand of Fate 2:

The maker of the Hand of Fate deck-building/action series is “ceasing development of new titles,” saying that its approach to making games, which sustained a nine-year run, hasn’t been adaptable to a fast and ever-changing industry.

Defiant Development began in 2010 as an effort to make “a studio model in Australia that would thrive without being dependent on international ownership,” studio founder Morgan Jaffit wrote in a statement posted to Twitter. “We set out without knowing where the journey will take us, and we do so knowing that the unknown is not always safe. That is a risky way to make games, and we knew that.”

(…)

“The games market has changed in ways both big and small in the nine years we’ve been in business,” Jaffitt wrote. “We have not been able to change quickly enough to continue with them.”

Jaffitt closed his remarks by linking to a video of A World in My Attic, the incomplete game the studio had been working on at the time of yesterday’s announcement.

Regarding A World in My Attic and its concept, Kotaku wrote:

The World In My Attic would supposedly follow a family as they started “a new life in a new home,” only to discover “a strange board game” there known as Hexes & Heroes. This board game would act as “a bridge to a fantastic world,” complete with the requisite fantasy tropes one might expect from a riff on the iconic Dungeons & Dragons alliteration.

Much like Defiant’s previous work on the Hand of Fate series, The World In My Attic appears to blend both tabletop strategy with action-adventure set pieces. Where the former focused on deck-building, however, the latter would presumably have featured a world created with the distinct hex pieces seen in tabletop games like Settlers of Catan. In the short preview above, a warrior-type character can be seen traversing a landscape made up of these six-sided segments and, at one point, a large orc or troll is shown being placed on the “real world” game board before it appears in the fantasy setting.

After the shutdown of Defiant Development, numerous ex-developers, including Morgan Jaffit, will found Spitfire Interactive, currently developping Hand of Fate: Hordes, planned to release this month.

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Paladin (Midway Studios Austin) [PC/PS3/Xbox 360 – Cancelled]

Paladin is a cancelled open world Action medieval game developed around 2007-2008 by Midway Studios Austin (formerly Inevitable Entertainment) and published by Midway Games for the PC, Playstation 3 and Xbox 360 platforms. The game was using the Unreal Engine 3.

For years, few information were available regarding Paladin as it was cancelled before being announced. On his personal website, Richie Romero, who was Art Director at Midway until the closure of the company, shared screenshots and videos to what appears to be an action game set in the medieval times with open world elements. During that period, Midway Studios Austin was split in two teams, both working on different projects: Paladin, and Career Criminal, which was cancelled in August 2008, following publisher’s huge financial loss.

While no official announcement has been made during its development, we can speculate that Paladin was cancelled back in December 2008, when the studio was closed by Midway which still faced financial difficulties:

Facing possible bankruptcy, Midway games will close its Austin studio entirely, suspend development on several unspecified titles, and reduce its workforce by 25 percent. (…) Midway did not list which projects it plans to cancel or suspend, but calls them “non-core” projects slated for 2010 and 2011 that had not yet been announced. (…)

Alongside Paladin and Career Criminal, Midway’s bankruptcy also led to the cancellations of various projects such as Stranglehold 2: Gun Runner, This is Vegas, Hero or even a new take on Mortal Kombat.

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Tork: Prehistoric Punk [Xbox] – Beta

Tork: Prehistoric Punk was a fun platformer released exclusively on the Xbox. This game was made by ex-Rayman developers and, early in development, was supposed to be a big triple-A contender against other competitors like Jak and Daxter and Super Mario. Unfortunately, things didn’t work out. Below, we can see some of the beta footage taken from the E3 2002 showcase and some press releases related to late 2003 and 2004.

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Magazines Preview:

 

Videos:

A fan-documentary dedicated to the game

 

Heroic [Xbox 360] – Cancelled

While there’s constant effort to document the cancelled games from major production regions of Japan, America and parts of Europe, you rarely hear about the games released on the other side of the globe. The other side of the globe? What do you mean, you’ll say. Well, to be specific, the Middle East, MENA regions.

You’d be surprised to find out that for every 10 games released there, hundreds were cancelled. Many that are now lost to time. You’d also be surprised to find out that those games were on par in quality with games from Russia/Ukraine. At times, maybe better.

The game we have today is Heroic: A 3D action-adventure that was in development by Timeline Interactive from Egypt. The game ran on the Unreal Engine 3, and it promised a multiplayer cooperative mode  (up to four players in-game) where players could run around, defeating enemies, jumping from one platform (or falling to their doom together) and a couple of puzzles to spice things up.

The game featured 4 different classes for you to choose from, and if this didn’t pique your interest, the developers planned to make use of your own avatar in-game. How cool was that?

While the game looked interesting, it was never released due to the lack of an interested publisher. In the end, the game was cancelled in 2009. Some of the developers who worked on this game went on to work on Ark: Survival Evolved.

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Credit: Iyad Abbas 

Dark Void [PC, Xbox 360, PS3] – Alpha, Beta & Concept Art Work

Dark Void was a fantastic Double-A hidden gem developed by Airtight Games and published by Capcom in 2010 for the Xbox 360 and PlayStation 3, with a PC version following shortly after. While the game introduced two genuinely interesting mechanics: a fully functional jetpack and an ambitious vertical cover system, it ultimately failed to generate the commercial success Capcom had hoped for. As a result, all plans for a sequel were quietly scrapped.

That outcome is particularly unfortunate given how turbulent and imaginative Dark Void’s development history was. Before it became the jetpack-driven shooter we know today, the game went through several radically different conceptual phases.

According to Jim Deal, the project’s earliest pitch leaned heavily into an Indiana Jones-inspired adventure. Players would traverse exotic environments using motorcycles, jeeps, horses, and even airships, with a grappling hook allowing them to latch onto surfaces and swing their way forward. It was less about aerial combat and more about pulpy exploration and cinematic traversal.

Pre-conceptualisation artist Stephen Daniele later revealed that, before the jetpack ever entered the picture, Dark Void was built around a shadowy enemy faction known as The Invisible Hand. A technologically advanced organisation clearly echoing the iconography of Nazi-era villains. The narrative framed them as an existential threat, one that needed to be dismantled before their influence spread further.

Visually, the game was also very different in its infancy. Daniele noted that the original setting was intended to be the Mediterranean or North Africa, with heavy artistic influence drawn from Egypt in particular. Ancient ruins, desert landscapes, and sun-scorched architecture shaped much of the early concept art. At this point in development, the game was a stylised shooter similar to a Pixar film. However, as the project moved forward, the developer eventually opted for a realistic look.

Only after multiple iterations did the jetpack flight system emerge. A decision that would ultimately define Dark Void. It is worth noting that Dark Void began development in early 2007 as a spiritual successor to Crimson Skies: High Road to Revenge because, at the time, Fasa Studios wanted to implement some on-foot third-person interaction, but unfortunately, it didn’t happen. Dark Void seemed like the right opportunity.

Update: 16/5/2026

Dark Void Content

Sketches and Early Prototype:

Don’t be confused if you recognise the image from the prologue. There’s a perfectly good reason for it. According to Stephen Daniele, Capcom wanted Airtight Games to adopt an approach similar to God of War: begin the game by handing the player almost every tool upfront, then gradually teach them how everything works.

Because this opening sequence functioned purely as a tutorial, the developers placed it at the very start of the game. At the time, nobody realised they were actually controlling an early iteration of Will Grey! A small but fascinating detail that only makes sense in hindsight.

Videos:

A 1-hour chat with Stephen Daniele about the early concepts of Dark Void and some of the cut content, like the Motorcycle!

Images from the 2008 E3 build

Magazine Coverage With Early Preview:

A fan-documentary of Dark Void covering the early codenames and more details on the initial concept of the game and the sequel.

Credit: Huge thanks to Stephen Daniele for the early sketches and details that have gone unknown for 15 years!

Alpha Footage of Dark Void

Before Dark Void soared into the sky, and Will Grey kicked ass, the game had a completely different vision, graphics and, of course, character. In this early phase of development, the game had an entirely different name. The graphics were very reminiscent of a Pixar film, as shared by Stephen Daniele in a previous interview. However, Jose Perez III went on to reveal that some of the ideas in the early iteration of Dark Void were already in place way before Just Cause released. This iteration had a parachute, a grappling hook, a motorcycle (with guns!), aeroplanes which you could hijack anytime you wanted, and so many ideas.

In many ways, the alpha footage of Dark Void had glimpses of the real spiritual successor to Crimson Skies: High Road to Revenge, because it included everything the developer wanted to show in the cancelled Crimson Skies 3.

Videos:

The alpha footage of Dark Void was revealed 15 Years later!

Interview with Jose Perez about Tales from the Black Cloud and other interesting facts!

Credit: Huge thanks to Jose Perez III for sharing a lot of never-before-heard details that have gone unheard of for 15 years!