I'm Shibuya from Studio Snowblind, the developer of this game. I have great news to share with you all today: PLAYISM is going to be the publisher of Glaciered!

Ever since we announced Glaciered last July, we've received so many offers from different publishers, almost 20 of them! This was way more than I could even imagine. I'm extremely thankful that this game, which started as a small solo project, gathered so much attention from publishers all around the world. I'll take this opportunity to say a big thank you to everyone who contacted me about this game.
Although I was approached by many publishers, in the end I can only sign a contract with one of them. This was a very difficult choice for me, but I know that PLAYISM does great work, and when they reached out to me, I almost immediately decided to accept their offer.
PLAYISM has published a lot of incredible indie titles such as Bright Memory, Fight Crab, and DEEEER Simulator: Your Average Everyday Deer Game. They also handle localization, and I hardly have the space to list out all the game localizations they've done!
In the past, I've worked as an indie game publisher and localizer as well. PLAYISM's localizations are consistently top-notch quality, and as someone in the same industry, I aimed to be more like them in my own work as well. One of my favorite games, Night in the Woods, is also one of the many games localized by PLAYISM. I was so astounded by the high quality of the Japanese localization that I couldn't stop myself from sending PLAYISM an email thanking them for their work.
Glaciered is a single-player game, and I want high-quality translations for its characters and world in as many languages as possible, ones that can preserve the nuances of the original Japanese, my mother tongue. This is one of my main wishes for this game, especially since localization is one of the most important parts of the gamedev process. And I'm absolutely positive that PLAYISM's localization will grant my wish.
What's more, I've decide to increase the number of available languages. At first, I only planned on implementing Japanese and English, but now we will be adding Traditional and Simplified Chinese, French, Italian, German, and Spanish localizations to the game.
Nowadays, I'm not the only one working on Glaciered anymore. This is all thanks to the people and resources I've managed to gather for this project. But of course, this is still an indie game, and it's far from having the same production value as a AAA title, but I'm very excited at how far we've come.

Artworks by HPL Game Design

Artworks by CG - Art Creation
Besides this, we might even be able to release the game on platforms other than Steam, which is to say consoles. There's nothing I can announce just yet, but I'll do so once we've gotten some concrete plans ready to share with you all, so please hang in there while we figure things out.
I have another exciting announcement to make: Glaciered was introduced in the INDIE Live Primiere corner of the INDIE Live Expo! And we've made a brand new trailer for the occasion. Take a look!
This trailer showcases an important feature—the Murk, the "night" of the ocean. It also shows off some new actions that you can unlock through character progression. I'm planning on elaborating on character progression in particular in a future devlog.