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Become an 18th century entrepreneur! After inheriting a warehouse on Fleet Street, a printing press, and a large debt, you set up a newspaper company in London. It is up to you to grow your business and your readership, and stave off the debtor's prison.

Print for London & manage your reputation.

Spend your time efficiently & don't upset the locals.

Build an empire or fall to the debt collectors.

Solve the mystery of how your inheritance came to be.


As the core development team behind Fallout: London we have used Bethesda's Creation Kit for over 6 years.
Rebranding ourselves from "The Fallout London Development Team" to Team FOLON Limited was the first step, the next step was naturally to find a modern and more powerful games engine that would give us the creative freedom we need to fully unlock our potential.
With various developers on our team being well versed in Unreal Engine we are already prepared to make the move for our future endevours, with our first official project based in Unreal Engine being Hear Ye, Hear Ye!

THE TEAM
Experience - four of our developers have used Unreal Engine previously, one of them since unreal engine 4.02.






NANITE
Whilst it may be a small scale game, Hear Ye, Hear Ye fully utilises the power of Nanite for its RVT landscape detail and architectural components.

LUMEN & MEGA LIGHTS
A core mechanic of Hear Ye, Hear Ye's gameplay is time management. This meant we required a fully dynamic time cycle.
We fully employ the power of Lumen and Raytraced lighting to our advantage to avoid baked lighting in our environment.
This allows us to achieve a seamless flow between night and day with all of the extra benefits it brings, with plans to cross over to the new Megalighting system in the future. Mega lights will allow us to continue lighting our game with period accuracy through multiple shadowcasting candle and oil lamp light sources, without the performance impact.

FULLY DYNAMIC 3D MENUS & UI
With Hear Ye, Hear Ye, we wanted to create an experience that would fully immerse the player in the time setting and world that it is based. This meant making an early design choice to have all menus and UI elements fully diagetic and in the world alongside the player. This was achieved with ease using Unreal Engine's Blueprinting and Widget systems.

IN-HOUSE ASSET CREATION & 3D ART
All of the art and assets you have seen thus far have been made in-house.
As a development studio we think it's important to uphold our own visual style and we plan to share our assets with the Epic community as complete, ready to use asset packs upon the game's release.

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