Wired Productions, an independent games publisher and developer, LKA.it, a leading Italian games studio, are pleased to announce that money from every copy of The Town of Light sold between August 16 and September 6 will be placed into a new fund to support mental health charities including Take This, Inc.
Applying to digital sales across all formats, 25% of the net receipts from each copy of The Town of Light sold within the promotional window will go towards the fund. In order to maximize the impact of the campaign, Wired Productions and LKA.it have also worked tirelessly with multiple digital retailers to offer a 20% discount on the game itself during the same period.
This promotion marks the start of a year-long campaign to help raise awareness and bring ongoing attention to the importance of mental health. The proceeds from the campaign will help fund vital services offered by Take This, Inc, which include providing mental health education and referral resources, as well as the popular ‘AFK Rooms’ - staffed mental wellness spaces at some of the world’s most prominent video games events.
Details on further activities, events and partnerships will be announced throughout the campaign.
“The Town of Light, because of the themes of mental health within the game and its grounding in reality, starts the conversation,” said Leo Zullo, Managing Director, Wired Productions, “Our duty is to stand together and continue that conversation, not only to ensure that we dispel the stigma around mental health, but also to ensure that those who feel alone know that they are not, and are given the help they often desperately need. This promotion, alongside our extended campaign for awareness, form only a small part of a much greater picture, but we hope they will touch many lives.”
“The motivation behind The Town of Light has always been one of compassion”, said Luca Dalcò, Studio Head, LKA.it, “The struggles surrounding mental health affect so many of our lives day to day; to shine a light on mental illness and tell the story of those who suffered without a voice in the past was our goal. To have the opportunity to help those in the present is more than we could have hoped for.”
Russ Pitts, President, TakeThis, Inc. said, "The biggest challenge people dealing with mental health issues face is isolation and loneliness. The feeling no one will understand or can help. And a lot of people turn to video games for an escape. Seeing mental health issues addressed in true and meaningful ways in a game like The Town of Light can be a lifeline for people in need."
Wired Productions and LKA.it are grateful to the following retailers for their support in the campaign:
Xbox
https://www.microsoft.com/en-gb/store/p/the-town-of-light/bscp6sp3qxz7
PlayStation Store
https://store.playstation.com/#!/games/the-town-of-light/cid=EP4382-CUSA07051_00-THETOWNOFLIGHT00
GamesPlanet
https://uk.gamesplanet.com/game/the-town-of-light-steam-key--3377-1
Humble Bundle
https://www.humblebundle.com/store/the-town-of-light
Steam
http://store.steampowered.com/app/433100/The_Town_of_Light/
Greenman Gaming
https://www.greenmangaming.com/games/the-town-of-light/
Digital retailer GamesPlanet is further supporting the campaign by donating all of their profits from their sales of The Town of Light for the duration of the promotion.
If you’re interested in supporting Wired Productions by getting involved in charity events of your own, or if you’re a charity that specializes in supporting mental health issues and would like to register to be part of our year-long campaign for awareness, please contact fundraising@wiredproductions.com.
Based on extensive research and inspired by real facts, The Town of Light is played through the fictional eyes of Renée, a 16-year-old girl who suffers from the symptoms of mental illness. She is searching for answers to the many questions from her past, while she explores and uncovers the place where she spent most of her youth. What happens next is a dark and emotional journey where the lines of interactive entertainment, storytelling, and reality frequently tend to blur.