Theseis began development in 2004, and was originally intended to be a
point and click adventure game, with strong similarities to
Syberia. After the assembly of a small team and with funding provided by
Track7 Games Founder and CEO Kyriakos Raptopoulos, eight months of the development effort were put into a promotional cinematic that was unveiled at
E3 2005. Along with
Darkfall,
Theseis was considered a strong prospect for the
Greek video gaming industry, due to its high production values and ambitious scope similar to that of big-budget productions. The game was planned for release for PC and
next-generation consoles, and while the PC and
Xbox 360 versions of the game were confirmed, a
PlayStation 3 version was eventually dropped. The decision was made to unveil the new direction the game was taking at
E3 2006, this time with a playable demo. The game had a successful showing, featuring top notch graphics and responsive platforming controls, eliciting positive reaction from the press and attracting several top publishers. Despite these early milestones however, development on
Theseis began facing a series of issues during the next two years, as the development team faced problems with the proprietary engine it had developed for the E3 demo, and had to resort to a clean re-write; leadership roles were redistributed among staff members to keep up with other obligations (such as the
lead programmer departing the company for the duration of a year to
serve in the military); the game's script had to be re-written to match the story to the concept the game was marketed as; and financial issues began setting in, leading to large stretches of delayed payroll and the departure of several staff members, who opted to take legal action against Track7.{{Cite web|url=https://theseis.darkopolis.com/2014/07/theseis-post-mortem-part-2-main-production/|title=Theseis: Post-mortem – Part 2: Main Production ==References==