Coming Soon - In Active Development

VANISHING POINT A superstar's adventure - sequel

A cryptic memo pulls Seymour from his private beach retreat back to the lot. Actors are disappearing directly out of finished films. Board a subterranean locomotive, survive the glitches of Clocktower Metropolis, and stop a dark shadow before you vanish from the credits entirely.

In active development By EnthusiastGuy

Studio Roadmap - 1992 -> infinity

  1. 1992*

    The original lot

    Seymour debuts on home micros. Codemasters publishes. Children everywhere learn what "rubber chicken on moustache" means.

  2. 2026 Q1*

    Take One!! - Reel one shot

    First public alpha of the modern remake. Crew shorts ordered. Manual drafted.

  3. 2026 Q2*

    Take One!! - Now playing

    Public release across Windows, macOS, Linux and Steam Deck. PDF manual included. You are here.

  4. 2027-

    Vanishing Point - full release

    Second feature lands. Cross-promotion with the wider Yolkfolk Corner if the planets align.

  5. Later?

    Yolkfolk Corner expansions

    Crossover tributes, puzzle one-shots, archive scans. The cutting-room floor is large and well-organised.

The Yolkfolk Corner

While Seymour is busy running the studio lot, we haven't forgotten the keepers of the wider Yolkfolk flame. Keep your eyes locked on this space for future announcements, puzzle-adventure tributes, and potential crossovers featuring everyone's favourite adventurous egg family.

ARoadmap

Quarterly milestone posts and honest "we hit the wall" notes from the cutting room.

  • Quarterly
  • Honest

BCommunity

Fan screenshots, challenge runs, "solved with a tea cup" stories, and bullet-point bragging.

  • Open
  • Friendly

CArchive

Manual scans, production sketches, and the cutting-room extras from the budget era.

  • Vintage
  • Curated

Questions From the Set

FAQ

Is this an official Codemasters / Big Red Software project?

No. It is a non-commercial fan tribute, offered with respect. The original character concept was created by Big Red Software and published by Codemasters in the early 1990s.

Why does the site look like 1993?

Because 1993 was when this kind of game was at its peak and frankly, modern web design could use a little more clapperboard energy.

Can I contribute to development?

Watch the Yolkfolk Corner. We open contribution windows around milestone posts and welcome bug reports, screenshots, and patient feedback.

Will the sequel be free too?

That's the plan. Tribute work pays in good vibes, not invoices.

Will the site ever get heavy?

No. Every page on this site is built to load in under fifty kilobytes. The marquee will go dark before that changes.

End Credits