What I’ve been up to, mid-November: Hulk’s Cock, Donald Trump, and Desk Leather

I have a monthly column now in gamesindustry.biz as well as eurogamer.net, and the deadlines coincide. So I’m writing them as companion pieces where I can. This month, they both have to do with the relationships between games and the real world. The Rhetorical Effects of System Design, and Toilets Games In Difficult Times Meanwhile, I’ve been […]

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CULTIST SIMULATOR: Next Steps and Release Date

BEHIND THE WORLD IS THE MANSUS. ITS CORRIDORS ARE THE ANGLES OF TIME. I spent my first month out of Failbetter building an alpha Javascript prototype of an experimental game, CULTIST SIMULATOR, to test out some mechanics and lore. My eerily insightful playtesters identified a lot of things that worked and a lot that could work […]

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Cultist Simulator: recipes and bumping brains

This is a post about the Cultist Simulator systems, and also why you shouldn’t stay too deep in a bunker when you’re working enthusiastically on an idea. That’s something I’ve forced myself to learn: open production in a nutshell. But it can be difficult to remember. My strong inclination is to bunker up. I’m an introvert who ran a company […]

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