Categories - Production
13 posts
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March #1: ELIOTfeatured

We announced a number of biggies this sprint. We’ve signed with Humble Bundle, who are publishing Cultist Simulator; we released the Adept’s Build, along with several hotfixes; we won our first award! (Cultist Simulator won ‘Best Game Design’ in the Emotional Games Awards 2018, and apparently we get a bust and everything. I have to order Read more

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February #2: DERONDAfeatured

Game dev is a motley crew of specialists concentrating on their Particular Thing in the general direction of a final product. Early development often feels disjointed, like you’re piecing together the skeleton of a creature you’ve never seen before. When you get far enough into production, there’s (hopefully!) a coalescent moment where it all suddenly Read more

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February #1: COLLINSfeatured

OH MY GOD HOW ARE WE IN THE MIDDLE OF FEBRUARY ALREADY Actually this is fine. Because oh boy do we have a lot of fingers in a lot of pies. In fact it’s quite disgusting really we are basically a Red Grail Ratatouille and we should be stopped. Firstly, we found out this sprint Read more

NEVILLE’S BUILD

NEVILLE’S BUILDfeatured

Neville was a quiet boy. He startled Father Nightingale and Miss Dusk, that night in the sandstone apse; he was sometimes observed by Ivy Mauresque through the oriental vapours of her club, though she claims they never spoke. Neville was a boy who slipped easily between the cracks, and was lost to the Wood long Read more

January #2: BROWNINGfeatured

Our final sprint of January! It’s been busy. Firstly, we’re getting interest from the press: Cultist Simulator featured in both PCGamesN and GamesMaster as indies to watch out for in 2018, and we’re heading to GDC, EGX Rezzed and Reboot Develop in various capacities. Ahead of these, I’m slowly spicing up our Steam page with Read more

Cultist Simulator: the roadmapfeatured

AK and I are big fans of open production: the process of making games transparently and honestly, bringing your community with you for the ride. AK gave an excellent GDC talk about it a few years ago, and I spoke earlier this year at IndieCade Europe about Failbetter’s ongoing open production habit. We’d better reck Read more

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