As an impoverished scholar of the invisible arts, one would of course benefit from the opportunity of commissioned work. We might recommend these individuals in particular:
I committed to getting a beta build of Cultist Simulator out by the end of the year. I’ve been tidying up my task list, and I can say it’s going to be significantly earlier than the end of the year – you should see it by mid-December. This is still an early build, but when […]
I’ve mentioned that Cultist Simulator has been through multiple prototypes. For your diachronic enthusiasms:
Someone asked about the Cultist Simulator combat system. == Tell you what, though, check out that green icon: the Dread element does have an aspect which is useful for certain magical operations.
I saw this tweet Folks who make narrative or adjacent games with 3-10 member teams: please share how you organize your design & worldbuilding docs! — Jason Grinblat (@ptychomancer) November 5, 2017 and I started responding, and I found I had a lot to say. My perspective and, I guess, credentials: I ran Failbetter for […]
Hullo all. I’ve been quiet for the last couple of weeks, because I’ve been off in Kyiv (at Casual Connect, where I did a talk) and Paris (at Indiecade, where Lottie did a talk for Failbetter). But meanwhile Martin has been finishing up tweaks and improvements to the UI, so I have an sheaf of […]